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Sci-fi while using the 5e system so you don't have to learn about whatever a """triumph""" is

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Published by Chara, 2020-12-13 15:25:45

Fifth Age Core

Sci-fi while using the 5e system so you don't have to learn about whatever a """triumph""" is

1

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3

Art Acknowledgement Contents

This is a fan produced document that is not made with Chapter 1: Introduction .....................................................7
the intention of financial gain, but rather to promote Chapter 2: Character Creation.........................................8
the fields of speculative fiction, science fiction, and by Chapter 3: Species..............................................................9
association: science. While this is a work that will
primarily be used for entertainment, it also seeks to Human........................................................................... 10
introduce a little science back into the discussion, and Cyborg ...................................................................... 11
attempt to make people imagine what actually is Spaceborn ............................................................... 11
possible, and what could exist in humanity’s future Earthborn ................................................................ 12
among the stars. Tube Born................................................................ 12

None of the art herein was produced by the author, Synthetic....................................................................... 13
nor for the author of this project. It is all assumed to Laborer Model....................................................... 15
be the property of its creators, and is used here as it Service Model......................................................... 15
was found on the internet, and to be admired and Tech Model ............................................................. 16
beloved as parts of the collective artistic culture of Security Model ....................................................... 16
humanity. No attempt is made to profit from the
works of others here, and no claim is made to own Greylien......................................................................... 17
either the art enclosed, or rights to it. If the owner of Shorts....................................................................... 18
a piece of this art opposes its inclusion in this work, Talls .......................................................................... 18
please contact the author, and it will be removed as Friendlies................................................................. 19
quickly as is feasibly possible. Newcomer ............................................................... 19

It is hoped that the artists understand the intention, Alien............................................................................... 20
and appreciation for their works, because it is with Stoph (Slugmen, Sluggos) ................................... 21
their imagination and talent that we can get glimpses Tiel (Greens, Treebeards).................................... 22
into the amazing worlds of the future that they Gloemn (Treefs, Hoppers) ................................... 23
imagined, and that we all share. Daht (Apes, Squatch) ............................................ 24
Tah’loo (Songbirds, Tweeties)............................ 25
Reptilians (Lizard-People, Scalies).................... 26
Custom Alien Species........................................... 27

Chapter 4: Class ............................................................... 28
Soldier........................................................................... 29
Marine ...................................................................... 31
Gunner ..................................................................... 31
Mobile Infantry ....................................................... 32
Technician.................................................................... 33
Medic ........................................................................ 35
Mechanic ................................................................. 35
Robomancer............................................................ 36
Officer........................................................................... 37

4

Ace .............................................................................39 Armors .......................................................................... 73
Captain......................................................................39 Protective Gear ...................................................... 73
Sarge .........................................................................40 Archaic Armor ........................................................ 75
Operative .......................................................................41 Combat Armor........................................................ 75
Special Agent ..........................................................43
Scoundrel ................................................................. 43 Weapons ....................................................................... 77
Bounty Hunter.........................................................44 Ammunition ................................................................. 78
Savage............................................................................45 Weapon Properties..................................................... 79
Hunter ....................................................................... 47 New Damage Types ................................................... 79
Oathsworn................................................................47
Warrior .....................................................................48 Laser......................................................................... 79
Civilian ...........................................................................49 Ballistic .................................................................... 79
Survivor ....................................................................51 Radiation ................................................................. 79
Fortunate One .........................................................51 Special Weapons ........................................................ 79
Team Player ............................................................52 Grenades ................................................................. 80
Chapter 5: Backgrounds .................................................53 Archaic Weapons................................................... 81
Aristocrat.......................................................................54 Packs ............................................................................. 83
Celebrity ........................................................................54 Toolkits ......................................................................... 83
Colonist..........................................................................55 Medical Supplies.................................................... 85
Company Man ..............................................................55 Robots ........................................................................... 87
Criminal ......................................................................... 56 Deployable Turret.................................................. 89
Journalist .......................................................................56 Combat Bot ............................................................. 90
Merchant .......................................................................57 Repair Bot ............................................................... 91
Military...........................................................................58 Medic Bot ................................................................ 92
Missionary.....................................................................59 Modifications .......................................................... 93
Offworlder .....................................................................59 Chapter 8: Vehicles.......................................................... 94
Police..............................................................................60 Vehicle Combat ........................................................... 95
Politician .......................................................................60 Vehicle Repair ............................................................. 95
Primitive ........................................................................61 Vehicle Descriptions .................................................. 95
Spacer ............................................................................61 APC........................................................................... 95
Stationer........................................................................62 Attack Chopper....................................................... 96
Tanker............................................................................62 Dozer ........................................................................ 97
Chapter 6: New Skills, Feats and Proficiencies. .......63 Hovercycle............................................................... 98
New Skills .....................................................................64 Jeep ........................................................................... 98
New Tool Proficiencies ..............................................66 Motorcycle............................................................... 99
Systems Proficiencies ................................................67 Tank.......................................................................... 99
Feats ............................................................................... 68 Truck (Cargo)........................................................ 101
Chapter 7: Equipment .....................................................71 Truck (Super Duty Plus Package) ................... 101
Chapter 9: Special Equipment .................................... 102
Modifications ............................................................. 103

5

Modifying a weapon or Armor .......................... 103 Alien Monoliths ......................................................... 143
Weapon Modifications........................................ 104 The Fall of Sparta..................................................... 143
Armor Modifications........................................... 106 The Hyper-Cannon ................................................... 144
Prototypes .................................................................. 108 The Mass Fleet Hyper-Shunt ................................. 144
Powered Armor......................................................... 110 Change Log ..................................................................... 145
Firefly ..................................................................... 110 Version: 0.9 ................................................................ 145
Striker .................................................................... 111 Version: 0.8 ................................................................ 145
Juggernaut............................................................. 111 Version: 0.7 ................................................................ 145
Relics........................................................................... 112 Version: 0.6 ................................................................ 146
Chapter 10: Game Dynamics...................................... 116 Version: 0.5r............................................................... 146
Business Ventures.................................................... 117 Version: 0.4 ................................................................ 147
Retirement ................................................................. 118
Group Challenges..................................................... 119
Downtime Expenses ................................................ 120
Shiftless................................................................. 121
Scrounging............................................................ 122
Hand to Mouth ..................................................... 123
Modest ................................................................... 124
Living Well ............................................................ 125
Big Spender .......................................................... 126
High Life................................................................ 127
Alien Port .............................................................. 128
Cover Rules................................................................ 129
Healing and Rests .................................................... 130
Chapter 11: Space Ships ............................................. 131
Amenities.................................................................... 134
Paying for it all .......................................................... 135
Interplanetary Markets............................................ 136
Cargos.................................................................... 137
Chapter 12: Story .......................................................... 139
The Hyperdrive ......................................................... 139
Hyperspace, or weird space? ............................ 139
First Contact.............................................................. 140
The fate of the Greys........................................... 141
How Humans stole the Stars................................. 141
Luminal Aggression................................................. 142
If you meet the Buddha in dock, kill him............. 142
The Barbarian King ................................................. 143

6

Chapter 1:

Introduction

Welcome!

It is the dawn of the 24th century, and an interesting
point in time for the human race. Fifth Age chronicles
the dawn (perhaps more like early mid-morning) of
humanity exploring the stars and getting into all
manner of trouble, fraught with peril, excitement and
drama. The science in this sci-fi is a little on the
harder side than some might be used to and the
adventure is a little pulpy, a perfect mix for the 5e
DnD system.

Humanity’s first contact with alien life was a violent
one, but fruitful. Equipped with the FTL technology of
the alien civilization they encountered, humans could
have eventually had the stars, but eventually is just
never good enough. Pushing the boundaries of the
technology, humans have spread farther, faster, than
any species in recorded history, to the horror and
dismay of other species who see humanity as a
cancerous plague infecting the new frontier opened up
by the enhanced Hyperdrive.

The solar system is divvied up by a smattering of old
earth nation states, intent on keeping their grip on
power while shadowy secret societies and mega
corporations pull strings and manipulate events.
Individual colonies might attempt to maintain their
sovereignty, but eventually most bow to the will of the
League of Starfaring Nations, or sell out to one of the
licensed mega-corps.

The thin strands binding together dozens of newly
settled worlds and old earth are the spacers, daring
starfarers willing to brave the dangers of hyperspace
to haul freight, information, and new colonists into the
frontier. Thanks to the relativistic time effects of
hyperspace, these career spacers will age only a few
short years while decades pass on the planet of their
birth, meaning they must cast aside their old ties to
friends and family, becoming a new type of culture all
to themselves. Fifth Age is the story about these
courageous adventurers, intrepid explorers and
ruthless mercenaries, pushing the light of humanity
into the deep darkness, and finding wealth, glory and
adventure.

Do you have what it takes to turn your back on the
planet of your birth, and leave everyone you’ve ever
known to die of old age while you step onto alien
worlds, and see things no human ever has?

7

Chapter 2: 3. Choose a Class

Character Creation Your choice in class is the single most defining choice
you will make in character creation. Your class
Character creation in Fifth Age follows a series of represents your archetypal path in the world, and
simple steps: defines your characters core capabilities and focus.
Classes have a variety of specializations, so the
1. Assign Ability Scores decision you make now is important, but remember to
2. Choose a Species (and a subrace, if look ahead at where you are eventually going,
specializations can change the face of a class into
applicable) something you might have never suspected.
3. Choose a Class
4. Choose a Background 4. Choose a Background

1. Assign Ability Score Backgrounds in Fifth Age come with noticeable
mechanical benefits as well as implied roleplaying
This system assumes character creation will use a ones, and offer your character even more chances to
point buy system, to ensure even and balanced become specialized, flavorful, and unique. Most
characters in the hands of players. This system is
outlined in the core handbook and SRD, this chart is backgrounds provide
provided for ease of use. 27 is a good point value to Ability Cost proficiencies in tools, skills or
start with, allowing a character to have three glowing
strengths and three noticeable weaknesses. 8 0 even weapons and armor.
(15,15,15,8,8,8), or whatever you would like. Note 91
that the standard array is 15,14,13,12,10,8. These 10 2 Note that if a background offers
numbers for point buy are before applying any racial, 11 3 you a choice between
background or other character creation bonuses. 12 4 something you are proficient in
Keep in mind you cannot buy a higher base ability 13 5 already and something you are
score than 15, but racial bonuses can push it beyond 14 7 not, you must select the thing
that. Also, remember that characters have a 15 9 you are not proficient in. There
maximum of 20 in each ability score, unless that is
somehow raised, such as by certain races. might be overlap, granting you
proficiency in something with which you are already
For a change of pace you can use a standard 52 card proficient, in this case you can suggest an alternative
deck of playing cards to generate your ability scores. proficiency to your DM, and pending their approval
Using this method, deal out two cards for each ability take that instead.
score, and decide which of these totals are high
enough to suit your adventurousness, and which you
need to up. You can deal up to three more cards into
each ability score, counting all totals according to the
following chart. Remember, total whatever the hand
would be (like blackjack) but only pay attention to the
one’s place (the 5 in 25, the 4 in 34) and add this to a
base ability score of 6.

2. Choose a Species

Your character’s species is major component of their
mechanical and flavorful identity, and selecting the
appropriate species to suit your concept and needs is
vital. Note that most species alter your ability scores,
provide abilities, and some even offer subrace options
for further specialization and identity.

