A Game of Chicken
A Game of Chicken
You fly head on against another starfighter, daring them to blink first and swerve out of the way.
Choose another starfighter operating in the same combat zone and make an opposed Charisma check against it. On a success that starfighter’s pilot becomes rattled for the next 1d6 rounds. On a tied result you instead ram the chosen ship (see Star Captain's Manual).
Academy Graduate
Academy Graduate
You have joined the Fleet to explore, understand and share. There are a multitude of jobs required to allow such large scale space exploration and as an academy graduate you can perform all of them reasonably well. Be it performing impromptu repairs on a space cruiser or engaging in first contact, you have studied it to perfection.
What brought you to the Fleet? What kind of task do you specialize in? What do you have to find venturing into the vast unknown?
Ace Maneuvering
Ace Maneuvering
You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.
One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.
Active Defense Door
Active Defense Door
Adrenalize
Adrenalize
Your power makes the target more physically capable. The target gains an expertise die to one physical ability check (Strength, Dexterity, or Constitution) of its choice. The target may choose to roll the expertise die after the check is rolled but before the outcome is determined.
Alter Matter
Alter Matter
You touch one unattended nonliving object no bigger than a 10-foot cube causing it to spontaneously rematerialize as a different object or the same object made of a different material. In either case, the new object has the same mass (though not necessarily size) and similar or lesser monetary value as the original. It can resemble an object you have seen before but cannot have complex moving parts or technological capability, such as a working firearm, credit chit, or computer.
Always Prepared
Always Prepared
You are always looking for the right opportunity.
You take the Ready action as a bonus action.
Ammunition, Cannon (20)
Ammunition, Cannon (20)
Ranged weapons, such as casters and firearms, require ammunition to fire. Physical ammunition can be fired only by the type of weapon for which it was designed. When you purchase ammunition (or discover an ammo cache during an adventure), be sure to note the ammunition’s type.
Ammunition, Darts (10)
Ammunition, Darts (10)
Ammunition, Fuel Canister
Ammunition, Fuel Canister
Ammunition, Net Cartridge
Ammunition, Net Cartridge
Ammunition, Pistol (20)
Ammunition, Pistol (20)
Ranged weapons, such as casters and firearms, require ammunition to fire. Physical ammunition can be fired only by the type of weapon for which it was designed. When you purchase ammunition (or discover an ammo cache during an adventure), be sure to note the ammunition’s type.
Ammunition, Rifle (20)
Ammunition, Rifle (20)
Ranged weapons, such as casters and firearms, require ammunition to fire. Physical ammunition can be fired only by the type of weapon for which it was designed. When you purchase ammunition (or discover an ammo cache during an adventure), be sure to note the ammunition’s type.
Anticipated Intercept
Anticipated Intercept
You intuit your enemy’s movements and hamper them.
When you see a creature start to use its movement, you can use your reaction to move up to your Speed to a square 5 feet from where it started its movement. The creature makes a Wisdom saving throw or its Speed is reduced to 0 for the remainder of its turn.
Armiger
Armiger
Artificial
Artificial
Cultures composed entirely of artificial beings are unusual, but they are not unknown. In some cases, organic beings evolve to integrate themselves with technology before eventually completing the transformation to a fully robotic society. Others might be enclaves of androids who have deliberately created their own spaces, free from the prejudices of organic species–or, worse, opposed to them and dedicated to their destruction–and yet others may have somehow evolved as robotic people from the very start. There are even stories of artificial civilizations which abduct and assimilate beings from other cultures, turning them into machines. Of course, one does not need to be artificial to grow up in an artificial society; some organic beings may prefer the company of robots.
Characters raised in the artificial culture share a variety of traits in common with one another.
I Know A Back Door. Your lifelong familiarity with robotics and computers gives you an intuitive sense of how they work. You get an expertise die when using hacking tools.
Pattern Recognition. You are so used to an environment where everything is ordered and in its place that something unusual sticks out to you like a sore thumb. You gain an expertise die on Investigation checks and initiative rolls.
Surrounded By Tech. You gain proficiency in computers and Engineering, and an Engineering specialty in robotics.
Languages. You can read, sign, speak, and write Common and Machine.
Assassin Drone
Assassin Drone
Assess Defenses
Assess Defenses
A quick scan reveals weaknesses you can exploit.
You can use a bonus action to gain advantage on all attack rolls made during an Attack action you take on the same turn.
Astral Whale
Astral Whale
Auditor
Auditor
Auger
Auger
Backwater
Backwater
Not every world is a sparkling jewel of dazzling skylines and dizzying society galas, filled with elites and the underclass that supports them and supported by shipyards and places of great commerce. Sometimes it’s because the world has so little to offer; others times what the world had to offer has already been taken. Whatever the case, there are backwaters.
Most citizens of backwaters spend their lives scrounging and scavenging to make a few credits while the void hangs over their heads, shining in the night and tantalizingly out of reach. A lot of backwater brats spend their time trying to gather the parts of a ship or the creds to at least buy a ticket off their rock. Some even make it.
Spaceports and criminal enclaves are the only place to really find excitement on a backwater— or a valuable job. There are far more credits to be had working a counter at the spaceport as a facilitator than scavenging, while running messages and merchandise pays even more—if one is smart and fast enough to stay a step ahead of the law.
But whether they’re running, or scrounging, or kissing up to tourists, the goal for would-be voidrunners is getting off this rock and seeing what is out there to see. Because until then they’re stuck, hanging out with childhood friends, doing odd jobs, and staring up at the stars when everyone around them is looking at the ground.
Characters raised in the backwater culture share a variety of traits in common with one another.
Blastin’ Rats. You gain proficiency with rifles and land vehicles and gain an expertise die on checks to repair them, even if you do not have the appropriate tools.
Eye for Parts. Whether you’re at a spaceport, on a space station, or visiting an alien world, you know how to find parts and components for ships, weapons, and armor, as well as where to get the right parts at the right price. So long as you have two hours to work through junk yards and consignment shops, you can get almost any part or material component for 15% below market value.
Tightened Belt. On backwater worlds supplies can be scarce. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.
Versatile Skill. Living in a lonely world where the population tends to be very condensed into pockets of civilization means you often need to be self-sufficient just to make it through the day. You gain proficiency in Survival and one other skill of your choice.
Languages. You can read, sign, speak, and write Common and one other language.
Barrel Roll
Barrel Roll
Your starfighter spins and jukes in response to oncoming fire.
As a reaction to being targeted by an attack, you force the attack to suffer disadvantage.
Battle Gauntlet
Battle Gauntlet
This heavy glove is reinforced with hi-tech materials designed to protect the wearer’s hands and bolster the force of their punches. While wearing a battle gauntlet, you can reach your hand into a hazardous area (such flames or a pool of acid) without suffering any harmful effects. The Narrator may rule that extended exposure to a hazard defeats the gauntlet’s protection, or that the gauntlet offers no protection against certain hazards.
Behemoth Tyrant
Behemoth Tyrant
Belter
Belter
Shipyards need a lot of things to keep voidrunners moving: raw materials for hulls, fuel for generators, and countless other necessities. And they need it all in bulk, because ships are large and plentiful. That’s where Belters come in.
Mining planets for their unique mineral contents and rare materials is something most societies accomplish well before the beginning of an industrial era. By the space age, though, a lot of those minerals are already in use, and the ecological damage of tearing new supplies out of your own world can cause socio-political upheaval and strife. All this is why most societies start mining uninhabited—and largely uninhabitable— rocks drifting in space.
Bouncing around the accretion disks of countless stars in the night sky are belters: people raised on starships and space-stations that are designed to land on a particularly large asteroid and act as a central hub and workstation for the processing of ores, crystals, and any other materials the asteroid might have that are worth taking. Life as a belter is one of cramped quarters, loud noises, and families doing their best to live in a dangerous and difficult profession. There are endless stories about atmo leaks, reactor breaches, and monsters just outside the bulkhead told to children at bedtime, after a long day of playing tag in narrow corridors or hide-and-seek in the ore-processing center.
When not planted on an asteroid, the behemoth ships drift slowly to stardock to deliver their cache of goods or toward the next asteroid in the belt to hollow it out in turn. This travel time gives belters plenty of time in between to try and live something resembling a normal life with their loved ones.
Characters raised in the belter culture share a variety of traits in common with one another.
All Hands on Deck. From an early age you got to know the machines of your asteroid hopper, and as you grew up you were instructed on their care and maintenance. You gain proficiency in the Engineering skill and space vehicles. In addition, when you undertake the Repair journey activity, you count your result as one higher. Critical failures become failures, failures become successes, and successes become critical successes. If you roll a critical success, you can remove an additional critical malfunction of your choice.
Gauge Threat. Growing up on asteroid hoppers and the space stations where you dropped your cargo, you learned how to pick out the petty toughs from the actual threats. You can use an action to make an Insight check against a DC equal to the target’s passive Deception check score (or an Engineering check in the case of androids and other constructs) against a creature you can see within 60 feet. On a success, you learn the creature’s Challenge Rating (or level in the case of a creature with character levels).
Vent-Rat. As a child and young adult you got skilled at hiding in cramped spaces, particularly if you were boarded. You gain an expertise die when making a Stealth check in cramped spaces and can move at full speed while squeezing.
Languages. You can read, sign, speak, and write Common and one other language.
Bend Space
Bend Space
You distort the fabric of space around you, making it appear that you are somewhere you are not. When you are targeted by an attack, you can use your reaction to manifest this power and gain +1 to your armor class for the purposes of that attack.
Surge. You can spend +1 psionic point to increase your AC bonus to +2, or +2 psionic points to increase it to +3.
Binding
Binding
The target creature makes a Strength saving throw. On a failure, it is restrained. At the end of each of its turns, the target makes another saving throw, ending the condition on a success.
Surge. You can spend +3 psionic points to paralyze the target instead [requires power rating II].
Bio-Chakram
Bio-Chakram
(Special)
Bio-chakrams are sharp-edged discs designed to return to the wielder’s hand when thrown. All bio-chakrams come equipped with the biometric weapon augment. When you make a ranged attack with the bio-chakram, it returns to your hand whether the attack hits or misses and regardless of what space you are in.
Blast Door
Blast Door
Blaster
Blaster
(Light Firearm; Plasma)
A common weapon and the standard sidearm of many a voidrunner, a blaster is a pistol which fires bolts of plasma.
(Reload 20 Shots)
Blind Stance
Blind Stance
Even when you can’t see, you are able to sense your environment.
While in this stance you have blindsight to a range of 30 feet, and you are immune to the blinded condition.
Blinding Light
Blinding Light
Focusing your mind on your weapon, the illumination from your starglaive intensifies, blinding your foes.
Use an action to intensify your starglaive briefly. All creatures within 10 feet of you who can see the light of your starglaive must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.
Block Psionics
Block Psionics
You block psionic powers which would otherwise affect you. When you are the target of a psionic power of Power Level IV or below, you may choose to have the power not affect you. This does not prevent the power affecting your surroundings or allies.
If a psionic power is already affecting you when you manifest this power, the effects are temporarily suppressed until this power ends, at which point any effects resume as normal.
Body Swap Gas
Body Swap Gas
Bolster
Bolster
The target gains one of the following benefits, chosen when you manifest this power:
Lungs. The target doubles the amount of time it can hold its breath.
Gut. The target has advantage on saving throws made against poison.
Skin. The target’s AC increases by 1.
Surge. You can spend +1 psionic point per creature to affect up to 4 targets [requires power rating equal to the total number of creatures affected].
Bomber Drone
Bomber Drone
Bombing Formation
Bombing Formation
You form up and coordinate your salvos into a single devastating bombing run.
When you fire a weapon with the salvo property while in this formation, any other ships in the formation can use their reaction to fire one weapon with the salvo property. Any effects that can shoot down or block weapons with the salvo property treat all munitions fired in this way as a single salvo.
Boost of Speed
Boost of Speed
Until the end of your next turn, your Speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, attack rolls against you have disadvantage, and you gain one additional reaction. A creature cannot be targeted by this power more than once in two rounds.
Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead.
Borrowed Senses
Borrowed Senses
You form a telepathic bond with the target and are able to sense the world through its senses while it is within 120 feet of you. As long as it is within this range, you can use an action to see, hear, feel, smell, or taste the world through one of its senses until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body’s surroundings. As a bonus action, you may switch which of the target’s senses you are borrowing.
Bounty Hunter
Bounty Hunter
Brainstorm
Brainstorm
Brazen Smuggler
Brazen Smuggler
Bullet Bender
Bullet Bender
Calculated Trajectory
Calculated Trajectory
You instantly calculate and adjust your aim.
When you make a ranged weapon attack, you can use your reaction to gain an expertise die on the attack roll. If the weapon is a light or medium caster, a pistol, or a rifle, you can forgo the expertise die to instead ignore half or three-quarters cover.
Caltrop Mines
Caltrop Mines
Celebrity
Celebrity
Whether you’re a celebrated chef, musical superstar, or popular influencer, you’re famous. Your name and face are across billboards, advertisements, and merchandise galore, and people love—and love to hate—you for it.
Did you come to the public’s attention by winning a famous cooking competition, putting out an innovative new album, or just being wealthy and controversial? Did you step gracefully down from the pedestal you were put on, or were you pushed? Do you want to return to prominence or would you prefer a quiet retirement?
Clairaudience
Clairaudience
Choose a location within range which you have been to before. For the duration of the power, you are able to hear the events in that location as though you were there.
Surge. You can spend +1 psionic point to increase the range of this power to 1 mile.
Clearsight
Clearsight
The target gains truesight to a range of 60 feet.
Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead; +2 psionic points to target up to 3 willing creatures within 30 feet of each other instead [requires power rating V].
Cloak Ray
Cloak Ray
Clone
Clone
You were born yesterday.
Well, maybe not yesterday, but you do not have a full history the way that others do. Any memories you may have are implanted, and skills and knowledge pre-programmed via advanced genetic engineering and DNA splicing. There’s not much stigma about clones, but they can inspire a little jealousy at times, being slightly ‘better’ at many things than naturally born individuals.