8

Chapter 3: Species

The focus of this work is human centric, and will
focus on the mostly likely characters to sign aboard
human built star ships headed for the human frontier.
Fermi had it all wrong, and there’s a strong argument
for some intelligent design out there, the galaxy seems
to be teeming with life compatible with our own, just
waiting to be…. Discovered. That being said, this
work assumes a campaign fairly early in human
expansionism, and there is not a lot of species
diversities in earth’s fleets quite yet.

9

Human Diverse but Indivisible

A species of sapient mostly hairless ape native to the Having dozens, or perhaps hundreds, of political
third planet of the Sol system, commonly known as entities and organizations, the humans compete with
Terra to the rest of the galaxy, or as Earth to its each other, making war on their own species, over
natives in English. things like the color of their flags, or preferred
language. Despite this fractious community even the
Manifest Destiny most aggressive and territorial of human groups will
unite against a common outside antagonist.
Not unlike a virus, humanity has spread out from its
point of origin for most of its existence, a trend that Human Names
has begun to accelerate exponentially with the
discovery of the Hyperdrive. Humans generally have two physical sexes for
reproductive purposes, and naming conventions differ
Master Survivors amongst these groups with the exception that an
individual usually has a single primary name and a
Clever and adaptable, Humans show a propensity for name marking it as member of a larger genetic
overcoming challenges, and are quite adaptable, both grouping of relatives.
mentally and physically, after taming all the native
biomes of their homeworld they are now moving on to Male Names: Jack, William, Liam, David, James, Wei,
similarly adapt or adapt to the new environments they Omar, Aarav, Alexander
meet, planetary, political, and perhaps most
ominously economical. Female Names: Olivia, Emma, Sofia, Chloe, Madison,
Fatima, Jing, Aadhya, Anastasiya
Military Minded
Surnames: Smith, Johnson, Jones, Williams, Brown,
Not the most aggressive species encountered by Rodriguez, Wang, Li, Patel, Smirnov
explorers, Humans are unique in that they are
disturbingly well organized with their aggression, Human Traits
putting technologies to work offensively in undreamt
of fashions all in the name of their ideal of Humans are highly adaptable with a deep pool of
‘Weaponization’, to convert every known scientific genetic diversity to pull from, and few generalizations
principle of the universe to work as a tool for warfare. can be made of them.

Adaptability: Humans can add +1 to two separate
ability scores.

Age: Humans reach adulthood in their late teens, and
rarely live more than a century.

Size: Humans vary wildly in size, from under 5 feet, to
nearly 7 feet in height. Regardless, humans have a
size of Medium.

Speed: A human’s base walking speed is 30 feet.

Diverse Education: Choose a single skill or Tool and
gain proficiency in it.

Languages: Human characters speak, read and write
their native language and English.

Subrace: Humans exhibit a wide variety of naturally
evolved biodiversity, but the effects of genetic
engineering and culture have had a profound
influence on the species, effectively resulting in
several noticeable subraces.

10

Cyborg

Cybernetically augmented from before birth, these
humans have integrated technological components
into their bodies, offering them possibilities denied to
their purely biological brethren.
Ability Score Increase: +1 to any ability score
Mind Machine Interface: You possess an MMI port
that allows you to directly interface with technology.
You permanently possess a computer interface, and
when connected to a compatible device or system with
which you are proficient, treat your proficiency bonus
as if it was +1 higher when relevant. (Note that this
ability affects Robot Control Interfaces, effectively
increasing your total CP of controlled robots by 1.)

Spaceborn

Genetically modified for life in space, this type of
human is particularly adapted for life with wide
gravity tolerances (from 0 to 3 g), and high radiation
environments. Notable for a complete lack of body
hair and a lower body temperature, as well as a host
of other minor changes.
Ability Score Increase: +1 Dexterity
Slow Metabolism: Gain Resistance to Radiation
damage, and advantage on saving throws against
radiation effects.
Environmental Resistance: This character can
ignore penalties for low gravity, and high gravity up to
3g.

11

Earthborn

You are notable not for genetic or technological
augmentation but rather for the lack of them. As a
normally born human, raised to adulthood on earth
herself, you had the chance to study the latest
technologies, attend the most ancient of universities,
and to be in the very heart of human culture, granting
you opportunities and experiences no other human
possesses.
Wealth of Experience: This character can choose an
additional background to represent their life
experiences. Some backgrounds might not be
suitable for this feature, and require DM approval.

Tube Born

Designed in a lab, with certain traits in mind, you
were born of genetic experimentation and scientific
funding, not biological parents. You can look in the
mirror knowing that you are exactly what your creator
wanted you to be.
Ability Score Increase: +1 each to two different
ability scores.

12

Synthetic Chassis Models: ZV-9 Maintenance Worker, Butler
1400 Personal Service, Rhotech Industries Rocket
Created and built, these synthetic life forms are Technician, Alyssa 6900 Human Companionship
sentient, sapient, and one would certainly hope, Interface
completely loyal to the species who created them.
Nicknames: Clicky, Clanks, Mr. Handy, Mecha-Mop,
Digital Sentience Bobby, Alley, Chromedome

These are more than simple automatons and Synthetic Traits
machines, and possess free will and intelligence, or a
simulation thereof so realistic we can’t tell the Age: AIs take up to six terran months to be evaluated
difference and had to give them rights. and deployed, and a chassis can spend long periods
between manufacture and deployment, but rarely
Software Souls more than a year. Synthetic chassis can last up to
several decades, and no AI has yet perished of
Synthetic intelligence is stored within their software, entropic decay.
and with proper preparation can be retrieved or
stored in compatible systems. Whether restarting this Size: Synthetic chassis can be constructed in almost
software, or backing up and restoring its originator, any conceivable shape and size to serve their intended
constitutes as ‘death’ is a matter up for some debate. purpose, but most shipboard robots are similar in size
to humans, ranging between 4 and 6 feet tall, often
Ownership noticeably shorter than the humans that construct
them. Regardless, Synthetics are size Medium.
Under human law, synthetics owe their builders the
cost of the manufacture of their chassis plus interest Speed: Most synthetics are humanoid, and have a
to be paid back by any party holding their contract, walk speed of 30 feet.
which with very long terms and planned obsolescence
means that very few synthetics fully own their own
chassis, and those that do often continue in the roles
they were initially set to serve.

If you prick them, do they bleed?

On Earth, Synthetics have won their rights as sapient
free citizens. This has resulted in several outcomes,
new production of full synthetics has nearly come to a
halt, this is in favor of simply building less advanced
robotics and drones which have greatly reduced
capabilities, but none of those pesky human rights.
Additionally, the hobbling programming in most
synthetics has been removed by law, removing from
them the hard coded requirements to follow “three
laws” programming. This unprecedented level of
freedom has had the unfortunate side effect of making
humans far less likely to trust synthetics.

Synthetic Names

Synthetics are given an alphanumeric serial number
upon manufacture which is tied to their software, and
possess a chassis with a model name and number.
Synthetics will often take a name comfortable for their
creators, or indicative of their purpose, usually gifted
by the humans closest to them.

Serial Numbers: 9CG8VNC9QXB9,
7E2RZDGCNZN6, L3FSYVUBJ46F,
V7TVVU6K4TGC, EPRBXVKQDEEM,
DAHTP4QJ69B5

13

Infravision: Most synthetics can see in the infrared Synthetics choose their chassis, granting themselves
spectrum, effectively seeing in the dark. specific benefits based on model.

Self-Repairing Mechanism: Constructed of smart Optional Rule: Modular Chassis
materials and with limited onboard production
capabilities, Synthetics can heal themselves similarly It might be possible to swap the AI that effectively
to an organic character using hit dice during short “is” a synthetic into a wholly new chassis. This
rests. However, once these hit dice are gone, they would involve removing the benefits of the old
must be restored by a long rest as normally, but chassis, and adding the benefits of the new one.
require additional repair materials weighing one
pound per hit die (1 credit per pound). Allowing this kind of modularity in synthetics can
be exciting and add a lot of depth to them as
Well Made: Designed for durability, Synthetics gain characters, making them more unique and not just
an additional 4 starting HP and 4 HP on leveling up, “people in robot suits”, but can have some game
regardless of their class. balancing side effects, so think it through very
carefully first, and consult with your DM.
Inorganic: Synthetics are not alive in the traditional
sense, and are immune to most disease and An average chassis might cost 2,500 credits, a
infections, and do not require sleep or food and water. sizeable expense for working class synthetics.
Synthetic characters are immune to Poison and
Radiation damage, and cannot gain the Poisoned
condition or disease. When a synthetic is reduced to
0 HP, it is disabled, and can only be restored with an
appropriate ability check.

Charging Requirements: Synthetics rely on external
power sources for their energy needs, and must be
recharged as part of their daily duty cycle, requiring
access to a sufficient power source at least once per
day for optimal operation.
Storing energy sources for a Synthetic travelling away
from its normal power sources is no more difficult
than carrying food and water for a biological creature,
and generally take up less weight than that food and
water.

Legacy of Service: Despite their freedoms, synthetics
were originally created to serve mankind, and their
core programming reflects this. Synthetics are
strongly motivated at a “subconscious” level to protect
and serve humanity and when acting to directly save a
human life, they gain advantage on any ability checks
made in this pursuit.

For fear of mechanical imbalance, limit this ability to
times of appropriate dramatic tension. (Checks to
stabilize, athletics to push someone out of the way of
danger, etc)

Languages: Synthetics speak the language of their
manufacturers, English, and Tradespeak.

Chassis

Synthetics require a chassis to operate in meatspace,
built to various specifications for different purposes.

14

Service Model

Designed for human interaction, these models have
more processing power and better emotion emulators
and motile facial features. Sometimes referred to as
Androids, or Replicants, these synthetics are almost
indistinguishable from humans unless their
manufacturers specifically design them to be visibly
synthetic.
You gain +4 Charisma, and proficiency with
Persuasion.

Laborer Model

Built for heavy lifting, you are like a cross between a
longshoreman and a forklift. Often confused for
simple robots, your chassis is very obviously machine,
with few if any human like aesthetics.
You gain +2 Strength and +2 Constitution, and
proficiency with your built-in repair kit.

15

Security Model

Protecting humanity sometimes means pacifying
them with force, for their own good of course, and you
were designed to do this with the minimum amount of
risk to human safety.
You gain +2 Dexterity, and proficiency in Law.
Additionally, thanks to defensive plating, you may
calculate your armor class as 12 plus your dexterity
modifier, and consider this your minimum armor
class..

Tech Model

You were designed to aid in the gathering and
processing of data, general research, and to assist in
technical tasks.
You gain +2 Intelligence and +2 Wisdom, and gain
proficiency with any two skills, toolkits or systems.

16

Greylien Galactic Enemy #1

The K’Titch’Zaa first visited earth many millennia As humanity’s advanced Hyperdrive wreaked havoc
ago, and have kept up a fitful watch over us for much on untold millennia of economic stability, it cast the
of the time since. Looked down on by the rest of fortunes of worlds and billions of lives into turmoil,
Galactic Society as lacking in advancement and galactic society fractured and the Greyliens made
making no contributions to society, they were given excellent targets for blame. Greyliens were damned
the very least priority for colonization and resource as provocateurs, would be conquerors, anarchists,
extraction, and few species had any interest in trade traitors, collaborators and worse by the rest of galactic
with them. All of that changed when their compassion society. Their close ties with humanity and seeming
saved the crew of humanity’s first doomed expedition new wave of prosperity seemed almost too good to be
to a neighboring star. Known from that day to this as true, if you can ignore the rest of the galaxy hating
Greys, or Grey Aliens, and now commonly Greyliens, them…
the K’Titch’Zaa have become humanity’s only true
alien ally. Greylien Names

Scavengers Greyliens reproduce asexually, communally raising
young and possess a name granted at the time they
Evolved from scavengers, Greyliens can consume reach majority by the rest of their community, in
almost any organic compounds and possess stout addition to a surname derived from the community
digestive systems that can even ignore the they hail from.
handedness of DNA. Given their diet of carrion and a
weak technological base (seeing as their home system Given Names: Z’Kee, F’Chuk’K’Ka, St’lee,
is particularly resource poor, and their homeworld Rik’Tik’T’Chek
can barely support life), this species has very little to
offer galactic society, and have taken scavenging to Clan Name: Olee, Qoosoo, Rolloo, Gree,
space, travelling world to world, carving out niches in
other cultures performing the most unsavory of work,
and making do with the cast offs and leftovers of other
civilizations, often acquired at extortionist prices.

Masters of Resourcefulness

Greyliens maintain their space presence through a
mastery of salvaging, pilfering, and jury rigging.
Greyliens have struggled for millennia to maintain
their tenuous presence in space, stubbornly refusing
to give up the stars, which led to their first assisting
humans, whom they viewed as similar underdogs.

Not that Alien

Roughly Humanoid, oxygen breathing, left handed
amino acids, similar tolerances, this species stepped
straight out of science fiction and myth and into the
limelight of earth’s public stage, and serve to this day
as an example of aliens that humans can interact with
sensibly and positively. There are some claims to
genetic engineering and abductions with the Greyliens
claiming that their government has no knowledge of
such events, and would have strictly forbade them.

Seeing as the rescue of the lost human expedition that
led to our receiving the Hyperdrive was likewise
forbidden, these denials raise more eyebrows than
questions.

17

Race Traits Shorts

Ability Score Increase: +1 Dexterity, +1 Wisdom These diminutive Greyliens are timid and cautious,
particularly quiet, and are excellent mechanics.
Age: Greyliens mature in their early teens, and rarely
live to more than 50 or 60 years of age. Ability Score Increase: +1 Intelligence

Size: Greyliens range from as little as 3 feet tall to as Just a Shadow: You are size small, and gain
much as 6 feet tall, depending on nutrition and living proficiency in stealth. You can attempt a stealth check
conditions. Depending on subrace Greyliens are while only lightly obscured, such as behind another
Small or Medium. creature.

Speed: Greyliens have a move speed of 40 feet.

Titanium stomach: Greyliens cannot receive the
poisoned condition, and are resistant to poison
damage.

Natural Survivor: Gain proficiency with Repair Kits,
and the Survival skill.

Master of Improvisation: One weapon or armor
possessed by a Greylien may be modified to possess
an additional modification. The normal rules for mod
stacking apply, but this does not alter the price or cost
of the item. This mod is only effective in the hands of
the Greylien that modified it, and has no effect in the
hands of other characters.

Languages: You can speak, read, and write Greylien,
Tradespeak, and one other language.

Subrace: Greyliens are members of one of several
distinct racial groups.

Talls

Up to twice the height of Shorts, Talls are medium
sized, and noticeably sturdier than the rest of their
kin.

Ability Score Increase: +2 Constitution

Hands On: Gain proficiency in one weapon, toolkit, or
in planetary vehicles or spaceships.

18

Friendlies

Adaptable and outgoing, often called little green men,
these aliens are known for their servile natures and
easygoing ways. Gracious and even charming, these
aliens have made their way into human and galactic
society in many ways.
Ability Score Increase: +1 Charisma
Non-Threatening: You are size small, gain proficiency
with Persuasion, you can end your turn inside a
friendly creature’s space, and receive half cover (hard)
while they are at least one size larger than you.

Newcomer

In the wake of the Greylian’s troubles, many came to
earth as refugees, bringing with them a bounty of
technological knowledge and finding a level of
acceptance and prestige they had never before
experienced in the worlds of the Galactic Hegemony.
These Greyliens have settled into their new home
with fervor, and see the friendship of humans as key
to the survival of their race and view the risk of their
own culture being subsumed by that of their hosts as a
small price to pay.
Ability Score Increase: +2 Wisdom
Hero Worship: You are size small, and when you use
the Help action to assist a human with a task, you may
add your proficiency bonus to the roll as well as
granting advantage.

19

Alien conditions as humans, often sharing food and
breathable atmosphere. Just the ability to tolerate
The universe is teeming with alien life, and a fair human psychology and work with them is a mark of
amount of it has clawed its way up the evolutionary an adaptable species, making these species
ladder to sapience, meaning that explorers will meet exceptional.
countless examples of alien species if they travel far
enough, long enough. Endless Diversity

Generally Humanoid There is always a new species to meet out there,
always a new take on alien life, by no means consider
Alien lifeforms run the gamut from the vaguely these species options the only ones available. Work
humanoid, to the truly exotic and bizarre. Generally with your DM to convert fantasy races into aliens, or
speaking, only the most human like and compatible of to stat out your favorite bizarre alien creature from
these lifeforms will be of interest to humans, another property. Your imagination is the only limit.
especially as travelling companions. View the amount
of bipedal oxygen breathing species listed here not as Alien Names
an endorsement for that type of life, but rather as the
criteria requirements for potential crewmembers on Alien names will be quite varied, and often
the human ships that this work is aimed at chronicling unpronounceable, don’t be afraid to go by your alien
the adventures of. character’s human nickname. Otherwise, delve deep
into your imagination and find what type of name the
Social Animals alien might have. If that’s intimidating, you might
want to stick to Human characters.
The types of alien species most likely to throw their
lot in with the humans and travel alongside them will Alien Traits
have descended from social animals, and have a clear
understanding of chain of command and power Aliens have a wide variety of traits, too diverse to list
structure, as well as a willingness to work with other here, that will be listed in their individual entries.
species and attempt to understand them.
Age: Most aliens reach maturity in 8-30 years, and
Adaptable have a lifespan of rarely more than a century or two.

Life with humans isn’t easy, even for other humans, Size: Aliens vary wildly in size, from under 3 feet, to
imagine how adaptable an alien has to be to learn to nearly 9 feet in height. Most aliens have a size of
live and work beside them. The aliens listed here will Medium.
be able to tolerate similar environments and

20

Speed: Most aliens have a base walking speed of 30
feet.

Languages: Aliens speak, read and write their native
language, Tradespeak, and one human language of
their choice. (Unless you want to be a jerk and skip
the human language part, while that would make
roleplay complex and rewarding.)

Stoph (Slugmen, Sluggos)

The Stoph are a species of gastropoidal aliens native
to a system deep in the zone of influence of the
Galactic Commonwealth. Humans encountered
several large colonies of the Stoph on the edge of our
space where they languished on the commonwealth
frontier and quite cheerily accepted humanity’s offers
of relative freedom under the colonial charter of the
League of Starfaring Nations. Stoph make excellent
pilots, and have found myriad opportunities on
independent and corporate ships operating the
galactic frontier.

Stoph are hermaphroditic, and reproduce seasonally
by paired mating resulting in one or both individuals
becoming pregnant, a relationship that rarely lasts
more than the season, but which can sometimes last
decades before suddenly ending.

Stoph can vocalize a wide range of sounds, and can
speak human languages with ease. Stoph consume
liquid water and a mostly herbivorous diet, and can
acclimate to an oxygen mix atmosphere comfortable
to humans. Gravity preference lies in the .8 to 1.3
range, but with few drawbacks for gravities up to 2.2,
or atmospheric up to 3 atmospheres.

Ability Score Increase: Stoph characters have
particularly keen senses and are curious and
introspective, increasing their starting wisdom by +4
and their maximum wisdom by +4.

Unique Senses: Stoph can see in a much wider
spectrum than humans, effectively able to see
anything three dimensional within a range of 60 feet.

Stoph characters gain proficiency with the perception
skill.

Wallcrawlers: Stoph have a climb speed equal to
their movement speed.

21

Tiel (Greens, Treebeards) quite comfortable at up to 3 gravities, but suffer from
prolonged exposure to zero gravity environments.
The Tiel are humanoids that exist symbiotically with a
barky plant that covers their skin. While being (fairly) Ability Score Increase: Tiel are exceptionally hardy,
close to mammals, the plant component of their increasing their starting constitution by +4 and
physiology offers several interesting benefits. Able to increasing their maximum constitution by +4.
survive up to three months without food thanks to
photosynthesis, and several hours without air, the Tiel Rough and Ready: Tiel are protected by a barky
are a particularly hardy species. Omnivorous, Tiel coating of their plant symbiote, and their AC cannot
consume less than one might expect for beings of be lower than 16 as a result. A number of times per
their bulk, but are often driven to taste anything they day equal to their proficiency bonus, when a Tiel
encounter that might be edible. would take damage, they can reduce that amount by
1d6 plus their constitution modifier as a reaction.
Tiel possess two sexes with and mate for life.
Females bear live young after a gestation period of
over a year, and hours after birth their young are
capable of ingesting fruit pulp, their primary diet for
some time.

Tiel have rough gravelly voices, and can emit sound
well below the human range of hearing. Passable at
speaking human languages, one never mistakes a Tiel
for another species over audio comms. Tiel prefer a
higher oxygen mix than humans, but with dietary
supplements can tolerate a 21% oxygen atmosphere.
The Tiel thrive in high gravity environments and are

22

Gloemn (Treefs, Hoppers) by absorbing oxygen through its skin for several hours
at a time.
The Gloemn were first encountered by humans in a
primitive state similar to earth’s stone age. Intelligent Ability Score Increase: Gloemn reflexes and
and adaptable, the Gloemn are no fools, despite their musculature are exceptional, increasing their starting
primitive background. and maximum dexterity by +2.

The Gloemn possess two sexes, and lay eggs that are Natural Athletes: Gloemn gain proficiency in
alternatingly carried by either gender in an abdominal Athletics and can add their proficiency bonus twice on
pouch until hatching, when the young are raised all checks to jump, climb or swim.
communally by all adult Gloemn. Socially motivated
in their breeding practices, Gloemn breeding pairs Prodigious Leap: Once per round, a Gloemn can use
will reassess their partner’s status constantly, and a bonus action to leap up to 20 feet horizontally or 10
break it to pursue better opportunities when they feet vertically. This distance does not count against
present themselves. their movement for the round.

Traditionally Gloemn reproduce on a cycle linked to
the climate, and during the time of hatching the
members of a community will gather in a specially
prepared pool, bog or other water filled area. Each
pairing will produce up to a dozen eggs, and when
they hatch, each newborn Gloemn emerges with a
ravenous hunger, and over the next few hours all of a
community’s hatchlings will devour each other until
they are so gorged they pass into a deep sleep, when
they are taken into individual nurseries by interested
community members.