The person from whom a clone is copied is known as the ‘template.’
Clone of Energy Battery, Heavy Caster (20)
Clone of Energy Battery, Heavy Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 10 shots of a heavy weapon.
Clone of Energy Battery, Heavy Caster (20)
Clone of Energy Battery, Heavy Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 10 shots of a heavy weapon.
Clothing, Basic or Uniform
Clothing, Basic or Uniform
Clothes of varying styles can be appropriate to any number of cultures or social situations.
Clothing, Costume
Clothing, Costume
Clothes of varying styles can be appropriate to any number of cultures or social situations.
Clothing, Fine
Clothing, Fine
Clothes of varying styles can be appropriate to any number of cultures or social situations.
Clothing, Noble
Clothing, Noble
Clothes of varying styles can be appropriate to any number of cultures or social situations.
Cold Snap
Cold Snap
You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d6 cold damage and is rattled until the start of your next turn.
The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.
Combat Chainsaw
Combat Chainsaw
Unlike the tools designed for industry or personal use, combat chainsaws are meant for war. When you make a damage roll with the weapon, if either of the dice result in a 4, you can roll an additional d4 and add the result to the total damage dealt.
Heavy (STR 13+)
Combat Drone
Combat Drone
Combat Knife
Combat Knife
These simple, mass-manufactured duranium blades are sturdy and practical, often carried by military forces as a backup weapon.
Combust
Combust
You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d10 fire damage. Any unattended flammable objects within 5 feet of the target spontaneously combust.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
Contortion
Contortion
When you attempt to move through a space one size smaller than your own, you can do so without squeezing. When attempting to slip free of ropes, shackles, or other similar restraints, or to escape a grapple, you gain advantage on ability checks and saving throws to do so.
Surge. You can spend +1 psionic point to manifest this power as a reaction to being grappled.
Convict
Convict
You have done time. Quite a lot of time, in fact; enough to fully acclimate to the life of a prisoner, whether you deserved it or not. Your time incarcerated has shaped you as an individual and it is highly unlikely that you bear much resemblance to the person you were before you went inside.
Counselor Drone
Counselor Drone
Crushing Psyche
Crushing Psyche
You drop the full weight of your psychic consciousness upon a creature, erasing its identity from its own mind. The target makes a Charisma saving throw or immediately loses all memory of who they are (creatures with a CR higher than your level gain advantage on this save). They retain all skills and abilities but cannot recall how they got them. Roll a d20 on the New Identity table to determine its new self-identity. This power only affects creatures with an Intelligence of 6 or higher.
Cryogenic Conduit
Cryogenic Conduit
Sheets of freezing cold blast outward from your hands in a 60-foot cone. Each creature in the area takes 4d6 cold damage and is slowed. On a successful Dexterity saving throw, a creature takes half damage and isn’t slowed.
The damage increases by 1d6 each time your power rating increases beyond III.
Cyberknit
Cyberknit
Cyberraptor
Cyberraptor
Cyberrex
Cyberrex
Cybersecurity Agent
Cybersecurity Agent
Cybersnake
Cybersnake
Cyberwolf
Cyberwolf
Danger Sense
Danger Sense
As a reaction to making a saving throw against an effect you’re aware of, you gain advantage on that saving throw.
Deflect Missile
Deflect Missile
You block a missile and direct it back at your attackers.
Delay Inertia
Delay Inertia
The target becomes immune to bludgeoning, piercing, and slashing damage. Any damage that the target would take is delayed, and at the end of the power’s duration it is dealt all at once.
Surge. You can spend +2 psionic points to target an object of Gargantuan size [requires power rating V]; +4 psionic points to target an object of Titanic size [requires power rating VII].
Demolitions Expert
Demolitions Expert
Detective
Detective
You are a detective, called to investigate and solve mysteries—including crime and unexplained phenomena. Gumshoes such as yourself often skirt the law and deploy subterfuge to obtain truth and justice. After all, what lurks in the dark may hunt you, too.
Devotee
Devotee
You are a follower of a religious movement, whether new or ancient. Your devotion to the faith is anything but casual, representing years of service and training as a disciple or for ordination. Your religion might be common or obscure, open or insular. Some traditions disparage science as an aberrant way of thinking, while others inflate scientific discoveries into eschatological dogmas.
Diplomat
Diplomat
It doesn’t matter how far apart the worlds are or how many peoples live in the cosmos, communication is still key when it comes to peaceful coexistence. As such, individuals prepared to engage with outsiders are always well-valued. As a diplomat, you are a representative of a world, company or culture to the stars beyond. You act to present the ways of your people in a positive light and further their interests, and learn about the ways of other people either as a form of knowing your enemy or as a means of achieving empathy.
Dire Cyberwolf
Dire Cyberwolf
Displace
Displace
You instantly teleport to an adjacent space you can see when targeted by an attack that you are aware of. If the attack can still hit you, it proceeds as normal; otherwise it misses.
Dive Bomb
Dive Bomb
Throwing personal safety by the wayside, you dive directly at your target to ensure the hit regardless of what little time there is to pull away afterward.
Make an attack with advantage against a target in the same combat zone. After the attack make a DC 15 Strength or Dexterity saving throw (your choice). On a failed save you ram the target of your attack (see Star Captain's Manual) unless your target can successfully save to avoid you.
Drain Power
Drain Power
Make a melee psionic attack against an adjacent creature. On a success you reduce that creature’s current psionic points total by 1d4+1 psionic points.
If the target has no psionic points, this power has no effect.
Drifter
Drifter
Some voidrunners grew up hearing stories of their ancestors who lived on a planet once upon a time. This could be as recent as within the last decade or so, with parents being able to recall exactly where and how they lived, or as distant as an era before their elders’ elders. Massive evacuations from planetary-scale destruction, catastrophic failure of the environment or civilization, or warfare that bombarded the entire planet could all be the cause. More peaceful tales involve ambitious plans of migrating to a habitable planet in a different galaxy, establishing colonies, or scientific expeditions expected to last generations.
Many young drifters spend their entire lives never coming into contact with land, so learning how to work spaceships and space stations is a matter of duty and obligation. Such voidrunners are utterly at home in space, making them valuable assets for any voidrunner crew.
Given that adventuring provides a chance to break from the routine life and duty, many drifters jump at the opportunity to leave their home ship or station, whether as an act of rebellion or as a sanctioned representative of their floating colony.
Characters raised in the drifter culture share a variety of traits in common with one another.
At The Ready. You developed the habit of keeping your tools on your person for quick access. You are proficient with a tool of your choice. Taking the Use an Object action to use this tool is a bonus action for you.
Familiar Operations. Living in a space colony means you are well-versed in such systems. You gain proficiency in your choice of computers or Engineering, and with space vehicles. You also gain an expertise die on checks with the chosen skill that involve working with your home ship or station or similar system.
In addition, being born into a life in the cold blackness has made you mentally resilient. You gain an expertise die on checks to resist becoming rattled or suffering a level of strife.
System Hotwire. Your familiarity with starships and space stations allows you to optimize their systems. Choose two deck types. Up to three times per long rest, when you make a system maneuver through those decks, you can reduce the power point cost of the maneuver by 1, to a minimum of 0. You can change your chosen deck type over the course of a long rest.
Void Native. You know how to maneuver easily with little gravity. Zero-g does not count as difficult terrain for you. When you make a Dexterity check to maneuver in zero- or low-gravity conditions, any rolls under 10 count as 10 instead.
Languages. You can read, sign, speak, and write Common and two other languages.
Drone Master
Drone Master
Dual Pistols
Dual Pistols
Dueling Sword
Dueling Sword
Well-crafted and usually individually designed, dueling swords are often ceremonial – however many cultures still regard hand-to-hand combat as an honorable way to resolve disputes.
Earthstrike
Earthstrike
You strike the ground with a starglaive maul, causing a psychic shockwave to knock nearby creatures prone.
Use an action to strike the ground with a starglaive. All creatures within 10 feet of you make a Strength saving throw against your psionics save DC. On a failed save the target is pushed 5 feet and knocked prone.
Electro Halberd
Electro Halberd
This polearm sports an electrified blade.
Elite Hacker
Elite Hacker
Elusive Maneuvering
Elusive Maneuvering
You are ever-present in the moment, allowing you to evade foes with ease.
You take the Dash or Disengage action (1 point) or the Dodge action (2 points) as a bonus action.
Emote
Emote
You can covertly communicate simple concepts with the target via basic emotions, without needing to share a language. You are not able to convey complex ideas via this reflex.
Surge. You can spend +1 psionic point per creature to affect up to 3 targets; +1 psionic point to increase the duration to 1 hour [requires power rating III].
Empathic Sense
Empathic Sense
You gain an expertise die on ability checks made to detect or identify hidden emotions, imminent danger, and the use of supernatural powers.
Surge. You can spend +1 psionic point to target one willing creature instead; +1 psionic point to increase duration to 1 hour [requires power rating III].
Employee
Employee
Countries, planets, federations, the Fleet— they all think they hold power with their big decisions and lofty ideals. You know who is really boss because you worked under them. Corporations stretch their reach throughout the galaxy, entrenching their products and agents into every life activity. Their end goal is always the same: profit. You know because that was your end goal as well before you finally left their employ.
Why did you quit corporate life? What kind of riches did you leave behind? What field were you in? Which previous colleague do you hope to never see again?
Energy Battery, Heavy Caster (20)
Energy Battery, Heavy Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 10 shots of a heavy weapon.
Energy Battery, Light Caster (20)
Energy Battery, Light Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 40 shots of a light weapon.
Energy Battery, Medium Caster (20)
Energy Battery, Medium Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 20 shots of a medium weapon.
Energy Battery, Medium Caster (20)
Energy Battery, Medium Caster (20)
Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 20 shots of a medium weapon.
Energy Crossbow
Energy Crossbow
(Medium Caster; Plasma)
This primitive-looking weapon fires condensed bolts of energy at the target. It has excellent range, and packs quite a punch.
(Reload 10 Shots)
Energy Mote
Energy Mote
Enervate
Enervate
You target a creature within range and overtax its psyche. The target makes an Intelligence saving throw or suffers the enervated condition until the end of your next turn. If the target is able to use psionic powers, it can make a manifesting ability saving throw instead.
Engineer
Engineer
Enhance Mind
Enhance Mind
The target gains an expertise die to one mental ability check (Intelligence, Wisdom, or Charisma) of its choice. The expertise die can be rolled before or after the ability check is made but before the outcome is determined.
Enlightened
Enlightened
In the wide, beautiful, and uncaring cosmos, the only thing we can control is ourselves. The “enlightened” cultures who follow this path center a contemplative and intellectual lifestyle in balance with galactic events. For them, the main objective in life is selfcultivation. At their best, enclaves of this culture are truly spiritual and practice contemplation as a liberative practice and support their allies on their mutual quest for liberation. At worst, these enclaves believe that their way is “the true way”, leading them to be self-righteous, aloof, or even colonialist or tyrannical. The truth is frequently somewhere between.
The people of this culture generally have a mature disposition towards science. In their view, science is a worthy path of investigation, but technology is to be subordinated to the correct way of living. Craftsmanship among the enlightened is often highly artistic, accentuating or blending in with the features of nature. Ruins of enlightened cultures feature beautiful stonework and woodwork merged seamlessly with their high tech, practically whispering the story of certain enclaves who used their technology to transcend the mortal coil (or become extinct due to a perilous final mistake). Empires of this culture often do not shy away from using behavior control technology to enforce adherence to “the way.”
Characters raised in the enlightened culture share a variety of traits in common with one another.
Defensive Training. Self-cultivation also includes the practice of meditation and martial arts. Choose one of the following:
Student of the Body: Choose one 1st degree combat maneuver from any tradition. Once per short rest, you can use this combat maneuver without spending exertion.
Student of the Mind: You learn one psionic reflex. Your psionic ability for this trait is your choice of Intelligence, Wisdom, or Charisma.
Inner Path. Your people value cultivating the intellect and spirit, so you can always find your way in life. Choose two from History, Insight, Nature, Religion, Performance, or Science. You have proficiency in the chosen skills.
Artisan. You have proficiency in a musical instrument or artisanal tools.
Languages. You can read, sign, speak, and write Common and three other languages.
Environments and Encounter Elements
Environments and Encounter Elements
The world can be a dangerous place and the environment might pose a deadly threat all by itself. In addition to their inherent danger, encounter elements offer ways to enhance the perils of exploration challenges or combat to make both more satisfying. A duel atop a bridge or traversing a narrow crossing is all the more exciting when deadly lava runs below rather than rushing water, and a hallway fight or dungeon trap with a plethora of green slime is a different kind of challenge altogether!
Challenge Rating Increase
The challenge rating of a combat encounter or exploration challenge can be increased when an encounter element is included so long as it poses an active threat—a cage match near a volcanic pit is more dramatic, but no more dangerous than usual.
Bombarded (+2)
An area which is under constant bombardment from artillery or starship fire can be very hazardous.
Loud Noise. Creatures within the area participants can only hear sounds within 15 feet of them (except for loud, explosive noises).
World Actions
Artillery. Each creature in the area makes a DC 10 Dexterity saving throw or they take 4d6 bludgeoning damage.
Irradiated (+2)
Deadly radiation fills the air, threatening the lives of all who brave exposure.
Every five minutes a creature spends in an irradiated area it must make a DC 15 Constitution saving throw . On a failure, the creature contracts radiation sickness (see Maladies on page 281).
Creatures immune to poison damage, or who are wearing radiation shielded clothing, are not affected by irradiated areas.
Irradiated, Severe (+4)
Nuclear meltdowns, quasars, and breached antimatter engines create even more intense radiation.
Creatures immune to poison damage, or who are wearing radiation shielded clothing, treat severely irradiated areas as irradiated areas.
World Actions
Radiation Poisoning. A creature which begins its turn in a severely irradiated area must make a DC 15 Constitution saving throw . On a failure, the creature takes 28 (8d8) poison damage and is poisoned until medically treated using an anti-rad drug or similar effect. Additionally, the creature contracts radiation sickness .
High Gravity (+2)
The ranges of ranged weapons are halved, as are all jump distances. When a creature makes its first attack in a round using a weapon that does not have the dual-wielding property, it makes a DC 12 Athletics check or subtracts 1d4 from its attack rolls for 1 round. Falling damage is treated as twice the distance in the area and there is no maximum amount of damage that can be taken from a fall. For every hour spent in the area, a creature not acclimated to it makes a Constitution saving throw (DC 8 + the number of hours spent in the area) or gain a level of fatigue (maximum 4 levels of fatigue).
Low Gravity (-1)
The ranges of ranged weapons are doubled, as are all jump distances. Falling damage is treated as half the distance in the area. In addition, damage from bludgeoning weapons is reduced by half.
Zero Gravity (+1)
While artificial gravity is a staple of most sci-fi settings, many settings stick to a more realistic depiction of weightless movement, using the environment around them as useful handholds and points to kick off from.
Creatures treat zero-G environments as difficult terrain so long as they are adjacent to a solid surface. Creatures may move into areas without an adjacent surface in this way, but if they end their turn with no adjacent surface they begin drifting and their movement speed is reduced to 0. Drifting creatures can throw any item on their person that weighs at least 5 pounds or use any propellant item (such as a cytospray, construction foam, spray adhesive, spray paint, or zero-friction lubricant) to move up to 10 feet as a bonus action.
Spacesuits. Creatures with the spacefaring feature or creatures wearing armor with the spacefaring feature ignore the difficult terrain caused by zero-G environments and are immune to drifting. Creatures with a natural climb speed also ignore the difficult terrain caused by zero-G environments, but are not immune to drifting.
Thick/Thin Atmosphere (+1)
While both thick and thin atmospheres are very dissimilar, their effects on creatures are not so different. Creatures can breathe in these atmospheres, but it is harder. Every hour, a creature in a thick or thin atmosphere must make a DC 12 Constitution saving throw or gain one level of fatigue .
Vacuum (+2)
An area of vacuum has no air, so creatures that need to breathe must use another source of air or begin to suffocate once they cannot hold their breath. In addition, the area carries no sound, so hearing-based checks made to perceive automatically fail.
Spacesuits. Armor with the spacefaring classification protects its wearer from hard vacuum, but even the smallest puncture in a suit can be deadly. As such, most spacefaring suits are equipped with self-sealing technology to protect against small punctures, tears, and fractures, but a critical hit renders a spacefaring suit damaged. When a creature’s spacefaring suit is damaged, roll 1d6 at the start of each of the creature’s turns. On a roll of 6 the suit is no longer able to provide protection from hard vacuum. A second critical hit before the damage is patched or repaired completely breaks the suit, rendering it broken and ineffective.
Vacuum Breach (+3)
When there is a pressure differential between two areas, such as a hull breach or an open door leading to the surface of an airless rock, the atmosphere rushes out in an attempt to level out the differential. This takes the form of a rushing wind.
Ranged weapon attacks and Perception checks that rely on hearing have disadvantage in high winds. In addition, the rushing air extinguishes any open flames, disperses fogs and smoke, and forces any flying creature to land before the end of its turn or fall.
World Actions
Rushing Winds. Each creature in the area must make a DC 14 Strength saving throw or be pulled 20 feet in the direction of the winds. A creature with one or more spare limbs (at the Narrator’s discretion) may use a bonus action to grab on or anchor itself, which allows it to make the saving throw with advantage .
Hard Vacuum & Lingering Injuries
The vacuum of space is also utterly chilling or scorching hot, depending on whether a creature is in sunlight or shadow. The vacuum deals 11 (3d6) cold or fire damage to a creature at the start of each of its turns in the area. If cold damage (but not fire damage) from a vacuum drops a creature to 0 hit points or happens after they are already at 0 hit points, they suffer a lingering injury. The Narrator can dictate an injury and its effects or determine it by rolling a d4: 1—blindness, 2—burns, 3—loss of taste, 4—frostbite (see Table: Frostbite).
1d4 | Frostbite |
1 | Finger: –2 Penalty to Sleight of Hand checks. |
2 | Nose: –2 Penalty to Perception checks that rely on scent. |
3 | Ear: –2 Penalty to Perception checks that rely on hearing. |
4 | Toe: Base walking speed is reduced by 5 feet. |
After a day of rest, the affected creature may make a DC15 Constitution
saving throw
, made with
advantage
if it has received medical attention since the exposure. On a success, the creature heals; on a failure, the affliction persists. The creature may make further Constitution saving throws after each subsequent day, but the DC increases by 1. If the creature fails three of these saves, the injury becomes permanent.
Zirkon Crystals (+2)
Zirkon is a rare natural crystal which dampens psionic energy. The cost to manifest psionic powers in an area containing zirkon crystals is doubled. Additionally, psionic powers of level III or less cannot penetrate solid zirkon barriers (see Objects).
Envoy
Envoy
Escort Formation
Escort Formation
The squadron forms up around a single member to protect them from fire.
When you enter this formation, choose one of the starfighters in the formation. Until the start of your next turn, any attacks made against the chosen ship have disadvantage and attacks made against any other ships in the formation have advantage.
Exemplar
Exemplar
You have advantage on ability checks, attacks, and saving throws and gain a number of temporary hit points equal to your level.
Surge. You can spend +3 psionic points to target one additional creature you can see within short range (30 feet). The creature may later move out of range, become hidden, or turn invisible and still benefit from this power [requires power rating V].
Expert
Expert
Exploration
Exploration
Some beings are born to travel amongst the stars, to explore worlds and galaxies hitherto unknown, and go places that nobody has yet been. To them, the discovery of a new culture, a fascinating life form, or a stellar phenomenon, is what life is all about.
Explosive Disembark
Explosive Disembark
Exterminator Commander
Exterminator Commander
Exterminator Drone
Exterminator Drone
Exterminator Emperor
Exterminator Emperor
Farsight
Farsight
You can clearly see details of things at a distance as if they were nearby. Focus on a spot in the distance to which you have line of sight (in ideal environmental conditions on a planet with a breathable atmosphere line of sight can generally reach up to 3 miles). You can see as if you are standing in that spot.
Surge. You can spend +1 psionic point to target one willing creature instead.
Fast Hands
Fast Hands
Flame Bracer
Flame Bracer
(Special)
A flame bracer is an anti-personnel weapon designed to be strapped to the user’s forearm. As an action, you can activate the bracer to project a jet of flame in a 15-foot line that is 5 feet wide. Each creature in that line takes 2d4 fire damage, or half as much damage on a successful Dexterity saving against your maneuver DC. If you expend three uses of the flame bracer’s fuel canister, you can alter the area of effect to a 15-foot cone instead.
(Reload 3 Shots)
Flamethrower
Flamethrower
(Special)
Unlike flame bracers, flamethrowers are military-grade weapons that project wide swaths of flame. As an action, you can choose between a 30-foot line that is 5 feet wide or a 15-foot cone. Each creature in that area takes 2d6 fire damage, or half as much damage on a successful Dexterity saving throw. The DC of this save is 8 + your proficiency modifier + your Dexterity modifier. Unattended flammable objects in the area are ignited.
(Reload 3 Shots)
Flamethrower Drone
Flamethrower Drone
Flight
Flight
You gain a flying speed of 30 feet. On subsequent turns, you can use a bonus action to increase your flying speed by 30 feet up to a maximum of 90 feet. You can maintain flight for a number of turns equal to your Constitution modifier (minimum 1). Flight ends early if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above III.
This power can also be manifested as 1 reaction to falling from a height greater than or equal to 10 feet.
Floating Thought
Floating Thought
Grasping upon the air itself, you imbue a gust of wind with psychic energy. You are able to see and hear the world within 30 feet of the floating thought, but you are blind and deaf to your body’s surroundings for the duration. The floating thought travels with the wind and you have no control over its movement.
Surge. You can spend +1 psionic point to gain control of the floating thought’s movement, moving it up to 10 feet each turn; +2 psionic points to not be blind and deaf to your own surroundings [requires power rating IV].
Fold Space
Fold Space
The target, along with all creatures and objects contained therein, is instantly transported to an unoccupied space at a location you have been to before on the same planet.
At power rating VII you can target a space vehicle you are on board and fold space to any planetary system you have been to before. You arrive near that destination in an unoccupied location chosen by the Narrator, typically in orbit of a specific planet, moon, or other satellite.
Force Field
Force Field
You create an invisible forcefield at a point you choose. The forcefield is 1/4 inch thick and can be free floating or resting or connected to a solid surface. You may form it into a hemispherical dome or sphere, either with a radius of up to 10 feet. Alternatively, you may create a horizontal, vertical, or diagonal surface made up of up to a contiguous group of ten 10-foot square sections.
Forcefield
Forcefield
Foresight
Foresight
You consider the implications of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following resulting sensations:
- Reassuring Confidence (good results)
- Sense of Dread (bad results)
- Mixed Feelings (both good and bad results)
- Nothing (results that aren’t especially good or bad)
Using this power again to gain intuition about the same course of action grants no additional insight as to its outcome.
Fortification
Fortification
You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful saving throw, you instead take no damage.
Fortress of Iron Will
Fortress of Iron Will
You can exert your will to manifest a floating safehouse to guard you and those under your protection. The structure counts as a haven and can take any form you imagine (such as a building, garden, spaceship, or the like) that comfortably accommodates 4 Medium creatures and 1 Large creature. The structure occupies a physical space with up to 200 square feet of floor space. Creatures within the safehouse cannot be targeted by a psionic or other supernatural attack.
Future Vision
Future Vision
You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.
Gambler
Gambler
You haven’t met your match at dice or cards. A career of high stakes and daring escapades has taught you when to play close to the chest and when to risk it all—but you haven’t yet learned when to walk away.
Are you a brilliant student of the game, a charming master of the bluff and counterbluff, or a cheater with fast hands? What turned you to a life of adventure: a string of bad luck, or an insatiable thirst for risk?
Gravitic Fling
Gravitic Fling
You grab your target with the power of your mind and repeatedly smash it into the ground, the ceiling, walls, or nearby objects. The target makes a Strength saving throw. On a failure the target takes 10d8 bludgeoning, piercing, or slashing (your choice) damage and is knocked prone. On a successful saving throw, the target takes half damage and is not knocked prone.
Grenade Launcher
Grenade Launcher
(Special)
Grenade launchers allow the wielder to fire a grenade out to the weapon’s maximum range rather than throwing it. Once a grenade lands, it detonates, creating a specific effect depending on the grenade’s type (see Grenades).
(Heavy STR 13+, Reload 1 Shot)
Grenade, Concussion
Grenade, Concussion
Each creature within 10 feet makes a Dexterity saving throw. On a failed save, the target takes 1d6 thunder damage and is knocked prone.
On a success, the target takes half as much damage and isn’t knocked prone.
Grenade, EMP
Grenade, EMP
Each creature within 10 feet makes a Dexterity saving throw. On a failure, any electronic devices the creature is wearing or carrying cease to function until the end of the creature’s next turn. Unattended devices in that area automatically fail the save. Constructs in the area also take 1d6 lightning damage on a failed save.
Grenade, Flash
Grenade, Flash
Each creature within 10 feet makes a Constitution saving throw, and is blinded for 1 minute on a failure. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Grenade, Foam
Grenade, Foam
When detonated, a foam grenade fills a 10-foot-radius sphere with slippery, fire-retardant foam. Open flames in the area when the grenade explodes are immediately extinguished. For the next minute, the ground in the area is difficult terrain. A creature in the affected area or one that enters the area for the first time on a turn or begins its turn in the area, makes a DC 10 Dexterity saving throw, falling prone on a failure.
Grenade, Frag
Grenade, Frag
Each creature within 5 feet makes a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one.
Grenade, Gas
Grenade, Gas
When detonated, a gas grenade creates a 10-foot-radius sphere of poisonous gas. A creature that enters the cloud for the first time on a turn, or that starts its turn inside the cloud, makes a Constitution saving throw. Creatures that don’t need to breathe automatically succeed on the saving throw. On a failure, the creature is poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The gas spreads around corners, and its area is heavily obscured.
Grenade, Goo
Grenade, Goo
When detonated, a goo grenade fills a 10-foot-radius sphere with a quick-hardening, adhesive foam. A creature in this area makes a Dexterity saving throw, becoming grappled on a failure (escape DC 10) For the next minute, the ground in the area is difficult terrain.
Grenade, Incendiary
Grenade, Incendiary
Each creature within 10 feet makes a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners and ignites unattended flammable objects in the area.
Grenade, Smoke
Grenade, Smoke
A smoke grenade creates a 10-foot-radius sphere of smoke centered on the point where it detonates. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Grenade, Stun
Grenade, Stun
Each creature within 10 feet of the grenade when it explodes makes a Constitution saving throw. On a failed save, the target takes 1d6 thunder damage and is rattled until the end of its next turn. A creature that fails the saving throw by 5 or more is stunned instead of rattled until the end of its next turn. On a success, the target takes half as much damage and isn’t rattled.
Growth
Growth
Psychic power makes you taller and faster. Your size increases by one category and you gain an expertise die on weapon attacks. In addition, your reach increases by 5 feet, your Speed increases by 10 feet, you gain advantage on saving throws against combat maneuvers, and creatures have disadvantage on saving throws made against your maneuver DC.
Surge. You can spend +1 psionic point to target one willing creature instead.
Gruhnka Hunter
Gruhnka Hunter
Gruhnka Tadpole
Gruhnka Tadpole
Guided Throw
Guided Throw
You throw your starglaive at your target, and it returns instantly to your hand.