Cannibalism is a taboo in Gloemn society, and this
behavior is not normally repeated after the period of
birthing, though there is an antisocial disorder
experienced by an extreme minority of individuals that
causes them to desire to consume others of their kind,
especially younger and smaller Gloemn. This is a
particularly heinous crime, but nevertheless one that
occurs just enough that accusations of it are used as a
pejorative, and protective parents warn their children
to watch out for such individuals.

Modern Gloemn tend to have an affinity for their own
offspring, and ability to recognize them by their calls,
but paternal and maternal instincts vary by individual,
with good parents raising dozens of children over
their lifetime, and others reproducing but ignoring
their offspring and focusing on careers, crafts and
other pursuits.

Young Gloemn adults that seek mates will seek them
from other communities, with only the lowest ranked
members of society finding mates locally.

Gloemn have surprisingly pleasant tenor voices, and
prize musical singing, their gravity tolerance is similar
to humans, and require a much lower oxygen mix of
only 12%, but can be acclimated up to human normal.
Semi amphibious, a Gloemn can survive underwater

23

Daht (Apes, Squatch) number, and will then join that group, increasing its
numbers and prestige.
The Daht are a group of hulking humanoids with a
penchant for violence and the reputation for the same. Daht have very particular environmental requirements
With no real worlds of their own, Daht mercenaries and suffer in extremes of heat or atmospheres with
wander the galaxy finding service for up to too little oxygen. Seeming to have evolved on a world
generations at a time, serving as bodyguards, soldiers, with significantly stronger gravity than earth, Daht are
and even just hired muscle. Although prone to comfortable at up to three gravities. Human
emotional outbursts, one should never think a Daht is languages lie just at the outside edge of Daht
just big and dumb, because they would only be half vocalization, and while some sounds are difficult for
right. them to make, a Daht will be understood, one way or
another.
Daht have three sexes, with the males and females
being almost indistinguishable during adolescence Ability Score Increase: Daht are veritable mountains
and early development, and a third sex (most closely of muscle, increase their starting and maximum
translated as caretaker) that is only marginally Strength scores by +4.
intelligent. Females give live birth six weeks after
fertilization by a male, seemingly only to a caretaker. Menacing: Daht characters gain proficiency in the
However, the caretaker carries embryos of a male and Intimidation skill, and can add their strength bonus to
female Daht in a pouch, almost like a marsupial, and Charisma (Intimidation) checks.
carries them the rest of the way to term.
Approximately 1 year after the birth of the caretaker, Legendary Warriors: Daht are natural born warriors,
its two siblings will have developed to the point they and pursue combat training most of their lives. Each
exit the pouch, and are cared for by their elder sibling round of combat a Daht can reroll the damage dice for
throughout their childhood. The caretaker hunts, and a weapon attack, and keep either result.
nurses its siblings, and will serve as an aggressive and
loyal protector throughout their childhood.

Daht are highly competitive, with male and female
siblings (virtually indistinguishable from each other
until sexual maturity) aggressively testing one another
and competing to break developmental milestones.
During this time the Caretaker will form a bond with
one sibling or the other, and follow that sibling for the
rest of its life, up to approximately thirty or forty
standard earth years. While this bond is commented
on and interpreted differently by Daht, it is unknown
what exactly causes this preference.

Daht males reach sexual maturity at approximately
ten years of age, and will typically find a band to join
at this time, with juvenile females doing the same.
Juvenile females will take up to another ten years to
mature, reaching a size almost half again their male
counterparts, somewhere around the age of 20.
During this period siblings are prone to avoid one
another, but later in life can often form strong familial
bonds.

Upon reaching sexual maturity, most female Daht
respond to instinctual urges and desires to mate, and
will select a male if one is to her liking, or begin
wandering while seeking one. During this time, any
other groups of Daht with single males will welcome
the wanderer, hoping she picks a mate from their

24

Tah’loo (Songbirds, traditionally with body heat, and during the sunny
months are left exposed in the sun by day.
Tweeties)
Young members of the species are capable of flight by
The Tah’loo were recently discovered on edges of the age of two standard years, and reach physical
deep space, near what the nascent Gloemn Empire maturity by the age of eight. Most mating pairs will
consider to be their frontier. With a surprising level of not conceive again until their offspring are fully
technological sophistication, advanced space independent, meaning they might only have the
technology, but without access to the Hyperdrive (until opportunity to reproduce three or four times in their
now) they were contained within their home system. reproductive lifespan, leading to relatively slow
population growth.
Tah’Li, their homeworld, has a gravity of
approximately one third that of earth, covered with Social and gregarious, Tah’loo are natural explorers
shallow seas, and tropical islands split by tall ridges who long to see what lies in the next valley, or on the
sheltering deep and verdant valleys. This world has next island. They have reacted with exceptional good
only a slight axial tilt that leads to mild seasons, and grace and excitement after first contact, and are
long pleasant summers interspersed with cool rainy making quick inroads with other spacefaring species.
seasons.
Generous to a fault, Tah’loo economy is most
The Tah’Loo dispersed across their world early in accurately described as a gift culture, where goods
their prehistory, leading to substantial diversity within and services are given freely based on the perceived
their species, as each group adapted to local need of others. With the rich resources and easy
conditions. Culturally, this has led to the proliferation conditions of their homeworld, and little reliance on
of hundreds of distinct language groups developing in tool usage to survive, anything a Tah’loo might need is
isolation for millennia, which combined with the easily acquired, and the joy and status gained by
physical differentiation between Tah’loo ‘races’ pleasing another is seen as worth more than simply
creates a broad swath of rich cultural history for a keeping physical possessions.
single species.
This generous nature is almost completely missing
Biologically, the brain of a Tah’loo has an during games of chance, however, as Tah’loo are
exceptionally well developed speech and language canny gamblers who adore games of chance and skill,
center, almost twice the size and complexity of a always seeking to make wagers upon them, not for
standard human’s. Tah’loo possess an exceptionally useful resources, but rather for shiny rocks and
well developed auditory system, and vocal chords to trinkets that are jealously coveted, and only won, and
allow a Tah’loo to hear a wide audible range (hearing not gifted. These treasures have a greater perceived
many things too high or low for a human to hear) and value the longer one has possessed them, and a
reproduce a vast array of complex sounds. All of this Tah’loo jealously guards their treasures, and often
combines to make a Tah’loo eminently capable at adores them, being incredibly familiar with each, and
understanding, learning and reproducing all many of might notice if any of the typically dozens might be
alien languages, and many are able to ‘sing’ entire missing.
musical compositions of multiple voices and
instruments simultaneously.

Tah’loo are roughly Avian analogues, with complex
featherlike structures aiding flight, while having
relatively strong but hollow bones to aid in flight.
With slight, lean muscle structures, despite their frail
look, a Tah’loo has the same general strength as any
creature adapted to an active life in a low gravity
environment.

With two distinct genders, Tah’loo mate for life, and
generally lay a single egg approximately 2 standard
months after mating, which hatches after another 6.
In the cool rainy months, the egg must be kept warm,

25

Ability Score Increase: Charming and Insightful, The reptilian language is incredibly simple with no
Tah’loo characters increase their starting and real system of prefixes or suffixes, just a fairly long list
maximum Charisma and Wisdom by +2. of simple words that are strung together in clusters to
convey complex ideas. This trait extends to naming
Masters of Song: Tah’loo characters are proficient conventions. Most reptilians have a name consisting
with Perform and Perception skills, and have the of two words that describe some aspect of their
ability to mimic sounds they have heard, such as personality, purpose or job, given to them by elder
voices or tones, as well as pick out a wide variance of family members with seeming arbitrariness. Titles
sounds unheard by most characters. are similarly granted, with such names appearing as:
Healer-Scientist Fast-Runner, with their title being
Birds of a feather: Tah’loo characters have a fly “healer scientist”, a medical doctor or biologist, and
speed equal to their movement speed while in “Fast Runner” possibly granted for winning some
environments of low gravity, and an ability to glide footrace during pubescent competitions.
while in higher gravities.
Other common names include those such as “New-
Natural Translator: Tah’loo characters can learn any Soldier Thick-Skull”, “Ship-Pilot Sharp-Claws” and
language with a DC 20 insight check, reduced by 1 for “Leader-Person Man-Fellow”.
each day spent amongst the creatures speaking the
language. Ability Score Increase: Strong and Tough, Lizard
People characters increase their starting and
Reptilians (Lizard-People, maximum Strength and Constitution by +2.
Scalies)
Rough and Tumble: Reptilians have a very physical
Encountered on the human frontier, the Reptilians style of interaction, and are long practiced at personal
(directly translated from their own language, perhaps combat, granting proficiency with Athletics, and
more closely as ‘People of the Scale’) are a mostly advantage on athletics checks made to shove a
friendly group eager to take advantage of the creature. In addition, whenever a Reptilian
Hyperdrive in exploring new space. Members of this successfully shoves a creature, they may immediately
species claim to have once travelled widely and held make an attack against them as a reaction.
colonies around multiple stars, and while their space
technology is advanced, it appears to be quite old, and Stout: Reptilians can shrug off even substantial
is not well understood by their people. wounds, and heal quickly from trauma, letting them
ignore even grievous flesh wounds and continue a
The native world of this species is high gravity, more battle. Whenever a Reptilian takes the Dodge action,
than two and a half that of Earth. Those born on their they may spend a single hit die to recover an amount
homeworld and adapted to its gravity are incredibly of HP equal to the result.
strong, but squat, barely topping 6 feet in height, while
those born and adapted off-world and in lower
gravities can range taller, up to eight feet or higher.

Possessing two sexes, females lay eggs soon after
mating, though these eggs are soft and squishy,
lacking a shell. Traditionally, their eggs are laid in
skulls, which provide for the safety of the developing
embryo.

Casually cannibalistic, these beings place no
sentimentality towards the flesh of their own kind and
will engage in cannibalism for sustenance. However,
this behavior is considered low brow, and avoided by
all but the lowest socioeconomic castes in most
circumstances.

26

Custom Alien Species

The universe is full of bizarre and unique life, just
waiting to be discovered. Using this species option,
you can create your own custom alien race and
describe it how you like, pending DM approval. A
custom alien is built by spending 10 AP (Ability
Points) to purchase a variety of bonuses and
capabilities off the following list:

1 pts. (Max. 3 pts.)
• Increase an Ability Score maximum by +2
• +5 Feet of Movement (maximum +10
movement)
• Skill or Tool proficiency (Maximum of 2
tools and skills)

2 pts. (Max. 6 pts.)
• +2 Starting Str, Con, Int, Wis, Cha
• +1 Starting Dex
• Special movement mode (Climb, Swim,
Glide) equal to movement

4 pts. Flight (equal to movement)
• Bonus Feat or Feat Equivalent ability (Can
• only be chosen once)

27

Chapter 4: Class

The focus of this work is on a hard sci-fi setting of A Note on Levels…
excitement and adventure, and not a simple number
crunching game of character optimization. Six One of the most notable things about the following
classes, each with three specializations seems quite classes, when compared to more familiar ones, is that
sufficient, but don’t let that stop you. Want to bring in they only have 10 levels, and not 20, and that there are
a seven foot tall reptilian barbarian who owes your no saving throw proficiencies. This is intentional design.
character a lifedebt, feel free. Half the classes from a
normal fantasy RPG would work here just fine. 10 levels are used instead of 20 so that the base
Maybe you pick up a pack of approximately medieval statistics, the “numbers”, for characters never gets too
grasshopper looking aliens who think you’re their crazy. Guns are supposed to be scary, and if the hit point
messiah on a holy crusade, and make a really crack totals ever get too large, they will lose a lot of that punch.
boarding party after you gave them power axes. Why The attempt here is to portray heroes, sure, but mortal
not. If you pick up a magic using class and give them men and women with mortal frailty.
a laser sword, that’s on you, I tried to paint a hard sci-
fi setting, and you know what you did. But hey, have …and Saving Throws
fun with it.
There aren’t a lot of saving throws in fifth age, and most
of those are dexterity or constitution. As such there was
not really a good way to balance saving throws between
classes, and led to obviously superior choices… so they
were dropped. The exception being the savage, the most
durable class, which gains proficiency with all saving
throws as a class feature. Savages with archaic gear
are… rough, and this helps while being flavorful.