Make a melee weapon attack with a starglaive against a creature within 30 feet. If you have additional attacks granted by Extra Attack, this maneuver replaces only one of them, and you may use the remaining attacks as normal
Gunner
Gunner
Gunner’s Focus
Gunner’s Focus
Bringing a heightened focus to the gunner’s seat, you can make a difficult shot seem easy.
You make an attack using a vehicle’s direct fire or indirect fire weapon with advantage.
Hacker
Hacker
Hacker Drone
Hacker Drone
Healer Drone
Healer Drone
High Ground
High Ground
When you have the high ground, you have the advantage.
If you are 5 feet or more higher than your foe and they make a melee attack against you while within reach of your starglaive, you can use your reaction to interrupt their attack with an attack of your own. Make a melee attack. This attack takes place before your attacker’s attack. Quickdraw (1 point)
Hinder
Hinder
Mundane objects (like rope, vines, blankets, or loose clothing) in a 20-foot square area centered on the target begin writhing and undulating like living creatures. For the duration of the power’s effect, the area is difficult terrain.
A creature in the area when you manifest this power makes a Strength saving throw or becomes restrained as the objects wrap around it. A restrained creature can use its action to make a Strength check against your psionics save DC, freeing itself on a success.
When the power ends, the objects drop harmlessly to the ground.
Hit the Brakes
Hit the Brakes
You suddenly decelerate, causing your foe to fly past you and into your gunsights.
Choose another starfighter operating in the same combat zone which has locked on to you. The starfighter makes a Dexterity saving throw. On a failure, you make an attack against the target.
Honorbound
Honorbound
In a fleeting and inhospitable cosmos, all that matters to some is having the strength to live and die with honor. On a small scale, honorbound cultures adapt extremely well to harsh environments—their enclaves are found even on the remotest planets. On a larger scale, the honorbound culture may be but one culture within a larger civilization. In this case, it is likely followed by a particular subset of the population, most often the warrior class.
For the honorbound, duty is a priority in all things. The particulars vary between individual communities, but they often focus on honesty, valor, and a sense of fairness. Compassion and charity towards the weaker or less fortunate is a great virtue among the rich, strong, and powerful, and all are expected to fulfill their roll to the utmost. Even the most mundane work brings its own kind of honor if done with diligence.
Those who are found violating the community’s terms of honor are expected to feel an equal amount of shame (often along with their families) and to make public shows of remorse and recompense, such a performing community service or making a large donation to a righteous cause or religious institution. The more prominent the member of the culture, the more substantial their reparations to their people must be. Many such cultures espouse the idea of death before dishonor, and to willingly dishonor oneself is to become a pariah at best.
Characters raised in an honorbound culture share a variety of traits in common with one another.
Gentler Pursuits. While combat and physical capabilities are important to your culture, there is little respect for one who spurns intellect and beauty. You are proficient with your choice of either Culture, Performance, two musical instruments, or two artisan’s tools.
Peak Performance. You have trained relentlessly to become a paragon of physical capability. Choose two from Athletics, Acrobatics, or Intimidation. You are proficient with the chosen skills.
Save Face. You are careful not to show weakness, lest your capabilities or dedication be questioned. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success.
Once you use this trait, you cannot do so again until you finish a short or long rest.
Weapon Training. You have been taught the ways of combat from an early age. You gain proficiency with 2 martial weapons of your choice and with starship weapons.
Languages. You can read, sign, speak, and write Common, plus one other language.
Horrifying Hallucination
Horrifying Hallucination
You tap into the mind of the target to create a fearsome illusion so complete it can cause psychic harm. Only the target can see this illusion. When you manifest this power and at the end of each of its turns, the target makes a Wisdom saving throw.
On a failed save the target takes 2d10 psychic damage as you manifest one of the following (the effect persists for the duration unless you use a reaction to choose another):
Hot Rodder
Hot Rodder
Hotshot Pilot
Hotshot Pilot
Hypodermic Pistol
Hypodermic Pistol
(Special)
Hypodermic pistols launch darts equipped with liquid-filled reservoirs. Upon impact, a dart injects the contents of its reservoir into the target.
Assassins typically fill their darts with poison, but the darts can also deliver beneficial substances such as medicine. See the medicine section (Chapter 3) for more information about the types of substances that can be loaded into a hypodermic pistol.
(Reload 5 Shots)
Imbue Weapon
Imbue Weapon
The target weapon is imbued with psychic energy, bonding with your psionic strength. The weapon gains a bonus of +2 to its damage, and you can use your manifesting ability instead of Strength for attack and damage rolls made using it. The effect ends if you use this reflex again or let go of the weapon. Beginning at 3rd level the weapon’s damage type can be psychic, and if the weapon is medium-sized or smaller it gains the thrown (10/30) property.
Imbued Strike
Imbued Strike
You imbue your strike with additional psychic energy.
When you next hit a target with a starglaive before the start of your next turn, you deal an additional 2d6 psychic damage.
Imperium
Imperium
Duty, diligence, and sacrifice. While they are important to any civilization, they are the central conceits of most empires. Such civilizations seek to expand their borders to fuel their growing needs, which in turn expands its borders and increases the cost of governance, repeating the vicious cycle. However, this “progress” does not come without cost from its people. Soldiers, civilians, and even entire worlds may fall securing resources for the ever-teeming masses of the empire. It is the greatest hope of the imperial leadership that star charts will, some day within their lifetime, show that the empire has no borders. That all will have been welcomed into it—either through diplomacy or the barrel of a blaster.
Full citizens in the heart of such an empire live quite comfortably, and though there are always discrepancies in wealth and power even the near-destitute enjoy comforts and luxuries unheard of in distant colonies. Medicine and education, relatively safe streets at night, a judicial system that generally works for them rather than against them—all are taken for granted as a base living standard. Regardless, every adult citizen must be prepared to join when conscription begins on their world. After all, sacrifices must be made for the greater good.
Characters raised as an imperium subject share a variety of traits in common with one another.
Conscript. All citizens must register for the draft and receive basic training packets and educational courses on blaster safety, as well as basic vehicle skills. You are proficient with pistols and rifles. You also have proficiency with land, air, and space vehicles.
Sheltered Education. Those at the safe center of empires often have privileged access to fine teachers and the opportunity to follow academic interests that might otherwise be too impractical. You gain proficiency in History and either Culture, Nature, Performance, or Religion.
Station in Society. As a citizen of the empire you benefited from some measure of station that those outside your society did not. When interacting with merchants from a sector associated with your empire, you are able to use your station to secure a 10% discount on most goods and services.
Languages. You can read, sign, speak, and write Common and one other language.
Infectious Thinker
Infectious Thinker
Interceptor Formation
Interceptor Formation
You and your wingmen corral your targets to keep them from escaping.
Whenever you successfully lock on to a starfighter, any other ships in the formation can use their reaction to lock on to that same target. While locked on ships in the formation have advantage on attacks against it. If you lose the lock on a target other ships in the formation lose that lock as well.
Interjection
Interjection
Choose an unoccupied space within range between the source of a ranged attack and that attack’s intended target. You move a solid object into that space. The attack is made at disadvantage, or the target makes their saving throw at advantage.
Intrepid Trekker
Intrepid Trekker
Intuition
Intuition
You spend time aligning yourself with the collective unconscious of the universe and gain an intuition die. You can have only one intuition die at a time. You can spend the die to gain a d6 expertise die for a single ability check or saving throw for your choice of one ability score chosen at the time of manifestation. As a reaction, you can grant the expertise die to a creature within 120 feet that can see or hear you instead of using it yourself.
Inventive Engineer
Inventive Engineer
Inventor
Inventor
Ion Cannon
Ion Cannon
(Heavy Firearm; Force)
Ion cannons are heavy, two-handed weapons which fire blasts of pure force. Ion cannons have superior range and are highly destructive.
(Heavy STR 13+, Reload 20 Shots)
Jolt Pistol
Jolt Pistol
(Special)
Originally designed for personal protection, jolt pistols fire short-range arcs of electricity that shock the target’s nervous system. A target damaged by a jolt pistol makes a Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn. A target that fails the saving throw by 5 or more is stunned instead of rattled. Energy batteries designed for shock weapons (see Ammunition) are also used to power jolt pistols.
(Reload 20 Shots)
Keridani
Keridani
Keridani Traits
Characters with the keridani heritage share a variety of traits in common with one another.
Age. Keridani physically mature at a similar rate as humans. They intellectually mature faster, as they possess lifetimes of memories from birth, but their emotional maturity develops at the same rate as their bodies. Keridani can live to be 200 years old without advanced medicine.
Size. Keridani are tall and slim, typically standing between 6 and 7 feet tall. They have similar masses as humans, and are thus built lighter. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Telepathy. Keridani are able to communicate mentally with others. You can speak telepathically to any creature you can see within 60 feet of you that shares a language with you. This does not give the creature the ability to respond to you telepathically.
Venomous Mandibles. Your mandibles are natural weapons, which you can use to make unarmed strikes that deal piercing damage equal to 1d4 + your Strength modifier. A creature damaged by your mandibles makes a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d4 poison damage on a failed save. You can use the poison element of this feature number of times equal to your proficiency bonus before you need to take a long rest.
Adhesive Pads. Keridani are able to secrete adhesive fluid from their hands and feet, helping them to climb. You gain an expertise die on ability checks made to climb and on saving throws to resist being disarmed.
Keridani Gifts
Keridani are exemplified by their mental control, their telepathy, and their ancestral memories. In addition to the traits found in your keridani heritage, select one of the following gifts.
Ancestral Walking
Some keridani have stronger ties to their ancestral memories. They gain access to the skills and wisdom of their ancestors as they lucidly walk through those past lives. Whenever you finish a long rest, choose one skill, tool, or language. You are proficient with the chosen skill, tool, or language until you complete a long rest. If you were already proficient, you instead gain an expertise die.
Empathic Sense
Some keridani display more sensitive innate psychic ability than others. You are able to sense emotions in creatures you can see. A creature may attempt to hide their emotions from you by making a Deception check vs. your passive Insight.
Stronger Poison
Your poisonous bite is even more toxic. Your target makes their saving throw against it at disadvantage, and additionally gains the slowed condition upon a failed save. The target may make a saving throw at the end of each turn to end the condition. If you do not already have the Venomous Mandibles trait, you gain the Venomous Mandibles trait instead.
Telepathic Bond
You can create a mental link between you and up to a number of willing creatures equal to your proficiency bonus. For the next hour, you and the targets can speak telepathically with each other. You need physical contact in order to create the bond, but once it is established it continues to operate no matter the distance, as long as you are on the same plane of existence. After you use this trait, you must complete a long rest before you can use it again.
Keridani Paragon
It takes a lifetime of experience to master one’s mental abilities. Upon reaching 10th level, you gain one of the following paragon gifts.
Ancestral Awakening
Prerequisite: Ancestral Walking
You can channel the skills and strengths of your forebears. Each time you use this feature, choose two ability scores to represent these ancestors. As a bonus action, you can gain an expertise die to all rolls using the chosen ability scores for 1 minute. Once you have used this feature a number of times equal to your proficiency modifier, you can’t do so again until you finish a long rest.
Inscrutable Mind
Your insectoid mind is almost impenetrable. You are immune to effects which would detect or read your thoughts or emotions, and you have advantage on saving throws made to resist the charmed, confused, frightened, or rattled conditions, or to maintain concentration. Finally, you recover one level of strife any time you take a long rest, even if you are not at a haven.
Telepathic Intrusion
Prerequisite: Empathic Sense
Your empathic sense becomes sensitive enough to read the very thoughts of your targets. You learn the read mind psionic power and can activate it once per long rest without expending psionic points. Choose Intelligence, Wisdom, or Charisma to be your manifesting ability for this power. Once you make this choice, you cannot change it. If you have a psychic reservoir and are able to use psionic powers, you can activate this power with those points as normal.
Keridani Culture
Keridani are stoic thinkers, aspiring towards peace and enlightenment, though such aspirations must often be put aside for more immediate concerns of survival. The insectoid people were born of struggle on their harsh homeworld and they found life among the stars no easier. Their early diplomatic efforts fell on warlike ears, and their enlightened age has been marred by countless conflicts. Still, keridani have spread throughout the stars, still stoic, still learning, and perhaps wiser for the hurdles they’ve overcome. Day to day life for keridani is one of ritual and rote, simple activities and chores they set their bodies to while their minds are deep within their own psyches or communing with their neighbors. To outsiders they seem like blank husks robotically performing pointless rituals, but inside they are alight and living. Keridani are reflective, introspective, and awash with emotional vibrancy that rarely transitions outwardly into the expressions or inflections that other beings relate to. Most desperately want to make these sorts of connections with other beings, though, a drive that often leads them down the dangerous and exciting life of a voidrunner.
Suggested Cultures
While you can choose any culture for your keridani character, the following cultures are linked closely with this heritage: backwater, drifter, enlightened, stoic, union.
Kinesthetic Geometry
Kinesthetic Geometry
You instinctively identify and leverage the perfect angles and impact points for throwing your weapon.
Kinetic Barrage
Kinetic Barrage
With immense psionic power you fling down a storm of psychic force that barrages a 20-foot radius dealing 35 (10d6) force damage to each creature in the area.
Surge. You can spend +1 psionic point to deal psychic damage and force targets to make an Intelligence saving throw instead [requires power rating VI].
Laser Grid
Laser Grid
Laser Pistol
Laser Pistol
(Light Firearm; Laser)
Laser-based firearms fire beams of coherent light at their targets.
(Reload 20 Shots)
Levitation
Levitation
You hover at a height of up to 30 feet. You can maintain your levitation as long as you concentrate. Your levitation ends if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above II.
Surge. You can spend +1 psionic point for you and any additional targets to float down gently for up to 30 feet when the duration ends.
Lies of the Void
Lies of the Void
Liquidity
Liquidity
Your movements are like flowing water. Your Armor Class increases by 2. You can spend 5 feet of movement to escape from restraints or grapples. Your movement and attacks aren’t penalized from squeezing or being underwater.
Lock On
Lock On
Dogfighting is all about putting your enemy in your sights and staying out of theirs, taking the best shots while staying on target.
Choose a target in your combat zone. The target makes a Dexterity or Strength saving throw (it’s choice) or you lock on to it. While locked on a target you have advantage on attacks against it. This lock on ends if you attack a different target or attempt to lock onto a different target.
Longspear
Longspear
A basic weapon, the longspear is a simple duranium shaft tipped with a pointed blade.
Lose Them
Lose Them
You break direct line of sight with your enemies by flying into an area that’s dangerous or obscured.
You may only perform this starship maneuver while operating in a combat zone with the obscuring property. Any ships with a lock on you must make a Wisdom saving throw or lose their lock.
Machine Liberator
Machine Liberator
Make Energy Mote
Make Energy Mote
A mote of energy is imbued with your psychic power, manifesting into being and gaining a slice of your sentience to do your bidding. The energy mote is formed from a type of energy chosen when you manifest this power: fire, force, lightning, psychic, or thunder. When it is created, you give the energy mote a single command (such as to go to a specific location and explode, or to watch for the arrival of a creature then report back to you) which it follows to the best of its ability.
Maladies
Maladies
While medical advances make many common health hazards inconsequential, some maladies still present a threat to voidrunners who are unlucky enough to suffer them.
Treating a diseased creature over the course of a short rest with a successful Medicine check (tier 1: DC 10, tier 2: DC 14, tier 3: DC 18, tier 4: DC 22) grants advantage on its next saving throw against the disease.
Severe diseases. The diseases below are presented in their most common form. Sometimes a more severe version of a disease is encountered. These diseases are considered one tier higher, and all saving throws made against the disease are made at disadvantage .
Mental stress effects. Some maladies inflict a short or long-term mental stress effect (see Appendix A of the Adventurer’s Guide). The duration of these effects is noted in the malady’s description.
Fatigue and strife. Some maladies either inflict levels of fatigue or strife , or they prevent the victim from recovering levels of fatigue or strife, even if they are able to rest at a haven.
Recovery. Each malady describes the ways in which a victim might recover. Typically this requires three successful consecutive saving throws.
Apoplectic Psychosis (Tier 2)
This disorder affects the emotional regulation of the brain, resulting in extreme anger and aggression. Victims are provoked to outburst of rage by insignificant triggers, often resulting in violence.
A creature which contracts apoplectic psychosis gains the enraged condition. Additionally, they suffer from the enraged mental stress effect.
Recovery. The victim makes a DC 15 Wisdom saving throw after each long rest. After three consecutive successful saving throws, the victim recovers.
Brainpox (Tier 3)
This virus affects the brain and nerve centers of its victim. It is often caught via physical contact, especially via the eyes or nose. The victim begins to lose their senses of sight and hearing, with paralysis being the end result.
At the end of each week, the victim must make a DC 15 Constitution saving throw . After the first failure, the victim gains the blinded condition. After the second failure, they gain the deafened condition. After the third failure, the victim gains the paralyzed condition and stops making weekly saving throws.
Recovery. On a successful weekly saving throw, the victim loses the most recent of those three conditions which it gained via this malady. Once they have made a successful saving throw while not suffering from one of the conditions, they recover.
Victims which have reached the paralysis stage of this malady do not recover naturally. However, a DC 21 Medicine check performed by a practitioner who keeps the victim under their care for a full week removes the paralyzed condition and allows the victim to resume making weekly saving throws.
Cellular Shingles (Tier 2)
This painful viral infection, affects the victim at a cellular level. While it is not life-threatening, it is intensely painful. The victim develops rashes and blisters all over their body, and becomes very sensitive to bright lights.
A creature which has contracted cellular shingles gains the agonized condition.
Recovery. The victim makes a DC 15 Constitution saving throw after each long rest. After three consecutive successful Constitution saving throws, the victim recovers.
Orman’s Syndrome (Tier 2)
This illness attacks the neural structures of the brain, gradually causing memory loss. By the time it reaches its conclusion, the victim loses all sense of identity and all long-term memories. The victim will not recognize close friends or family members, or recall their own name, career, or skills.
At the end of each long rest, the victim must make a DC 15 Wisdom saving throw . On a failure, their Wisdom score is reduced by 1 point and they spend that day suffering from the amnesiac condition.
A creature whose Wisdom is reduced to zero suffers complete, permanent amnesia.
Recovery. After three consecutive successful Wisdom saving throws, the victim recovers and their Wisdom score returns to its normal value.
Macrovirus (Tier 1)
This airborne illness is particularly dangerous because it reduces the victim’s desire to actually do anything about it. The illness causes extreme lethargy, worsening to the point where the victim will not eat, and simply wastes away.
A creature which has contracted macrovirus cannot recover fatigue during a long rest, even if they are in a haven.
Recovery. Creatures with macrovirus do not recover on their own. However, it can be treated with daily DC 12 Medicine checks, with the victim recovering after three consecutive successful checks.
Psionic Evervation Syndrome (Tier 2)
This malady only affects creatures with psionic ability. After every long rest, the creature makes a DC 15 saving throw using its psionic ability score. On a failed saving throw, the creature’s maximum psionic points are reduced by 1 point.
Recovery. After three consecutive successful saving throws, the victim recovers. Their psionic pool recovers by 1 point per long rest until it has been restored to its normal value.
Psychic Melancholia (Tier 2)
This malady plunges the victim into a rapid, increasing spiral of depression. After each long rest, the victim must make a DC 12 Wisdom saving throw . On a failed save, the victim gains one level of strife .
A creature which has contracted psychic melancholia cannot recover strife during a long rest, even if they are in a haven.
Recovery. After three consecutive successful Wisdom saving throws, the victim recovers.
Radiation Sickness (Tier 2)
Radiation is deadly, and those exposed to it risk contracting radiation sickness. Symptoms include vomiting, intestinal pain, bleeding, hair loss, and fever.
A creature with radiation sickness is poisoned . Additionally, at the end of each long rest, the creature must make a DC 15 Constitution saving throw or their hit die maximum is reduced by 1 die. A creature whose hit die maximum is reduced to zero hit dice dies.
Recovery. Left alone, radiation sickness will result in death. However, it can be treated with daily DC 15 Medicine checks, with the victim recovering after three consecutive successful checks. The checks are made at advantage if anti-rad drugs are available (see Chapter 3: Equipment).
RAR-1 (Tier 3)
This frightening malady, Rapid Aging Retrovirus, causes its victims to age rapidly. It is believed that this malady is an artificially created bioweapon, but its specific origins are unknown.
A creature which has contracted RAR-1 ages one year during each long rest. For every 5 years in which the creature ages in this manner, its Strength, Dexterity, and Constitution ability scores are reduced by 1 point. When any of these scores reaches zero, the victim dies of old age.
Recovery. Creatures with RAR-1 do not recover on their own. However, it can be treated with weekly DC 21 Medicine checks, curing the victim after three successful checks. However, the victim does not recover the lost years, and remains at the biological age it reaches before it was cured. The victim recovers half (round up) of any lost ability score points.
Anti-agiatic Drugs
Those who have suffered the ravages of RAR-1 often turn to anti-agiatic drugs to reverse the damage. These drugs are rare, and expensive. A dose of an anti-agiatic drug reduces the creature’s effective age by one year (and restores ability score loss after each 5 year reduction), although the drugs cannot reduce the creature’s age below its actual natural age. One dose of anti-agiatic drugs costs 500cr, and weighs ¼ lb.
Rigellian Fever (Tier 1)
This powerful virus causes extreme fever, sweating, and nausea, eventually resulting in the victim’s death. At the end of each long rest, the victim must make a DC 12 Constitution saving throw or suffer a level of fatigue .
Recovery. After three consecutive successful Constitution saving throws, the victim recovers.
Salt Plague (Tier 1)
This unpleasant disease feeds on the victim’s salt levels. The victim eventually loses their humanity as their salt cravings become so intense that they become violent, seeking the salty blood of other victims. This malady has many things in common with legends of vampirism.
A creature which has contracted salt plague suffers intense fatigue if it does not consume sufficient salt. It can draw salt from the blood of other living creatures, making an unarmed attack roll, and dealing 1d4 piercing damage on a hit. Each day, the creature must successfully drain salt three times from one or more living creatures or gain one level of fatigue .
Normal salt deposits, or even table salt, can help to alleviate the cravings. A creature with salt plague which consumes regular salt can make a DC 10 Wisdom saving throw. On a success that dose of salt counts as one of their three required doses per day. On a failure, the salt has no effect. A creature can only attempt to alleviate cravings in this way three times per day.
Recovery. The only cure for salt plague is isolation. After 7 days with no intake of salt, the victim is cured of the malady–if they survive the process.
Space Dementia (Tier 1)
Space dementia affects a small number of space travelers when they first encounter FTL speeds. It can be treated, but left alone it will result in hallucinations, and madness.
After each long rest , the victim must make a DC 12 Wisdom saving throw . On a failed saving throw, the victim suffers a randomly determined short-term mental stress effect (see Trials & Treasures) until their next long rest.
Recovery. Space dementia is usually temporary. The victim recovers after a single successful Wisdom saving throw.
Space Ennui (Tier 1)
The void affects different people in different ways. Space ennui degrades the victim’s emotional centers, causing depression, weariness, and apathy. The victim simply stops caring about things, including their own interests, hobbies, friends, family, and even food.
At the end of each long rest , the victim must make a DC 12 Wisdom saving throw . On a failure, they spend that day suffering from the placid condition. Medical treatment cannot assist with these saving throws, and the victim does not make the saving throws at advantage as normal when under medical care.
A creature which has contracted space ennui cannot recover strife during a long rest, even if they are in a haven.
Recovery. After three consecutive successful Wisdom saving throws, the victim recovers.
Manifest Antimatter
Manifest Antimatter
You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).
Martial Alacrity
Martial Alacrity
With a little quick thinking on your feet, you can adjust your attack strategy to find additional ways to hit an opponent.
When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Immediately after, you can make two unarmed strikes against the target of your last attack.
Martial Mentalist
Martial Mentalist
Mask Presence
Mask Presence
You mask your presence from visible forms of detection, effectively rendering yourself invisible. This effect ends early if you exceed your Speed when moving, make an attack, or force another creature to make a saving throw.
When your power rating is equal to or greater than III, the power’s effect does not end when you exceed your Speed or make an attack. When your power rating is equal to or greater than V, you can target up to 4 willing creatures at once.
Mecha Ace
Mecha Ace
Medic
Medic
Memory Control
Memory Control
You steal or alter a creature’s thoughts or memories. The target has advantage on its saving throw if you or your allies are in combat with it. When you manifest this power, select one of the following options:
Alter Memory. You dictate changes to any memories of an event that took place within the last 24 hours and lasted 10 minutes or less to the target in a language you both understand.
Mental Domination
Mental Domination
You overpower your target’s mind, forcing it to do your bidding. The target makes a Wisdom saving throw. On a success, the power has no effect.
If the target fails the saving throw, for the duration of the power you may issue instructions (no action required) which it will do its best to obey. The target must be able to hear and understand the instructions.
Mercantile
Mercantile
Some cultures embrace the principles of trade and commerce almost to the exclusion of all else. Everything is a transaction, and everything has a price. In such societies, trading houses or corporations reign supreme, and the rules of commerce supersede other ethical considerations. Such rules encourage honesty in trade, as adherence to contracts is the foundation of a mercantile civilization, and the punishments for breach of contract are amongst the most severe in such jurisdictions.
Members of mercantile societies are often expert hagglers, and highly accomplished businessfolk, with an excellent grasp of legislation and an almost instinctual ability to estimate the value of anything.
Characters raised in a mercantile culture share a variety of traits in common with one another.
Accumulated Wealth. You start play with twice the credits you ordinarily would. If you are creating a character of higher than 1st level, this feature does not affect your starting wealth.
Expert Trader. Negotiation is a fundamental skill. You gain proficiency in Culture, Insight, and Persuasion.
Quick Valuation. You can readily determine the value of any object by examining it for one minute.
Languages. You can read, sign, speak, and write Common and two other languages.
Midship Mastery
Midship Mastery
Militant
Militant
Despite their endless variety, all humanoid races have a tendency for war. Militant cultures are steeped in traditions which value glory and honor and proudly display both whenever possible. In battle they follow their chosen warrior code to the hilt, and take pride in hopeless causes and valiant struggles between equals.
Militant cultures place the military at the center of society, venerating warriors above all others. Military prowess is taught from an early age, and military victory is rewarded while failure is often punished. Naturally, even militant societies need non-warriors to function, but such individuals are not treated with the same respect that those who choose the path of war do, often regarded as lesser citizens despite their importance to the running of the state.
These cultures can be violent in nature, with many disputes resolved by force of arms. Insults often result in duels, and vendettas between individuals and families can last decades.
Characters raised in a militant culture share a variety of traits in common with one another.
Dueling Challenge. You can issue a challenge of single combat to a single creature you can see who can hear and understand you. If that creature accepts your challenge, you enter a duel with them. When engaged in a duel, you gain an expertise die on attack rolls against your designated foe. If any other creature attacks your foe, or assists you in any manner, you no longer gain that expertise die.
Military Traditions. You are proficient in History, and gain a specialization in military history. You are also proficient with light armor, starship weapons, one martial weapon of your choice, and your choice of land, air, or space vehicles.
Quick Valuation. You can readily determine the value of any object by examining it for one minute.
Languages. You can read, sign, speak, and write Common and one other language.
Mindshaper
Mindshaper
Mindshear
Mindshear
Mindsight
Mindsight
You can see and hear a specific creature in your mind’s eye as if you were near it. Your point of view can be anywhere within 10 feet of the target and automatically follows the target as it moves. On a successful Wisdom saving throw, an unwilling target avoids your detection and you see nothing. If you know the target well or have in hand an object that has personal meaning to it, the target has disadvantage on its save. If you have never talked to or seen the target in person and only have vague descriptions of it, the target has advantage on its save.