28

Soldier

The harsh crack of weapons fire rings out over the Soldiers are the best class because they have the
already deafening bustle of the alien marketplace, and widest access to weapons and armor, the best
suddenly the various vendors and customers begin to military training, and are thus the most prepared to
panic and scream, adding to the cacophony. You face the dangers of unexplored worlds, and keep
ready your side arm and drop into the cover provided their comrades safe.
by a food vendor’s cart, and scan the crowd looking
for the source of the disturbance. A chorus of Level Proficiency Features
terrified shrieks rise out of a crowd of alien priests on Bonus
the far side of the market square, and you see a group 1st +2 Second Wind
of militants carrying rifles, one has a member of your 2nd +2 Combat Focus
crew by the arm and is saying something in its 3rd +2 Feat/Ability Score
language to the crowd of panicking locals. It 4th +2 Soldier Specialization
brandishes the weapon at the human, and you know it 5th +3 Extra Attack
is time to act… 6th +3 Feat/Ability Score
7th +3 Soldier Specialization
On a starship, soldiers fill roles as security and 8th +3 Battle Hardened
weapons officers, operating ships weapons and 9th +4 Feat/Ability Score
fighting during any action the crew becomes involved 10th +4 Soldier Specialization
in. Whether it is animal threats on newly discovered
worlds, or even opposition from other human groups, Class Features
Soldiers stand ready to throw themselves into the line
of fire to protect their less capable crew mates. As a Soldier, you gain the following class features.

Soldiers easily make durable combat characters able Hit Points
to both dish out, and receive, punishment and interact
dynamically in the field of battle. Soldiers shine in the Hit Dice: 1d10 per soldier level
Combat pillar of the game, with less to offer in Hit Points at 1st Level: 10 + your Constitution
peaceful situations, but no crew will regret having one modifier
along when it hits the fan, and only the soldier was Hit Points at Higher Levels: 1d10 (or 6) + your
keeping an eye on exits and was watching for an Constitution modifier per soldier level after 1st
ambush.

29

Proficiencies When you engage in two-weapon fighting, you
can add your ability modifier to the damage of the
Armor: Protective Gear, Combat Armor second attack.
Weapons: Civilian Weaponry, Military Weaponry
Tools: Choose one of Weapons Systems, Demolition • Unarmed Focus
Kits, Atmospheric Vehicles or Space Vehicles as well When you make an unarmed strike, add your
as one Systems Proficiency proficiency bonus to the damage roll.
Skills: Choose two skills from Acrobatics, Athletics,
History, Insight, intimidation, Perception, and Feat and Ability Score Improvement
Survival
When you reach 3rd level, and again at 6th and 9th
Equipment level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your
You start with the following equipment, in addition to choice by 1 up to your default maximum of 20.
the equipment granted by your background:
Additionally, you can choose one feat to gain or
• Blaster Rifle or Laser Rifle and Power Axe increase an ability score by 1, and increase its
• Armored Skinsuit maximum by one instead of gaining a feat.
• One of: Laser Pistol, Blaster Pistol or
Extra Attack
Combat Knife
• Spacer’s Kit or Explorer’s Kit Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
Second Wind turn.

Beginning at 1st level you have a limited well of Battle Hardened
stamina that you can draw on to protect yourself from
harm. On your turn, you can use a bonus action to Beginning at 8th level, when you are reduced to 0 hit
regain hit points equal to 1d10 + your soldier level. points but not killed outright, you can drop to 1 hit
Once you use this feature, you must finish a short or point instead. You can’t use this feature again until
long rest before you can use it again. you finish a long rest.

Combat Focus Additionally, your Second Wind class feature can be
used as a reaction when taking damage.
Starting at 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the following Soldier Specialization
options. You can’t take a Combat Focus option more
than once, even if you later get to choose again. At fourth level, choose a specialist field. This field of
specialization grants features at 4th, 7th, and 10th level.
• Defense Focus
While you are wearing armor, you gain a +1
bonus to AC.

• Long Arm Focus
You gain a +1 bonus to attack rolls made with two
handed ranged weapons.

• Melee Focus
When you roll a 1 or 2 on a damage die for an
attack you make with a melee weapon that you
are wielding, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2.

• Side Arm Focus
While wielding a one handed ranged weapon and
no weapon in your off hand, you deal an
additional 2 damage.

• Two-Weapon Focus

30

Marine

Marines are trained for direct personal combat,
excelling at both executing and repelling boarding
actions.

Improved Critical

Beginning when you choose this specialization at 4th
level, your weapon attacks score a critical hit on an
additional number on a d20, usually 19 or 20.

Additionally, you can choose a second option from the
Combat Focus class feature.

Veteran

At 7th level, you can choose a third option from the
Combat Focus class feature. You gain 10 maximum
hit points.

Elite

Beginning at 10th level, you can attack three times,
instead of once, whenever you take the Attack action
on your turn. You gain 10 maximum hit points.

Gunner

Gunners focus on heavy, vehicle and starship based
weapons, which explains why they are so prone to
attempting to lug weapons of this grade into personal
combat.

The Bigger the Better

Beginning when you choose this specialization at 4th
level, you gain proficiency with all heavy and vehicle
based weapons, as well as with demolitions kits.
Increase by 1 the DC of all saving throws made
against your attacks.

Precise Aiming

From 7th level onwards, you add your proficiency
bonus to all damage rolls made using weapons with
which you are proficient. Increase the DC of all
saving throws made against your attacks by an
additional 1.

Increased Payload

At 10th level, when you make an attack with a one
handed ranged weapon, it deals an additional damage
die of the type it normally deals. When you make an
attack with a two handed ranged weapon it deals an
additional two damage dice of the type it normally
deals.

31

New Armor: Mobile Infantry Suit Mobile Infantry

Powered Armor (Heavy) Also commonly known as Ground Pounders and
Cost: €4,000. AC 19, Minimum Strength Shock Jocks, Mobile Infantry are specialists in using
requirement of 15, penalty to stealth checks while advanced armor suits to deploy into the most
worn, vacuum safe, Special, Requires Attunement. dangerous and threatening environments.

This prototype armor is bulky and quite heavy Without your suit, you are nothing
(weighing over 100 pounds) but does not contribute
to your encumbrance while attuned, effectively When you choose this specialization at 4th level, you
carrying its own weight with hydraulic-assist gain proficiency with Repair Kits, and with Powered
technology. This armor counts as a heavy armor Armor and are able to requisition a Mobile Infantry
for the sake of any armor mods applied to it. Suit with one modification slot. While attuned to you,
this armor provides the following abilities in addition
An optional Insertion or breaching pod capable of to its basic statistics:
low orbit atmospheric insertions can be purchased
for the cost of €1,200 credits. This device allows a • This Armor has a pool of 12 Armor HP that
single suit to land safely on a planetary surface, or are lost when you would take HP damage.
breach a ship or station. It costs €200 credits to Treat all damage dealt to your Armor HP as
resupply this pod after it has been used, to return it if you have resistance to damage.
to functionality for its next use.
• Whenever you take a short rest, recover up to
Modification costs: MkI: €20,000, MkII €40,000, half of these HP, all of them on a long rest.
Mk III €80,000
• During a Short rest, you can spend a Hit Die
to recover 1d10 + Intelligence bonus Armor
HP.

• Whenever you gain a soldier Level, Increase
your suit’s maximum Armor HP by 3.

Without you, your suit is nothing

Beginning at 7th level, whenever you use the Second
Wind class feature, your Armor HP is recovered by
1d10 plus your soldier Level.

As a Bonus action you can execute an Action Surge,
granting you an additional action this turn. You can
use this ability again after a short or long rest.

War Face

Beginning at 10th level, your Mobile Infantry Suit has
two additional mod slots while it is attuned to you. In
addition, any damage dealt to your Armor HP that is
below 5 (after resistances) is ignored.

32

Technician

As you stand clinging to the outside hull of the station, Technicians are the best class because their
only your mag-boots keeping you from careening into mastery of science and technology prepares them
the deep black, you see the device attached to the for the unknowns in the depth of space, where
station’s metal skin. Your sniffer detects no increased logic and reasoning are mightier than bullets or
ambient radiation, so it probably isn’t thermonuclear, brawn when it comes to solving the big problems.
that’s good. The casing comes off easily, and you
discover more shielding, heating and insulation, and Level Proficiency Features
finally tanks of growth medium. Biological. You Bonus
check your schematics, this is apparently tied into the 1st +2 Expertise
water treatment plant. That is very bad. Disabling the 2nd +2 Fast Hands
device takes several minutes longer than you were 3rd +2 Feat/Ability Score
hoping, but as you finish you get a priority message in 4th +2 Specialization Ability
your HUD, it’s the captain asking if you’re ready to 5th +3 Quick Thinking
move on to the other six devices. You hear explosions 6th +3 Feat/Ability Score
over the channel in the background, and decide not to 7th +3 Specialization Ability
complain as you make your way to the next waypoint. 8th +3 Reliable Talent
9th +4 Feat/Ability Score
On a starship, technicians fill the roles as science, 10th +4 Specialization Ability
medical and engineering personnel, solving problems
and repairing the ship, its crew, or more often both. Class Features
As engineers, scientists, doctors, mechanics… and a
host of other roles, technicians are vital to the safety As a Technician, you gain the following class features.
and wellbeing of their ship and crew, being relied
upon constantly to create ingenious solutions to the Hit Points
countless problems that plague spacers.
Hit Dice: 1d8 per Technician level
Technicians are hardy enough to assist in the combat Hit Points at 1st Level: 8 + your Constitution
pillar, usually in a support role, but truly shine in modifier
exploration pillar, overcoming obstacles and creating Hit Points at Higher Levels: 1d8 (or 5) + your
innovative solutions to problems with their broad skill Constitution modifier per Technician level after 1st
set.

33

Proficiencies Technician Specialization

Armor: Protective Gear At fourth level, choose a specialist field. This field of
Weapons: Civilian Weapons specialization grants features at 4th, 7th, and 10th level.
Tools: Choose one of Medkit, Repair Kit or Robot
Control Interface, and any two Systems Proficiencies The Science of Today is the
Skills: Choose three from Biology, Computer Use, Technology of Tomorrow
Engineering, History, Insight, Investigation, Medicine,
Navigation, Perception The technician is potentially the most genre
defining class presented in this document,
Equipment harnessing the forces of the universe to create
wonder, and more delicious soft drinks.
You start with the following equipment, in addition to
the equipment granted by your background: A technician might want to create gadgets, devices,
and inventions, and should be encouraged in these
• Stun Pistol or Laser Pistol aims. Adapting alien technology, using new
• Skinsuit materials, and just plain innovation are all good
• Repair Kit or Medical Kit activities for technicians.
• Computer Interface and Spacer’s Kit
The class has the Fast Hands and quick thinking
Expertise features for the express purpose of allowing
technicians to better support their group, and
At 1st level, choose two of your skill proficiencies, utilize all those fantastic gizmos they should be well
systems proficiencies or tools you are proficient in the known for.
use of. Your proficiency bonus is doubled for any
ability check you make that uses any of the chosen A general guideline when attempting to invent
proficiencies. (Note that this has no effect on the something is to not remake already existing objects,
amount of CP controlled with a Robot control and to create devices that exist within reasonable
interface) power levels for game balance purposes. While
innovation does occur, most of the numbers set
Fast Hands forth herein are balanced for table play, and exist
for a reason. Saying “I build a better gauss rifle” is
Starting at 2nd level, you can use a toolkit, item or skill all well and good, laudable, even, but saying “I build
that is normally an action as if its use was a bonus a gauss rifle that does d10s instead of d8s” is not
action. (Excluding robot commands, which are only only out of character, but flies in the face of game
bonus actions for Robomancers.) balance.

Feat and Ability Score Improvement “Inventing” mods is very acceptable, or even
researching new prototypes. But try to maintain
When you reach 3rd level, and again at 6th and 9th the wonder and adventure of the setting by keeping
level, you can increase one ability score of your choice these items on a smaller scale of production, this
by 2, or you can increase two ability scores of your makes them (and by extension, you) more special.
choice by 1 up to your default maximum of 20.

Additionally, you can choose one feat to gain or
increase an ability score by 1, and increase its
maximum by one instead of gaining a feat.

Quick Thinking

Starting at 5th level, you can take two bonus actions
per round.

Reliable Talent

Starting at 8th level, whenever you make an ability
check using your proficiency bonus, treat all rolls of 9
or less as if you rolled a 10.

34

Medic Mechanic

Medics are trained medical professionals well versed Mechanics apply their knowledge in a wide variety of
in diagnosing and treating a variety of ailments and sciences and technical aptitudes towards the repair
injuries. and maintenance of starships, vehicles and
equipment.
First Responder
Intimate Knowledge
Starting at 4th level when you acquire this
specialization, you gain proficiency with Medkits if you Starting at 4th level, you are now considered proficient
are not already, or with Medicine if you are proficient in all ship’s systems and ship based weaponry and can
with a Medkit, but not with Medicine. If you are manage two duty stations instead of one. You gain
already proficient with both Medicine and Medkits, proficiency with repair kits if you lack it, or with
you may add your proficiency bonus to all of your engineering if you are proficient with repair kits but
ability checks to heal living creatures. not with engineering. If you are already proficient
with both of these, you may double your proficiency
Additionally, whenever you use a Medkit to heal or bonus when making checks related to spaceships.
stabilize a living target, that creature can spend a
number of its Hit Dice up to your proficiency bonus to Additionally whenever you use a repair kit to heal a
heal itself. synthetic target, that creature can spend hit dice to
heal itself up to a maximum amount (of HD spent)
Hands that Heal equal to your proficiency bonus. Robots you repair
recover an additional amount of HP equal to your
From 7th level onward, whenever you use an action or Technician level.
bonus action to heal a target, you can add your
proficiency bonus to the amount healed, and to each Miracle Worker
hit die spent by the target.
From 7th level you can, as a bonus action, grant
Don’t you die on me! yourself advantage on your next attack roll, saving
throw, or ability check.
Starting at 10th level, whenever you allow a target to
spend healing dice, they immediately regain a hit die
that must be used immediately to heal themselves.

35

Knack Robot Feat: Mod Bot

Starting at 10th level you can use your Reaction to This feat can only be taken by robots affected
enhance the effectiveness of a system or device you by the “Ghost in the Machine” class feature of
operate. This adds your Intelligence bonus to the Robomancer Technicians. This Robot can
numerical bonus or output of the system or device, or have up to 1 CP of total modifications that do
doubles its effectiveness at DM’s discretion. not affect its CP cost.

Robomancer

Self-styled ‘Robomancers’ are known for their skill
with advanced robotics and artificial intelligence that
borders on the arcane.

Mechanical Minions

Starting at 4th level, if you are not already proficient
with Robot Control Interfaces, you gain proficiency
with them. If you are already proficient with RCIs,
you gain proficiency with repair kits, and if you are
already proficient with them, gain proficiency with
engineering instead. If you are already proficient with
all of these, you may add double your proficiency
bonus when making ability checks related directly to
robots and synthetics.

Additionally, you can attune to and control an
additional 1 CP worth of robotic minions and using a
Robot Control Interface to issue commands is a bonus
action for you.

Best friend 2.0

From 7th level onwards you can attempt to hack an
enemy robot or synthetic as a bonus action using your
robot control interface. The target gains the charmed
condition and can only attack the Robomancer with a
successful intelligence saving throw DC 8 plus the
Robomancer’s intelligence bonus and proficiency
bonus.

Whenever a creature you can see targets you or a
friendly synthetic or robot within five feet of you, you
can use a reaction to switch the locations of yourself
and the creature, redirecting the attack to the creature
of your choice moved in this way.

Ghost in the Machine

Starting at 10th level your robotic minions develop
unique personalities of their own, and can behave on
their own initiative at the DMs discretion.
Additionally, each robot you create gains a bonus feat
of your choice upon creation.

36

Officer

You hear a scream and turn to see Jenkins go down in Officer is the best class because everyone looks to
a spray of blood. You holster your pistol and rush to you for guidance and inspiration, making you a
help. Jenkins is perforated through his suit, and you natural choice for leader. Whenever others can’t
can see nothing but blood in his helmet. Jenkins is quite succeed at what they try, you can enable
gone. You can’t hold this position forever. You scan them to.
through your comms, Biggs says that it will be at least
another ten minutes before the engines are warmed Level Proficiency Features
up to go, Scott reports two more of the bombs were Bonus
disabled, that just leaves three, this might be doable. 1st +2 Leadership
The motion detectors go off again, another group is 2nd +2 Inspiration
coming down the corridor. You draw your pistol and 3rd +2 Feat/Ability Score
check the charge, five shots remaining. You see 4th +2 Specialization Ability
Cortez trying to aim his rifle down the hallway but his 5th +3 Delegation
hands are shaking, he’s just a kid. You slap him on 6th +3 Feat/Ability Score
the shoulder and smile reassuringly, and tell him that 7th +3 Specialization Ability
everything is fine, we have this, but to make every shot 8th +3 Commanding
count. His hands visibly steady, he nods and gulps. Presence
You sink into cover behind the barricade and take aim 9th +4 Feat/Ability Score
down the corridor. Who knows, maybe you weren’t 10th +4 Specialization Ability
even lying.
Class Features
Officers fill command positions, developing and
implementing strategy and tactics, all the while As an officer, you gain the following class features.
administering to those under their command.
Disciplined and charismatic, officers provide the Hit Points
structure and framework for work to get done, and
missions to be completed, making sure that logistics Hit Dice: 1d8 per officer level
are in place and always having another plan if things Hit Points at 1st Level: 8 + your Constitution
go wrong. modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Officers are excellent in most pillars of gameplay in a Constitution modifier per Officer level after 1st
support role, but can really shine in Social
encounters, using their interaction skills to organize
their fellows and work over outsiders. Officers can
easily be skilled diplomats as well as leaders.

37

Proficiencies by 2, or you can increase two ability scores of your
choice by 1 up to your default maximum of 20.
Armor: Protective Gear
Weapons: Civilian Weapons Additionally, you can choose one feat to gain or
Tools: Choice of any two tool, systems, or vehicle increase an ability score by 1, and increase its
proficiencies. maximum by one instead of gaining a feat.
Skills: Choose three of Athletics, Acrobatics,
Computer Use, Culture, Deception, History, Insight, Delegation
Intimidation, Law, Navigation, Perception, Persuasion
Starting at 5th level, once per round as a bonus action,
Equipment direct one of your companions to act. When you do so,
choose a friendly creature who can see or hear you.
You start with the following equipment, in addition to That creature can immediately use its reaction to
the equipment granted by your background: make a single attack, or take a bonus action.

• Laser Pistol Commanding Presence
• Skinsuit
• Any one Toolkit with which you are From 8th level onward, whenever you take a short
rest, you regain a use of your Inspiration ability.
proficient Henceforth, the Inspiration dice you grant are
• Choice of Explorer’s kit or Spacer’s Kit increased to d8s.

Leadership Officer Specialization

From 1st level onwards, as a reaction, whenever an At fourth level, choose a specialist field. This field of
ally you can see has made an ability check, saving specialization grants features at 4th, 7th, and 10th level.
throw or attack, after the die has been rolled but
before the results have been announced, you can (as a A Note on Group Dynamics
reaction) add your charisma bonus to that roll. This
ability cannot be used on the same character more The core flavor of the officer class is leadership,
than once before you take a short or long rest. and a connotation of authority. In a system of
military ranks, an officer will usually outrank the
Inspiration rest of the party. A lot of the flavor and fun of this
class, especially for a captain or sarge, is this idea
Starting at 2nd level, you can inspire others through of being a battlefield commander. While this is fun
stirring words. To do so, you use a bonus action on to play, for the officer, it can become grating for the
your turn to choose one creature other than yourself rest of the players.
within 60 feet of you who can hear you. That creature
gains one Inspiration die, a d6. Many of the mechanics of officer provide beneficial
“buff” effects to allies, and in this regard the class
Once within the next 10 minutes, the creature can roll could most accurately be classified as support, a
the die and add the number rolled to one ability check, role often seen as subservient to the other roles.
attack roll, or saving throw it makes. The creature can These two aspects can seem to be at odds.
wait until after it rolls the d20 before deciding to use
the Inspiration die, but must decide before the DM While there is room for a domineering character
says whether the roll succeeds or fails. Once the that wants to boss the others around, and for a
Inspiration die is rolled, it is lost. A creature can have submissive character cheerleading from the back
only one Inspiration die at a time. row, the best realization of this class is as a happy
medium. A wise officer will be beloved by their
You can use this feature a number of times equal to fellow party members for the beneficial buffs they
your Officer level plus Charisma modifier (a minimum provide, and the cohesive plans and good ideas they
of once). You regain any expended uses when you offer.
finish a long rest.
Treat your fellows too badly, and they will start
Feat and Ability Score Improvement saluting you while in sniper country.

When you reach 3rd level, and again at 6th and 9th
level, you can increase one ability score of your choice

38

Ace

Aces are known for dazzling feats of piloting, and
inspiring others with their incredible feats of skill.

Cocky

Starting at 4th level, you can use your Inspiration
ability on yourself as a bonus action or as a reaction
before you make an attack roll, saving throw or ability
check. You gain a number of additional uses of this
ability equal to your Charisma modifier (meaning your
total number of uses per long rest is equal to your
level plus twice your charisma modifier.)