Mindsnare
Mindsnare
The target makes a manifesting ability saving throw or its thoughts turn inward upon itself creating an internal reality from which it cannot easily escape. If it does not have the ability to use psionic power, it rolls an Intelligence saving throw with disadvantage.
Mine, Concussion
Mine, Concussion
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, EMP
Mine, EMP
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Flash
Mine, Flash
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Foam
Mine, Foam
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Gas
Mine, Gas
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Goo
Mine, Goo
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Incendiary
Mine, Incendiary
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Smoke
Mine, Smoke
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Mine, Stun
Mine, Stun
Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator.
Minefield
Minefield
Miner
Miner
You worked underground, mining rare elements or energy. Life as a miner is hard, even with all the technology available today, and it rarely pays well. You feel at home beneath the surface, and have learned not to fear the dark.
What were you mining? Why did you leave? Who employed you? Did you witness any tragedy, and if so how was it handled?
Mirage
Mirage
You create an illusory image in the target’s mind that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm. While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a bird moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the bird flies).
Miscreant
Miscreant
Mono-Whip
Mono-Whip
Spools of monomolecular wire affixed to a thin handle, mono-whips slice neatly through organic and inorganic matter alike.
Mortar Drone
Mortar Drone
Move Object
Move Object
You summon an unattended handheld object to your empty hand from a distance within range. Alternately, you levitate a creature or object and can move it a number of feet per round (within range) based on your power rating and the target’s size.
Unwilling creatures or those holding an object you are trying to affect can make a Strength check against your psionics save DC to avoid being affected (or a manifesting ability check, if it can use psionic powers).
Nano-Mender
Nano-Mender
Netcaster
Netcaster
(Special)
Netcasters fire cartridges that break apart mid-flight, deploying a net made of sturdy carbon fiber. A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by ranged attack made with a netcaster is restrained until it is freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 15 hit points, and is immune to bludgeoning, poison, and psychic damage.
Neurotoxin Gas
Neurotoxin Gas
Operative
Operative
Pass-Through
Pass-Through
You deactivate your blade momentarily just before it would be blocked by your enemy’s, and reactivate it to finish the strike.
When you make an attack against an enemy with a starglaive or an energy-imbued weapon, you make the attack at advantage using a maneuver to neatly bypass their defence.
Past Vision
Past Vision
You attune with an object you can touch, or the immediate area surrounding you, and visualize events which have transpired within the last 24 hours. You become aware of anything which took place within 30 feet of the object, or within the 30-foot area affected by the power. While it takes you 10 minutes to fully realize the vision, you are able to speed through and pinpoint important events during the last 24 hours.
Pharmacologically Inclined
Pharmacologically Inclined
Pilot
Pilot
Whether you’ve been acing dogfights or dutifully lugging cargo, your working life has been spent strapped into the cockpit of a tin can as it blasts its way between the stars. You feel at home at the helm, and whether your particular tin can was glamorous or not you still have countless successful missions under your belt.
Pilot’s Trance Stance
Pilot’s Trance Stance
You put your game face on as you strap into the pilot’s seat.
While piloting a vehicle:
Plasma Sword
Plasma Sword
A plasma sword is a superheated blade, reminiscent of a psyknight’s starglaive – although not as potent.
Point Singularity
Point Singularity
You create a singularity–a miniature black hole–which remains in the target square for the power’s duration.
Any object or creature which begins its turn in that square and which is able to move makes a Strength saving throw. On a failure, or if it is unable to move, the creature or object takes 10d12 bludgeoning damage and is restrained until the start of its next turn; on a successful saving throw it moves into an adjacent square and is not restrained.
Polaron Gatling Gun
Polaron Gatling Gun
(Heavy Firearm; Burst Fire; Plasma)
Developed for when just plain brute force is required. The weapon is large and bulky and difficult to wield; however it makes up for this by sheer rate of fire and immense destructive power. There are various modes on the gun ranging from a single burst of 10 shots all the way up to 2,000 rounds a minute. The ammunition/power is stored in a backpack worn by the person firing the weapon.
(Heavy STR 13+, Reload 20 Shots)
Portal
Portal
You create a portal through space to a location you can see within range. While the portal remains in place, any creatures or objects of Large size or smaller can pass through it in either direction, appearing at the other end of the portal.
Power Grab
Power Grab
You telekinetically reach out and hold a target within range. Make a ranged psionics attack. On a hit, the target is grappled. You can levitate the target 5 feet off the ground as part of the same action. While it remains grappled, you can use a bonus action to activate one of the following effects:
Praetor
Praetor
Pre-Industrial
Pre-Industrial
Even in a densely populated galaxy teeming with space travelers, many worlds exist which have not yet joined that stellar community. Some may not even know that life even exists beyond their own horizon, while others may have been visited by life from beyond the stars–even if they don’t realize it.
Pre-industrial cultures are characterized by a lack of machines, limited production, and agricultural economies. Some are little more than simple villages and collections of farms; others may boast cities and palaces–these societies range from humble groups of hunter-gatherers to renaissance-era civilizations. Feudal governments and monarchies are common in such societies, but other forms of leadership can be found, including theocracies, republics, and other more unusual arrangements.
When a character hails from such a society, the wonders of voidrunning may be overwhelming at first, but many folk adapt and embrace their new life, and throw themselves into adventure with wild abandon.
Characters raised in a pre-industrial culture share a variety of traits in common with one another.
Rural Life. You are proficient in Animal Handling, Nature, and Survival. Additionally, you are proficient in your choice of an artisan's tool, a musical instrument, or smith’s tools.
Simple Cooking. You gain an expertise die on saving throws made to resist the effects of poisons.
Temporary Expert. You pick up new skills quickly. Each time you gain a level, you may choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool in its place. You cannot trade a skill proficiency for a tool proficiency, and vice versa.
Weather Sense. After observing an area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee non-natural changes, but you can use an action to make an Insight or Perception check to notice them.
Languages. You can read, sign, speak, and write Common and one other language.
Precognition
Precognition
Attuning yourself with the environment, you gain a sense of the immediate future. You cannot determine specific events, but you do get a warning feeling when danger is imminent. You gain an expertise die on initiative checks.
Surge. You can spend +1 psionic point to gain advantage on initiative checks.
Preserver
Preserver
In an age of near-infinite interconnectivity, it is easy for the nuances of a particular culture to be lost, for languages to fall out of use, and crafting or foundry techniques to no longer be passed down in favor of a more generic, mass-produced version. Whether you have been given this responsibility by your people, trained for it by a mentor, or have taken it upon yourself, you seek to preserve features of your culture, (and perhaps that of others). Some who walk this path specialize in a specific facet, such as craftsmanship, dance, or literature, while others are generalists.
Processor Drone
Processor Drone
Project Objects
Project Objects
You lift several pebble-sized objects within range and hurl them with your mind. Make a ranged psionic attack with the objects against a target within range. On a hit, the target takes bludgeoning damage equal to 1d6 + your manifesting ability modifier.
The base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Surge. You can spend +1 psionic point to target an additional creature or object within 30 feet of the first target [requires power rating II].
Prosthetic Packaging
Prosthetic Packaging
Psi Trooper
Psi Trooper
Psion
Psion
Psyche Unleashed
When the mind’s eye opens, a psion begins their journey towards self improvement, but the accidental triggering of a psychokinetic push in the wrong place at the wrong time might have dire consequences. And even when such an unleashing of psychic power actually ends up doing good rather than causing disaster, those that witness it (including the psychics themselves) may react in fear.
In the best case scenario, the burgeoning psychic has someone they can trust and a mentor they can seek out or study under. In the worst case, fear of these uncanny powers can drive many negative behaviors, even from the well-meaning.
Self-Empowered
Psions direct their thoughts, master their emotions, and temper their bodies. They are at the pinnacle of self actualization. Sometimes a psionicist’s powers are mistakenly attributed to dark, sorcerous ways or ancient religions. In truth, psionics is powered by an internal force, willed into being, cultivated through effort, and mastered by self discipline.
Creating a Psion
A psion’s personality often informs their psychic abilities and vice versa. You may be an athlete who excels in altering your physiology and augmenting your strength and speed. You might be an intellectual whose impatience with the incompetence of others has led you to habitually transfer your thoughts directly into their heads. Your psionic powers and abilities set you apart from others. As you create your psion, consider how this may have affected you. Did you hide your psychic talent? Do you still? What was your psionic awakening moment? Did it occur in early childhood or later in life? Were you supported in your efforts or shunned for your uncanny nature? Are your psychic talents more intellectual, sensory, or visceral in nature?
|
Proficiency |
|
Blast |
DIscoveries |
Psionic |
Reflexes |
Power |
1st |
+2 |
Psionic Blast, Psionic Powers |
1d8 |
- |
4 |
1 | I |
2nd |
+2 |
Cognitive Discoveries, Psionic Speciality (1), Unassailable Ego
|
1d8 |
1 |
6 |
1 | I |
3rd |
+2 |
Psion Archetype |
1d10 |
1 |
6 |
2 | I |
4th |
+2 |
Ability Score Improvement, Demanding Excellence (1)
|
1d10 |
1 |
6 |
2 | II |
5th |
+3 |
Psionic Effort |
1d12 |
2 |
7 |
3 | II |
6th |
+3 |
Enhanced Blast (1) |
1d12 |
2 |
7 |
3 | II |
7th |
+3 |
Psion Archetype feature |
2d8 |
2 |
9 |
3 | III |
8th |
+3 |
Ability Score Improvement |
2d8 |
3 |
9 |
3 | III |
9th |
+4 |
Demanding Excellence (2), Enhanced Blast (2)
|
2d10 |
3 |
10 |
4 | III |
10th |
+4 |
Guarded Mind (1) |
2d10 |
3 |
10 |
4 | IV |
11th |
+4 |
Psionic Speciality (2) |
2d12 |
3 |
11 |
4 | IV |
12th |
+4 |
Ability Score Improvement, Enhanced Blast (3)
|
2d12 |
4 |
11 |
4 | IV |
13th |
+5 |
Mental Fortitude |
3d8 |
4 |
13 |
5 | V |
14th |
+5 |
Self Evolution |
3d8 |
4 |
13 |
5 | V |
15th |
+5 |
Enhanced Blast (4), Psion Archetype feature, Guarded Mind (2)
|
3d10 |
4 |
14 |
5 | V |
16th |
+5 |
Ability Score Improvement |
3d10 |
5 |
14 |
5 | VI |
17th |
+6 |
Demanding Excellence (3) |
3d12 |
5 |
15 |
5 | VI |
18th |
+6 |
- |
3d12 |
6 |
16 |
6 | VI |
19th |
+6 |
Ability Score Improvement |
3d12 |
6 |
17 |
6 | VII |
20th |
+6 |
Space & Mind |
3d12 |
6 |
18 |
6 | VII |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, medium mauls, tk gauntlets
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Arcana, plus three from Animal Handling, Athletics, Insight, Investigation, Perception, Religion, and Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Pensive Sage’s Package (cost 137 credits): antiinhibitive (2 uses), backpack, data wafer with historical lore, medium shock maul, canvas armor, focusing agent (2 uses), nano-bandage, notebook and pen, rations (10 Supply), psychic crystal (totem), two-person tent
- Commercial Telepath’s Package (cost 115 credits): personal communicator, slugger, synthweave, fine clothes
- Field Medic’s Package (cost 185 credits): antiseptic (5 uses), anxiety medication, blanket, 2 data wafers (medical journals), first aid kit (15 uses), flashlight, hyperweave armor, medium maul, handgun and 5 standard ammunition cartridges (20 ea.), smelling salts, sleeping bag, tactical case, two-person tent, universal airhypo.
Pionic Powers
At 1st level you have learned to tap into your reservoir of psychic energy to manifest and channel psionic powers.
Reflexes
At 1st level, you learn certain fundamentals of psionics. Level 0 psionic powers, called reflexes, can be channeled without spending psionic points. You learn one reflex of your choice from the psionics powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psion table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psionic Points
The Psion table shows the total number of psionic points you have. To use one of your psionic powers, you must expend a number of points equal to its level. When you finish a short rest, you may expend one or more hit dice to regain some of your energy. You gain a number of psionic points equal to the result, up to your total psionic points. You regain all spent psionic points when you finish a long rest.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionics Ability
There are many paths to mental mastery. Choose Intelligence, Wisdom, or Charisma to be your psionics ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a power or feature refers to your psionics ability. In addition, you use that ability modifier when setting the saving throw DC for a psionic power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your chosen ability modifier
Psionics attack modifier = your proficiency bonus + your chosen ability modifier
Psionic Focus
You can use a psionic focus, such as a psychic crystal, for any of your powers. This enables you to concentrate on one additional power you know, as long as the sum of the powers’ levels is less than or equal to your power rating. If you have to make a check to maintain concentration, roll for both powers individually.
Psionic Blast
Starting at 1st level you learn to direct your mental energies as a focused blast. Choose a damage type from the following list: cold, fire, lightning, psychic, or thunder. Your Psionic Blast deals damage of the chosen type, also called your primary damage type. Once this choice is made it cannot be changed. You can use an action to strike a creature you can see within 30 feet. Make a ranged psionic attack against the creature, dealing 1d8 damage plus your psionic ability modifier of the chosen type. The damage dealt increases as you gain Psion levels, as shown in the Blast Damage column of the Psion table.
Cognitive Discoveries
At 2nd level you gain one cognitive discovery of your choice. As a psion, much of your exploration is inward facing. However, sometimes being aware of your surroundings is exactly what is needed to reach the next level of psionic mastery. Your discoveries are detailed at the end of the class description. The Discoveries Known column of the Psion table shows when you learn more cognitive discoveries. If you gain a bonus discovery, it does not count against your Discoveries known.
Psionic Speciality
When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:
- You learn one power from this discipline. This power does not count against your number of powers known.
- Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.
Unassailable Ego
At 2nd level, the ability to transform reality with the power of your mind requires removing any self-imposed limits or doubts. It requires a measure of belief that borders on blind faith. Choose one of the following features.
Ambition
You believe you are born for greatness and nothing must stand in your way; the rules that pertain to most don’t apply to you. You gain proficiency with History and Intimidation or an expertise die if you already have proficiency.
Order
You believe you must always follow a strict code, whether that be religious or legal. Whatever the consequences, the ends justify the means. You gain proficiency with Culture and Investigation or an expertise die if you already have proficiency.
Selflessness
You believe your powers must be used in service to a greater purpose. You gain proficiency with Medicine and Religion or an expertise die if you already have proficiency.
Psion Archetype
At 3rd level, you choose a psion archetype that reflects the journey upon which you have embarked, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Demanding Excellence
At 4th level, and again at 9th and 17th level, choose one of the following skills: Insight, Perception, Persuasion, or Religion. You gain proficiency with the chosen skill. If you are already proficient, you gain an expertise die in that skill instead
Psionic Effort
Starting at 5th level, you may use a bonus action to expend one or more hit dice to gain a number of psionic points equal to the number of hit dice you expended.
Enhanced Blast
At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.
You may choose one additional improvement from this list at 9th level, and again at 12th level and 15th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.
Blast Accuracy
You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.
Blast Alternator
Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).
Blast Multiplier
Prerequisite 9th level
When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.
Blast Output
Your Psionic Blast deals additional damage equal to your proficiency bonus.
Blast Radius
You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.
Blast Range
Your range increases by 30 feet.
Blast Response
When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.
Archetype Feature
At 7th level you gain another archetype feature.
Guarded Mind
At 10th level, you gain resistance to psychic damage. Additionally, choose one of the following conditions: charmed, frightened, poisoned, rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead.
At 15th level you can use this feature with all of the listed conditions
Mental Fortitude
At 13th level, you gain an expertise die on concentration checks and can use a psionic focus to channel up to 3 powers simultaneously. The sum of the power levels must be less than or equal to your power rating.
Self Evolution
At 14th level, you gain proficiency in Wisdom and Charisma saving throws.
Archetype Feature
At 15th level you gain another archetype feature.
Space & Mind
At 20th level, your mental power is unparalleled and you transcend the barriers between space, matter, and mind. With only a thought, your consciousness can travel the cosmos, taking your physical form along with you. As an action you can teleport instantly to any location in the universe. Once you have used this feature, you cannot do so again until you have finished a long rest
Cognitive Discoveries
If a cognitive discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psion class level.
Buoy Spirits
You use your empathic resonance to uplift your companions’ spirits as they travel. Once per region (or planetary system), allies can gain an expertise die for one journey activity they undertake.
Empty Mind
You are able to clear your mind of emotional distraction. Any psionic attempt to read or detect your emotions automatically fails, and Insight checks against you are made at disadvantage.
Energy Conservation
You can forgo your Supply requirement for a number of days equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Into the Void
Prerequisite: Suspended Breath
You can survive in the void of space for a number of minutes equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Meditative Rest
When you take a long rest, you can choose to meditate instead. You remain conscious during the rest, although you may not undertake strenuous actions.
Psychic Isometric
You learn one of the following psyknight isometrics, which counts as a cognitive discovery for you: Diplomatic Intervention, Faceless Mask, Mystic Hunter, Haptic Feedback. You can take this discovery more than once, each time learning a new psychic isometric.
Sense Disturbance
You can always choose to use your psionics ability when making Perception checks and determining your passive Perception. You also gain an expertise die on checks made to detect or identify hidden emotions, imminent danger, and psionic or other supernatural powers.
Speed of Thought
Prerequisite: 3rd Level
When you manifest a reflex that requires 1 action, you can use 1 bonus action instead.
Suppress Hunger
Prerequisite: Energy Conservation
You can share your ability to forgo Supply requirements with others, dividing the number of days between yourself and the chosen creatures.
Suspended Breath
Once between long rests, you can go without breathing for up to one hour.
Psionic Armory
Psionic Armory
Psionic Disruption
Psionic Disruption
You attempt to interrupt a creature in the process of manifesting a psychic power, dissipating the energy used. If the power’s level is greater than your power rating, the psionic disruption fails and has no effect. If the power’s level is equal to or less than your power rating, make a manifesting ability check (DC 10 + the power’s level). On a success, the creature’s power fails and has no effect.
Psionic Reflection
Psionic Reflection
You attempt to interrupt a creature in the process of manifesting a psychic power, redirecting it at a target of your choosing. The power’s level must be less than your power rating. Make a manifesting ability check (DC 10 + the power’s level). On a success, you can choose a new target for the creature’s power within the power’s range.
If the creature spent any surge points to manifest its power, you must spend an equivalent number of points to reflect it, otherwise this power fails.
Psychic Barrier
Psychic Barrier
You create a psychic barrier which blocks extrasensory intrusion. While the power remains active, no clairsentience power can view, sense, or detect the area covered.
Surge. You can spend +1 psionic point to put the barrier in place for the duration of a long rest [requires power rating IV].
Psychic Prodigy
Psychic Prodigy
Psychic Resuscitation
Psychic Resuscitation
You pour psionic energy into a creature which has died in the last hour. The target returns to life with full hit points, and is cured of any wounds, poisons or diseases it had at the time of death.
The target has 4 levels of fatigue and 4 levels of strife when it wakes. In addition, you also gain 2 levels of fatigue.
The stress on the target’s physiology is intense; a creature can only be revived with this power once per year.
Surge. You can spend +2 psionic points to resuscitate creatures which have died in the last 24 hours.
Psychic Storm
Psychic Storm
Psychic Sunder
Psychic Sunder
Focusing your psychic energy, you strike an object with concentrated force.
You make a single attack against an unattended object of size Large or smaller, such as a door, with a starglaive maul. On a hit, the object gains the broken condition. If the object is reinforced, you must instead beat its AC by 4 points or more in order to sunder it.
Psychic Thrust
Psychic Thrust
You push a target with pure psychic energy. Make a psionic attack roll against the target’s armor class. On a hit you deal 1d4 force damage and push the target 10 feet. Creatures or objects of size Huge or larger, or objects that are anchored (such as doors) are not pushed, but they still take the damage.
Surge. You can spend +1 psionic point to increase the push effect to 10 feet, and +2 psionic points to affect Huge creatures.
Psychic Touch
Psychic Touch
You sense the presence of psychic energies and psionic activities within an object or creature you can touch. You automatically know if the creature or object has been psychically altered or imbued with psychic energy.
Surge. You can spend +1 psionic point to determine the psionic discipline the creature or object has been imbued with.
Psychometry
Psychometry
You learn a single piece of important information from an object you touch or a location you are in. The size of the location is at the discretion of the Narrator, but is usually not bigger than a single room.
Psychosomatic Encouragement
Psychosomatic Encouragement
You can uplift an ally’s spirits and boost their endurance.
Select a friendly target that can see, hear, feel, or otherwise sense your presence. You impart the target with temporary hit points equal to 1d6 + your proficiency bonus + your Charisma modifier (minimum 0).
Psyker
Psyker
Psyknight
Psyknight
Forged Talent
When a psyknight first becomes aware of their psionic abilities, it often manifests in uncontrolled and unpredictable outbursts. Some are discovered early on by mentors and organizations capable of giving them the knowledge, tools, and intense training needed to transform their raw talent into precision instruments of psionic power. Others are largely self-taught, attending the less structured but equally challenging school of hard knocks. While psyknights may vary in their formative training, one thing remains constant: their growth in power and mastery is a direct reflection of the effort they put in. When faced with tests, trials, or tribulations, psyknights push themselves to the edge of, and often right past, their physical limits.
Tempered Weapons
With an intuitive sense of kinesthetic psionics, psyknights find they can quickly gain mastery with close combat armaments. Unlike psions, psyknights excel at melee combat. Such is their reputation as living weapons that psyknights claim some victories without a single shot fired or sword drawn.
Creating a Psyknight
A psyknight is a quick study of both martial and intellectual pursuits and must be quick on their feet in more ways than one to pass various the tests and trials that help unlock their psionic abilities. As you create your psyknight, think about some of the early challenges you faced and overcame. Were they designed and administered by a disciplined organization that recruited you at a young age? Or did the ordered chaos of the universe send them your way at just the right time in just the right place? Consider too, your motivations. Did you learn to suppress or control your power to prevent harming yourself and those around you? Perhaps you lashed out against an attack on someone you love. How you respond to your early experiences can shape the psyknight you will become.
|
Proficiency |
|
Isometrics |
Reflexes |
Powers |
Power |
Maneuvers Known |
Maneuver |
1st |
+2 |
Emergent Psionics, Psionic Guard, Psychic Isometrics, Kinetic Burst |
1 |
- |
- |
- | - | - |
2nd |
+2 |
Combat Maneuvers, Psionic Powers, Code of Conscience |
1 |
1 |
1 |
I | 2 | 1st |
3rd |
+2 |
Extra Effort, Psyknight Archetype |
1 |
1 |
2 |
I | 2 | 1st |
4th |
+2 |
Ability Score Improvement, Starwielder Tactics (2) |
2 |
1 |
2 |
I | 3 | 2nd |
5th |
+3 |
Extra Attack |
2 |
1 |
3 |
I | 3 | 2nd |
6th |
+3 |
Psyknight Archetype feature |
2 |
2 |
3 |
I | 4 | 2nd |
7th |
+3 |
Starwielder Tactics (3) |
3 |
2 |
3 |
I | 4 | 2nd |
8th |
+3 |
Ability Score Improvement |
3 |
2 |
3 |
II | 5 | 2nd |
9th |
+4 |
Psyknight Archetype feature |
3 |
2 |
4 |
II | 5 | 2nd |
10th |
+4 |
Sixth Sense |
4 |
2 |
4 |
II | 6 | 3rd |
11th |
+4 |
Starwielder Tactics (4) |
4 |
2 |
4 |
II | 6 | 3rd |
12th |
+4 |
Ability Score Improvement |
4 |
2 |
4 |
II | 7 | 3rd |
13th |
+5 |
Glaring Recognition |
5 |
3 |
5 |
II | 7 | 3rd |
14th |
+5 |
Psyknight Archetype feature |
5 |
3 |
5 |
III | 8 | 4th |
15th |
+5 |
Starwielder Tactics (5) |
5 |
3 |
5 |
III | 8 | 4th |
16th |
+5 |
Ability Score Improvement |
6 |
3 |
5 |
III | 9 | 4th |
17th |
+6 |
Master Wielder |
6 |
3 |
6 |
III | 9 | 4th |
18th |
+6 |
Starwielder Tactics (6) |
6 |
3 |
6 |
III | 10 | 4th |
19th |
+6 |
Ability Score Improvement |
7 |
3 |
6 |
III | 10 | 4th |
20th |
+6 |
Beyond Death |
7 |
3 |
6 |
IV | 11 | 5th |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d10 per psyknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, blades, starship weapons
Tools: Space vehicles
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight, Perception, and Sleight of Hand, Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Confidence Artist’s Package (cost 177 credits): backpack, camouflage canvas armor, flashlight, jolt pistol and shock energy battery (20), lighter (30 uses), multitool, sleeping bag, one-person tent, 2 light polearms
- Master Duelist’s Package (cost 186 credits): blanket, earplugs, dueling sword (medium force blade), lighter (30 uses), mirrored synthweave armor (2 pockets), smelling salts, tactical maul
- Wayward Drifter’s Package (cost 139 credits): backpack, first aid kit (15 uses), flashlight, psychic crystal, first aid kit (15 uses), leather armor, light blade
Emergent Psionics
At 1st level, you have expanded your mind, and your latent psionic powers have begun to manifest in meaningful ways.
Psionics Ability
While mastering control of their psychic talent takes effort and discipline, a psyknight’s connection to it is intuitive and natural. Wisdom is your psionics ability for your powers. You use your Wisdom whenever a power of feature refers to your psionics ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionics power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your Wisdom modifier
Psionics attack modifier = your proficiency bonus + your Wisdom modifier
Psychic Impulse
Also at 1st level you gain the following abilities. Once you have used this feature, you can’t do so again until you finish a long rest.
Psychic Detonation. When an enemy moves to flank you, you can use your reaction to send a concussive force outward; enemies in flanking positions make a Strength saving throw or be knocked back 5 feet.
Mind Share. As a bonus action you can share a brief thought of up to 10 words with one person you know or can see within 60 feet.
Snap Reflex. If you use your reaction to make an attack of opportunity, you can immediately make a second attack against the same target.
Gut Feeling. You gain an expertise die on your next Perception check.
Psionic Guard
Whether by subconscious telekinetic shield or heightened dodge reflexes, at 1st level you learn psionic defensive techniques. Choose one of the following options.
Foreseeing Guard
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.
Unseen Shield
While you are wearing armor, you replace your Dexterity modifier with your psionics ability modifier for AC.
Psychic Isometrics
At 1st level, you gain one psychic isometric of your choice. Your isometrics are detailed at the end of the class description. The Isometrics Known column of the Psyknight table shows when you learn more psychic isometrics. If you gain a bonus isometric, it does not count against your isometrics known.
Kinetic Burst
Starting at 1st level you can use a bonus action to direct a burst of psychokinetic force at a creature or object within 30 feet. Make a ranged psionic attack against the creature, dealing force damage equal to 1d4 + your Wisdom modifier. Each time your power rating increases (at levels 8, 14, and 20), your Kinetic Burst damage increases by 1d4. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses when you complete a long rest.
Code of Conscience
Transcending the physical nature of one’s own body requires an unwavering strength of will. By aligning with a core set of values, you narrow your focus and solidify your will. At 2nd level, choose an option from the following.