A few maneuvers

From 7th level when you or a vehicle you are piloting
are hit by an attack, you can, as a reaction, increase
your AC (or that of the vehicle you are piloting) by 3
against this attack, possibly causing it to miss.

I’m the best

Beginning at 10th level, once per round you can (as a
bonus action) expend three uses of your Inspiration
ability to take an additional action in addition to your
normal action and bonus action.

Captain

Captains are masters of inspiring their crews, and
pushing their starships to their very utmost limits.

Oh captain, My captain!

Starting at 4th level, when you use your Inspiration
ability, you can grant an inspiration die to up to six
creatures that can see and hear you. This still counts
as a single use of the ability.

Heartening Words

From 7th level, whenever a character receives an
inspiration die from you they receive a number of
temporary HP equal to your charisma modifier.

Into Hell

Starting at 10th level, your delegation ability can be
used up to twice per round, and can be used as a
reaction at any time in the round. (Meaning you can
use it as a bonus action, and as a reaction, or as two
separate bonus actions or reactions if you somehow
managed to get additional bonus actions or reactions.)

39

Sarge

Serving as the vital backbone of any military
organization, noncommissioned officers perform the
role of ‘boots on the ground’ leadership that is most
visible to enlisted troops. Common ranks include
Sergeants, Petty Officers and Warrant officers of a
variety of grades and specializations.

Don’t call me ‘Sir’

Starting at 4th level, you gain proficiency in Military
Weapons and Combat armor if you did not already
have it. If you are already proficient with Military
Weapons and Combat armor, you become proficient
with Heavy Weapons and Powered Armor instead. If
you are already proficient with Heavy Weapons and
Powered Armor, increase your maximum hit points by
8, and an additional 2 per Officer level you attain.

At the start of each of its turns, any creature that has
an inspiration die provided by you gains an amount of
temporary hp equal to your charisma bonus.

Work for a living

From 7th level onwards, whenever an attack you make
reduces a creature to 0 hp, choose an ally within
range that has had an inspiration die provided by you,
it gains another die without costing a use of your
inspiration ability. This ability allows a creature to
possess up to two inspiration dice provided by you.

Creatures that possess an inspiration die provided by
you add your proficiency bonus to damage rolls from
their attacks.

Do you want to live forever!?

Beginning at 10th level, you can expend two uses of
your inspiration ability to grant yourself and each ally
that has an inspiration die provided by you the ability
to make an additional attack whenever it makes the
attack action. This effect lasts for a number of rounds
equal to your charisma bonus.

40

Operative

You hear the door to the restroom open, and hear the Operative is the best class because it is
shuffling of clothing as the man begins to relieve untouchable. Whether it is in combat, trade or any
himself. He never knows what was coming as a flurry other perceivable venue, your ability to lie, cheat,
of stunner darts drop him into the puddle of his own steal and murder are second to none. You can do
waste. You grunt noncommittally as you rejoin his what you like, and probably get away with it too.
squad, his uniform is tight, but thankfully no one else
seems to notice. That must be their leader, the one Level Sneak Proficiency Features
with the ridiculous hat. You can hear radio traffic in Attack Bonus
your earpiece, that from your ship, as well as theirs, 1st 1d6 Sneak Attack
their handhelds didn’t even use biometrics. 2nd 1d6 +2 Cunning Action
Amateurs. Hat man says crazy things, and the rest 3rd 2d6 +2 Feat/Ability Score
cheer, apparently they are about to charge the docking 4th 2d6 +2 Specialization
bay. That works. You thumb your weapon to +2 Ability
automatic, and slowly follow up the back of the line. 5th 3d6 Uncanny Dodge
Their assault isn’t going to go as planned. 6th 3d6 +3 Feat/Ability Score
7th 4d6 +3 Specialization
Operatives serve the special needs of their starships, +3 Ability
performing a variety of unsavory acts as required. 8th 4d6 Devil’s own luck
Thieves, assassins, spies, diplomats, private 9th 5d6 +3 Feat/Ability Score
investigators, operatives can be perceived very 10th 5d6 +4 Specialization
differently based on their career choices, but one +4 Ability
constant is present, operatives specialize in cunning.
Do not doubt one in negotiations, and do not turn your Class Features
back on one if they are your enemy.
As an Operative, you gain the following class features.
Operatives thrive in the exploration and social pillars
of game play, but are capable of respectable feats in Hit Points
the combat pillar as well, thanks to sneak attack. A
properly positioned operative can end key threats Hit Dice: 1d8 per Operative level
before they begin, or negate the need for a fight.

41

Hit Points at 1st Level: 8 + your Constitution Uncanny Dodge
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Starting at 5th level, when an attacker that you can
Constitution modifier per Operative level after 1st see hits you with an attack, you can use your reaction
to halve the attack’s damage against you. This is not
Proficiencies damage reduction, and cannot be negated as such.

Armor: Protective Gear Devil’s own luck
Weapons: Civilian Weapons, Military Weapons
Tools: One of : Lockpicks, Demolitions Kits, Disguise From 8th level, when you roll a 1 or 2 on an attack roll,
Kits, and one Systems Proficiency. damage roll (this includes sneak attack dice as well as
Skills: Choose four from Acrobatics, Athletics, weapon dice), ability check, or saving throw, you can
Culture, Computer Use, Deception, Insight, reroll the die but must use the new roll.
Intimidation, Investigation, Law, Perception,
Performance, Persuasion, Sleight of Hand, and Operative Specialization
Stealth.
At fourth level, choose a specialist field. This field of
Equipment specialization grants features at 4th, 7th, and 10th level.

You start with the following equipment, in addition to A Note on Stealth and Sneak Attack
the equipment granted by your background:
In a world with guns, conventional sneak attack can
• Combat Knife and Blaster Pistol be a hard thing to use. You will note here that it is
• Skinsuit also activated if the target was damaged this turn.
• Toolkit with which you are proficient This allows an operative to “clean up” finishing off
• Choice of Infiltration or Surveillance Kit already weakened targets, which means more “kill
shots” for them, and that’s pretty cool.
Sneak Attack
Stealth might not work like you want it to.
Beginning at 1st level, you know how to strike subtly Generally speaking, you cannot use stealth while
and exploit a foe’s distraction. Once per turn, you can observed, and it isn’t going invisible (usually), so if
deal an extra 1d6 damage to one creature you hit with someone turns a corner or opens a broom closet
an attack if you have advantage on the attack roll. and is suddenly nose to nose with a stealthed
operative, well, they were just spotted.
You don’t need advantage on the attack roll if the
target took damage this turn, or if another enemy of The prevailing conditions for when and how to use
the target is within 5 feet of it, that enemy isn’t stealth are best adjudicated by the gamemaster, but
incapacitated, and you don’t have disadvantage on the remember: operatives get uncanny dodge, and
attack roll. sneak attack is easier than ever to get off, so fret
not, your character “works” even if they aren’t
The amount of the extra damage increases as you stealthed. Just mind your cover, get in and out of
gain levels in this class, as shown in the Sneak Attack line of sight, and don’t expect to be a ghost.
column of the Operative table.

Cunning Action

Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take the
Dash, Disengage, or Hide actions as bonus actions.

Feat and Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th
level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your
choice by 1 up to your default maximum of 20.

Additionally, you can choose one feat to gain or
increase an ability score by 1, and increase its
maximum by one instead of gaining a feat.

42

Special Agent Scoundrel

Spies are of inestimable use to any organization, and Scoundrels are thieves, conmen, smugglers and
the only greater fools than those with none in their worse, serving their starship (and ultimately their best
employ are those that fully trust the ones they have. interests) by doing whatever has to be done.

Skilled Always shoot first

Starting at 4th you can gain proficiency in any two Starting at 4th level, you gain advantage on initiative
skills or Toolkits. Choose two skills or toolkits with checks and gain proficiency with any one skill, toolkit
which you are proficient: whenever you use one of or system.
these skills or toolkits to make an ability check,
double your proficiency bonus with it. Never play fair

Infiltration Expert From 7th level, whenever you make opposed ability
checks, your opponent gains disadvantage on the roll.
Starting at 7th level, you can unfailingly create false Before you make an attack, you can use your reaction
identities for yourself. You must spend seven days to to give yourself advantage on the attack roll.
establish the history, profession, and affiliations for an
identity. Thereafter, if you adopt the new identity as a Trust No-one
disguise, other creatures believe you to be that person
until given an obvious reason not to. When you reach 10th level, you have become adept at
laying ambushes and quickly escaping danger. You
Silent as Death can take two turns during the first round of any
combat. You take your first turn at your normal
From 10th level, you can move at your full speed and initiative and your second turn at your initiative minus
dash while using stealth, and if you move half your 10. You can’t use this feature when you are surprised.
move speed or less, you gain advantage on that stealth
check.

You are at your deadliest when you get the drop on
your enemies. You have advantage on attack rolls
against any creature that hasn’t taken a turn in the
combat yet. In addition, any hit you score against a
creature that is surprised is a critical hit.

43

Bounty Hunter

Bounty hunters are known to relentlessly track their
targets across worlds and systems at the behest of
governments, militaries and even private individuals.

Ruthless

Starting at 4th level, your cunning action is expanded
to include shoving, disarming or grappling your
opponent. These abilities use an opposed athletics
check.

Always get my Man

From 7th level, as a bonus action, you can designate a
creature, and against this target gain advantage on all
investigation, perception and survival checks to track
this character. All sneak attacks you make against
this target deal an additional sneak attack die of
damage.
As a bonus action after the target of this ability dies or
is disabled, you can select another target.

Takedown

When you reach 10th level, your sneak attack dice
become d8s, and whenever you deal sneak attack
damage to a target they become paralyzed. At the end
of their turn a paralyzed target can make a dc13
constitution save to remove this condition.

44

Savage

You have finished loading the last of the large metal Savage is the best class because you are not made
barrels that are apparently so important, it is weak and dependent on machines and tricks like
laughable that you can easily manage two while the the others. They have fallen for the lies of
humans insist on using one of their contraptions to civilization, and you know what it means to be a
carry just one. You hear the sounds of battle close in true warrior and feel the land trod beneath your
and can wait no longer, you feel your hearts beginning sandaled feet.
to pump harder in anticipation. As you exit the sky
ship, you see the small human is fighting with its bare Level Proficiency Features
hands, lacking even a knife, much less a respectable Bonus
blade. You briefly consider striking it down, but it is a 1st +2 Natural Explorer,
capable war leader and you doubt the other humans Combat Focus
would follow your strength. In time they will see. You 2nd +2 Savage Defense
ready your q’nath blade, and extend your neck frills to 3rd +2 Feat/Ability Score
roar your battle cry. Several of the enemies pause 4th +2 Specialization Ability
fighting to gaze upon your spectacle. The nearest 5th +3 Extra Attack
releases urine, its pungent scent an obvious challenge 6th +3 Feat/Ability Score
of dominance. You grip your weapon with both hands 7th +3 Specialization Ability
and prepare to punish its arrogance. 8th +3 Savage Ways
9th +4 Feat/Ability Score
Savages might join the crew of a starship, trading 10th +4 Specialization Ability
their prowess in battle for a chance to escape their
primitive world and see the stars. Without an Class Features
education and lacking technical understanding,
savages are often relegated to less glamorous roles on As a Savage, you gain the following class features.
a starship, but are of singular importance on their
native worlds, or when dealing with situations that Hit Points
their more civilized companions are unaccustomed to.
Hit Dice: 1d10 per Savage level
Savages excel in planetary exploration and combat, Hit Points at 1st Level: 10 + your Constitution
having a difficult time with space combat and high modifier
level social challenges. Alternatively, a savage can be Hit Points at Higher Levels: 1d10 (or 6) + your
played as civilized, but just less advanced, and can fill Constitution modifier per Savage level after 1st
a variety of social roles as appropriate.

45

Proficiencies When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second
Armor: Archaic Armor attack.
Weapons: Archaic Weapons
Saving Throws: All (A savage adds their proficiency • Unarmed Focus
bonus to any saving throw they make) When you make an unarmed strike, add your
Skills: Choose three from Acrobatics, Athletics, proficiency bonus to the damage roll.
Insight, Intimidation, Perception, Stealth and
Survival. Savage Defense

Equipment Beginning at 2th level, while wearing archaic armor or
no armor, you may add your constitution bonus to
You start with the following equipment, in addition to your armor class.
the equipment granted by your background:
Additionally, whenever you deal damage to an enemy
• Any two Archaic Weapons or an Archaic with an attack, until the beginning of your next round,
weapon and Archaic Shield whenever you would take damage from a weapon
attack, reduce that damage by your constitution
• Archaic Armor bonus.
• Fetish, trophy or Religious item
Feat and Ability Score Improvement
Natural Explorer
When you reach 3rd level, and again at 6th and 9th
At 1st level, you have the ability to navigate planetary level, you can increase one ability score of your choice
environments with ease. by 2, or you can increase two ability scores of your
choice by 1 up to your default maximum of 20.
• Your party is not impeded or slowed by
difficult terrain during overland travel. Additionally, you can choose one feat to gain or
increase an ability score by 1, and increase its
• You can perform other activities while maximum by one instead of gaining a feat.
traveling at no penalty, such as tracking,
foraging or using stealth. Extra Reaction

• While tracking creatures you gain additional Beginning at 5th level, you can make two reactions,
information. instead of one, per round of combat.

Combat Focus Mighty Blow

From 1st level, you adopt a particular style of fighting Also at 5th level, whenever you successfully hit an
as your specialty. Choose one of the following options. enemy with a weapon attack, as a reaction, you can
You can’t take a Combat Focus option more than make the attack a Mighty Blow, causing the target of
once, even if you later get to choose again. the attack to gain vulnerability to the damage dealt by
it.
• Long Arm Focus
You gain a +1 bonus to attack rolls made with two Savage Ways
handed ranged weapons.
Starting at 8th level, your time amongst these so called
• Melee Focus “civilized” folk have taught you many lessons, and you
When you roll a 1 or 2 on a damage die for an attack benefit from one of the following choices:
you make with a melee weapon that you are wielding,
you can reroll the die and must use the new roll, even • Crafty: Your archaic weapons and armor can
if the new roll is a 1 or a 2. possess up to three modifications.

• Protection Focus • Killamajig: You are considered proficient
While wielding a shield, if a creature you can see with any weapons and armor.
attacks a target other than you within five feet of you,
you can use your reaction to impose disadvantage on • Champion: Whenever you reduce an enemy
the attack. to 0 hp, or score a critical hit, your allies that
can see and hear you gain temporary hp
• Two-Weapon Focus equal to your proficiency bonus.

46

Savage Specialization Oathsworn

At fourth level, choose a specialist field. This field of The Oathsworn follow a code of honor or philosophy
specialization grants features at 4th, 7th, and 10th level. that leads them to protect their comrades. This could
be motivated by an oath of fealty, a lifedebt, or even
Hunter just a general sense of common purpose, but it is
dangerous to attempt to harm someone under the
Hunters track their prey relentlessly, taking trophies protection of these formidable warriors.
from their most challenging foes, and the biggest
game. Dedicated Defender

Bloodthirsty Starting at 4th level, when an attack that you could be
the target of is made against an ally, you can (as a
Starting at 4th level, once per turn, when you attack a reaction) force that attack to be made against you
creature that is at less than its maximum hp, your instead. You gain resistance to damage dealt by this
attacks deal an additional 1d8 damage. attack.

Relentless Vengeance

From 7th level onward, opportunity attacks against From 7th level onwards, whenever you attack a
you gain disadvantage, and whenever a creature hits creature that has dealt damage to an ally since your
you with an attack, you gain +4 ac against further last turn, you gain advantage on that attack and it
attacks made by it for the rest of the turn. deals an additional two weapon dice of damage.

Slayer Lightning Defense

Starting at 10th level, whenever you deal damage with Starting at 10th level whenever you use your
a weapon attack, you can make an additional attack Dedicated Defender ability, you can move up to half of
against a target within five feet of the original target or your movement speed towards the originator of that
adjacent to yourself as a reaction. attack and make a single melee attack against them as
a part of that reaction.
Additionally, when you attack a creature that is at less
than its maximum hp, your attacks deal an additional
2d8 damage instead of 1d8.

47

Warrior Archaic Weapon Examples

Warriors are skilled combatants that seek to prove Spear: One Handed Melee Weapon, 1d8
their worth in battle, defending their allies and going Piercing damage. Special: Thrown 20/60, As a
head to head with the toughest foes. bonus action the wielder of this weapon can
attack targets within 10 feet until the beginning
Warcry of their next round.

Starting at 4th level, once per round when you make Two Handed Sword: Two handed Melee
an attack against a creature you can mark it. Until Weapon, 1d12 Slashing Damage. Special:
your next turn, it has disadvantage on attack rolls Whenever this weapon deals damage, roll its
against all targets other than yourself. Whenever a weapon damage dice twice, and keep the higher
creature you have marked in this way is reduced to 0 result of the two.
hp by one of your attacks, you may make an additional
attack for free as part of the action you used to reduce Warhammer: One Handed Melee Weapon, 1d8
the marked target to 0 hp. Bludgeoning Damage. Special: When a weapon
damage die of this weapon is rolled at its
A good day to die maximum value, you may roll an additional die
and add it to the total damage dealt by the
From 7th level whenever you reduce a hostile creature attack.
to 0 hp, you gain a number of temporary hp equal to
your constitution modifier plus Savage level. Musket: Two Handed Ranged Weapon, 1d10
Bludgeoning Damage, Range 60/180. Special:
Glorious Battle Loading, Ammunition.

Starting at 10th level you can use your action to either
make a ranged attack against all targets within five
feet of a space you designate, or a melee attack
against any number of targets within five feet of you.

48

Civilian

You hear another explosion from outside and Civilian is the best class because nobody expects
instinctively cover your head. This isn’t what you you to get shot at, or fly a hundred thousand ton
signed up for. Ship’s purser, legal counsel, star ship, or ride a giant flying dinosaur thing and
accountant. It was supposed to be easy money, work try to drop grenades on an alien castle, or any of
your passage to Nova Britannica and pocket a nice that ridiculous stuff that will probably get you
pay day to start a life with. Somewhere quiet, with killed.
trees, and a brook, and oh god! Over the radio, did
they just say there are two bombs left? Why are there Level Proficiency Features
so many bombs? One bomb is too many bombs. The Bonus
giant alien lizard thing hisses at you again, no clue 1st +2 Specialist
what it is supposed to mean, do these even talk? You 2nd +2 Quick on your Feet
set down the dolly, this is the last of the barrels of… 3rd +2 Feat/Ability Score
whatever they are, but the mechanic said they would 4th +2 Specialization Ability
explode if they got shot, so you’re glad to be done with 5th +3 Maximum Effort
them. You passed the bar for this? Screams from 6th +3 Feat/Ability Score
down the loading ramp, hissy crawls down it on all 7th +3 Specialization Ability
fours like a demented gecko, is the fight making it 8th +3 A Level in Badass
onto the ship? You ready your stunner and look for a 9th +4 Feat/Ability Score
place to hide. Not behind the barrels, though, maybe 10th +4 Specialization Ability
in that storage locker, if they find you, maybe you can
stun them and run off the ship. To where the bombs Class Features
are. Crap…
As a Civilian, you gain the following class features.
Civilians fill a wide variety of roles in society as the
class of people that literally make it civilized. Hit Points
Everything from janitors to professors make up the
ranks of civilians, and while they might make poor Hit Dice: 1d6 per Civilian level
adventurers, they make up for it with pluck and Hit Points at 1st Level: 6 + your Constitution
determination. modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Civilians exist to fill roles that other classes just don’t, Constitution modifier per Civilian level after 1st
be they diplomats, merchants, experts, even school
teachers. Civilians contribute little to the combat
pillar of game play, but can excel in either social or
exploration, depending on the scenario, and their
relevant skill sets.

49

Proficiencies Specialist Examples

Armor: Protective Gear Acrobatics: Trapeze Artist, Yoga
Weapons: Stun Pistols, Stun Rifles, Stun Batons Athletics: Greco Roman Wrestling, Football
Tools: Any One Biology: Xenobiology, Microbiology, Genetics
Skills: Choose any three Computer Use: AI programming, Network
Security
Equipment Culture: English literature, Alien Culture, Art
Critic
You start with the following equipment, in addition to Deception: Lying to the cops, lying to
the equipment granted by your background: Men/Women
Engineering: Civil engineer, Electrical
• Skinsuit engineering
• One Tool Kit History: Greylian History, 20th century Earth
• Spacer’s Kit or Explorer’s Kit Insight: Detecting Lies, Empathy
Investigation: Forensic investigator, Gossip
Specialist Intimidation: Humans, Synthetics, Aliens
Law: Criminal Law, Trade Law, Estate Law
Beginning at 1st level, you are a specialist. Choose Medicine: Internal Medicine, Trauma Medicine
two skills or toolkits with which you are proficient: Navigation: System Navigation, Hyper-
whenever you use one of these skills or toolkits, Navigation
double your proficiency bonus with it, but only if the Perception: Sharp Sense (Sight, Hearing,
check lies within your specialty. Smell)
Performance: Stand-up Comedy, Acting,
For instance, Repair Kit (Appliance Repair), Dancing
Persuasion (Therapy), Engineering (Civil Persuasion: Seduction, Haggling, Diplomacy
Engineering), Law (Contract Law), and so forth. Your Sleight of Hand: Magic Tricks, Pickpocketing
specialty cannot be too narrow, but should not be too Stealth: Not being Heard, Not being seen
wide, consult with your DM to finalize this ability. Survival: Urban survival, wilderness survival

Quick on your feet Civilian Specialization

Starting at 2nd level, any movement you have left over At fourth level, choose a specialist field. This field of
at the end of your turn can be used during the turns of specialization grants features at 4th, 7th, and 10th level.
other creatures in response to (before) any actions
they might take. For instance you could use this
movement to run away from a creature approaching
you.

Feat and Ability Score Improvement

When you reach 3rd level, and again at 6th and 9th
level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your
choice by 1 up to your default maximum of 20.
Additionally, you can choose one feat to gain or
increase an ability score by 1, and increase its
maximum by one instead.

Maximum Effort

Starting at 5th level, when you would fail a check or
save, you can reroll that check or save, but must keep
the new results. This ability can be used once per
task.

A Level in Badass

At 8th level, your experience has coalesced to the point
you have learned the tricks of another class. Choose
any class, gain its first level proficiencies and abilities.

50


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