The High Road
You value life and peace, understanding that powers used irresponsibly can cause great harm. As an action you can expend one of your hit dice and roll it. An adjacent creature you can touch recovers a number of hit points equal to your roll. You cannot gain hit points yourself by using this feature. Additionally, you gain an expertise die with Persuasion checks.
The Steep Climb
You value knowledge and power, trusting in and relying on no one but yourself to excel; others are but footholds to boost you ever higher. As a bonus action you can expend one of your hit dice and roll it. The next attack you make does additional damage equal to your roll. Additionally, you gain an expertise die with Intimidation checks.
The Axis of Balance
You value the natural ebb and flow of the universe, respecting the danger of upsetting the cosmic balance and seeing past the constraints of a binary morality. As an action you can expend one of your hit dice and roll it. You recover a number of hit points equal to your roll. Additionally, you gain an expertise die with Insight checks.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Ace Starfighter, Blazing Starglaive, Mindful Body, Mirror’s Glint, Rapid Current, Razor’s Edge, and Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Psyknight table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same level from a tradition you are proficient with.
Psionic Powers
Beginning at 2nd level, your true psychic aptitude has become evident and your training allows you to harness your psionic talent.
Reflexes
At 2nd level, you learn certain fundamentals of psionics. Power level 0 psionic powers, called reflexes, can be used without spending psionic points. You learn one reflex of your choice from the psionic powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psyknight table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psychic Exertion
You gain access to a reservoir of psychic energy. Your access to this energy is represented by your exertion pool. You spend 1 exertion point for each psionic point required to fuel a psionic power or feature.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionic Focus
You can use a psychic crystal as a psionic focus for any of your powers.
Extra Effort
At 3rd level, your exertion pool increases by 1 exertion point. At every third psyknight class level (6th, 9th, 12th, 15th, 18th) your pool increases by an additional exertion point. In addition, you regain use of an expended Psychic Impulse feature at the end of a short rest.
Psyknight Archetype
At 3rd level, you choose a psyknight archetype that results from your hours of training and dedication. Your choice grants you features at 3rd level and again at 6th, 9th, and 14th level.
Starwielder Tactics
Psyknights integrate psychic powers into their combat styles to great effect. Some tactics use exertion points, and if a tactic requires a saving throw you use your psionics save DC.
At 4th level, you learn two starwielder tactics of your choice from the list below. You learn one additional tactic at 7th level, and again 11th, 15th, and 18th level. Some tactics have requirements, such as a minimum psyknight level or another starwielder tactic. You must meet those requirements before you choose that starwielder tactic.
A level prerequisite refers to your psyknight level.
At the Speed of Thought
Prerequisite: 7th level
You can take one additional bonus action or reaction on your turn, You can use this feature once between long rests.
Starglaive Expert
Prerequisite: 10th Level
Choose one of the following starglaive types: blades, mauls, or polearms. You treat all starglaives of that type as though you were attuned to them.
Starglaive Expert
Prerequisite: 15th Level, Starglaive Expert
You treat all starglaive s as though you were attuned to them.
Hurl Object
You telekinetically hurl a nearby object at your foe in order to distract them. Use a bonus action and spend 1 exertion point. The target must make a Wisdom saving throw. On a failed save, attacks against the target gain an expertise die until the start of your next turn.
Instant Stand
When you are knocked prone you can use your reaction to spend 1 exertion point to instantly stand again.
Knockdown Blast
You spend 1 exertion and use your bonus action to knock a creature to the ground with a wave of psychic force. The target makes a Strength saving throw against your psionics save DC or is knocked prone. The size creature you can affect with this feature is shown on Table: Knock Prone.
TABLE: KNOCK PRONE
Psyknight Level Size
1–10 Medium or smaller
11–16 Large
17–20 Huge
Plyometric Leap
Spend 1 exertion point and use your bonus action. Until the end of your turn, your jump distances increase 15 feet vertically and 30 feet horizontally. You can further increase these distances by +5 feet per exertion point spent.
Positional Sense
You are acutely aware of who is occupying space immediately adjacent to and surrounding you. Other creatures cannot gain expertise dice by flanking you.
Preturnatural Awareness
You gain an expertise die to initiative checks.
Preternatural Escape
You can spend 1 exertion to use the disengage action as a bonus action, moving so fast that you appear to be a blur.
Psychic Choke
Prerequisite: 10th Level, The Steep Climb
You can squeeze the breath out of a humanoid target you can see within 30 feet of you. Use an action and spend 1 exertion point. The target must make a Constitution saving throw against your psionics save DC. On a successful save, the target is unaffected by the attack but is aware of your attempt. On a failed save, the target is paralyzed and levitated 5 feet into the air until the start of your next turn, and suffers bludgeoning damage equal to 1 + your psionic ability modifier.
While you are choking your target, you may not move, you must maintain line of sight with your target, attacks against you are made with advantage, and you make saving throws at disadvantage.
Psychic Push
You spend 1 exertion and use your bonus action to push a Large or smaller target within 30 feet in a direction of your choosing. The target makes a Strength saving throw or is pushed a distance depending on its size as shown on Table: Push.
TABLE: PUSH
Size Distance
Tiny 20 feet
Small 15 feet
Medium 10 feet
Large 5 feet
Telekinetic Parry
When you are hit by a melee attack, you may use your reaction to spend one or more exertion points. Your AC against the triggering attack increases by the number of exertion points that you spend, negating the attack if your new AC is one which would have cause the attack to miss you.
Trust Your Instincts
Prerequisite: The High Road
You clear your mind, and enter a calm state, allowing your psionic energies to wash over you. Use 1 bonus action. Your next ability check or attack roll is made at advantage. Once you have used this tactic you may not use it again until you have taken a short or long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Archetype Feature
At 6th level you gain another archetype feature.
Archetype Feature
At 9th level you gain another archetype feature.
Sixth Sense
At 10th level, you gain the ability to sense danger before it happens. You gain advantage on initiative checks and your passive Perception increases by 2.
Glaring Recognition
By 13th level, the code by which you live visibly leaves its mark on you and impacts your social interactions. Your eyes and complexion reflect the deep emotions gathered within as you strive to control every aspect of your core being.
Illumination (The High Road). Your eyes give off a soft glow, exuding peace and comfort. You gain darkvision within 30 feet, and you gain an expertise die on Persuasion checks. If you already had darkvision, its range increases by 30 feet.
Flames (The Steep Climb). Blazing fire seems to smolder in your eyes and burn in your veins, making you feverish to the touch. You gain resistance to fire damage and an expertise die on Intimidation checks.
Mystery (The Axis of Balance). Like dark pools reflecting the infinite night sky, your eyes are impossible to fathom. You gain truesight within 5 feet and an expertise die on Insight checks.
Archetype Feature
At 14th level you gain another archetype feature.
Master Wielder
At 17th level, power both awesome and terrible is at your fingertips. Choose one of the following:
Bladed Victory
Your combat skill is unparalleled. You can use your action and forgo your bonus action and reaction to leap, flip, sunder, and strike in quick succession all over the battlefield performing a bladed victory. While performing a bladed victory your Speed doubles, and your movement does not provoke opportunity attacks until the start of your next turn.
While performing a bladed victory you may move, make an attack against a single target, move, and attack a second target. You may repeat this process until you have no movement speed remaining. You cannot attack any target more than once, and you must move at least 5 feet between attacks. Once you use this feature you cannot do so again until you finish a long rest.
Crushing Weight
Your powers of telekinesis know no bounds. When you use this feature you exert an invisible force of pressure that can counter a starship’s engines or crumple a blast door like a sheet of paper. As an action you can spend 1 or more exertion and make a ranged psionic attack against an object you can see. On a hit, you deal 1d12 force damage for each point of exertion that you spend.
Alternatively, you can choose to do no damage but instead to halt a vehicle or starship which is not moving at FTL speed. Spend exertion equal to the ship’s grade (minimum 1 exertion). The ship’s speed is reduced to 0 until the start of your next turn.
Impervious Defense
While wielding a starglaive you can use a bonus action and spend 1 exertion point to enter a defensive state of mind. Your starglaive moves so fast, it forms a translucent sphere 5 feet in diameter centered on you until the start of your next turn. Neither matter nor energy can penetrate your shielding sphere, your speed is halved, and you cannot benefit from your extra attack feature, but you can otherwise move and take actions as normal.
Beyond Death
At 20th level you are at the apex of your training. Your martial skills are honed to perfection, and your psionic power is formidable. You have finally learned how to overcome even death itself.
When you die, except when you die of old age, you return to life, fully healed, the next day. Optionally, you can choose not to return to life, and instead pass into the next world
Psychic Isometrics
When you gain access to a new psychic isometric, choose one of the following. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psyknight level.
Cognitive Discovery
You learn one of the following Psion Cognitive Discoveries which counts as a Psychic Isometric for you: Into the Void (Prerequisite: Suspended Breath), Sense Disturbance, Suspended Breath. You may take this Isometric more than once.
Diplomatic Intervention
You can spend 1 exertion point and use an action to reduce the effects of strong and harmful emotions within 10 feet. You choose which of the following effects to apply to each sentient organic creature within the area.
-
A target suffering the charmed or frightened condition makes a new saving throw against the DC of the effect that caused the condition and gains a bonus equal to your Wisdom modifier on the roll.
-
A target that has hostile feelings towards creatures of your choice makes a Charisma saving throw or its hostile feelings are suppressed until the end of your next turn. This suppression ends early if a target is attacked or sees its allies being attacked.
Endure Elements
For one hour you may ignore environmental effects caused by heat or cold. This feature does not protect you from damage. Once you have used this feature you may not do so again until you have taken a long rest.
Faceless Mask
You have honed your ability to conceal your presence from others. You gain an expertise die on Stealth and Performance checks made to disappear into a crowd.
Haptic Feedback
Prerequisite 3rd level
You gain tremorsense with a range of 10 feet. You may take this isometric a second time to extend the range of your tremorsense to 30 feet.
Mind and Body
You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, during a short rest, you can participate in strenuous activity (e.g. scouting the area, physical exercise, combat training or sparring, etc.) for up to 30 minutes and still gain the benefits of the rest. During a long rest, you can participate in strenuous activity for up to 1 hour, and your required sleep time is halved. You still require 8 hours of rest, but you only require 4 hours of actual sleep.
Negate Fall
When you fall, or jump down, from a height and spend 1 or more exertion points you may treat the falling distance as 30 feet less for each exertion point that you spend.
Mystic Hunter
When tracking a creature that can use psionics, you can attempt to do so by focusing on the psychic energy it leaves in its wake, allowing you to use your psionics ability for any ability checks made to track it.
Psychic Tradeoff
Whenever you would suffer the enervated condition, you may choose to gain a level of strife or fatigue instead.
Psychic Rejuvenation
You can spend an action to use your psionic energy to heal an injured ally within reach. Spend one or more of your ally’s hit dice. Your ally recovers hit points equal to the total you roll on the expended hit dice.
Purge Toxins
Prerequisite: 3rd Level
You gain resistance to poison damage and an expertise die on saving throws against being poisoned. Additionally, as an action you can spend 2 exertion points to negate and end one poison affecting you. If more than one poison is affecting you, you negate one poison you know is present (otherwise you negate one at random) and can negate additional poisons with the same action by spending 1 additional exertion point per poison.
Suggestive Words
Prerequisite: 3rd Level
As an action you make a short suggestion to a creature within 10 feet who can hear and understand you. The target makes a Wisdom saving throw. On a failed save, it follows your suggestion to the best of its ability. If the suggestion would harm the target or its allies, they target automatically succeeds in its saving throw.
You can use this isometric a number of times equal to your proficiency bonus. You regain all spent uses when you finish a long rest.
Psyshield
Psyshield
A buckler made of pure psychic energy forms on your forearm, lasting for the duration. The bucker counts as a light shield with the hands-free property. You are considered proficient with the buckler. The power’s effect ends early if you sacrifice the shield (see Shielding in Chapter 3: Equipment).
Surge. You can spend +1 psionic point to form a medium shield with the rebounding property, a heavy shield, or a tower shield instead [requires power rating III].
Pull Up
Pull Up
Suddenly the empty space in front of you is occupied and you desperately try to pull your ship out of a collision course!
When you fail a saving throw to avoid a collision or attempted ramming, use your reaction to reroll the failed saving throw, taking the new result.
Pulse Rifle
Pulse Rifle
(Medium Rifle; Burst Fire; Plasma)
Standard issue military fare, a pulse rifle is an automatic weapon which fires plasma bolts.
(Reload 20 Shots)
Push Thought
Push Thought
Creatures that cannot be charmed are immune to this power. Suggest an activity phrased in a sentence or two. The target is psychically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the effect of this power.
The target carries out the activity suggested by you as well as it can. The effect of this power ends early once the target has carried out the activity.
Quantum Slip
Quantum Slip
You use irregularities in the space-time continuum to continuously jink your ship, making it impossible to target you. Until the start of your next turn, when an attack would hit your starfighter, it misses instead, and when you would fail a saving throw, you succeed instead.
Quickdraw
Quickdraw
You reflexively draw your starglaive and attack with it in one blinding movement.
When you activate this maneuver, you take the Attack action and make a weapon attack with a starglaive, as well as any additional attacks granted by Extra Attack. You can draw and activate a starglaive as part of making your attack. You can do so even if it is not in your possession at the beginning of your turn as long as it is within 15 feet, is unattended, and a straight line path from it to you is unobstructed.
Radiate Inertia
Radiate Inertia
You reach out to everything that does not have a mind and immediately bring the world around you to a rapid stop. Objects of Huge size or smaller within range become fixed in place. Unlike held weapons and other attended items, worn items (like clothing and armor) are unaffected. Any creature can use an action to try and move an object fixed in place by making a Strength saving throw with disadvantage, ending your concentration on a success.
Radiation Storm
Radiation Storm
Reactive Boost
Reactive Boost
You move a leaping creature or thrown object. It travels an extra 20 feet. If ammunition was fired as part of an attack, this extended range counts as long range (instead of out of range), and the attack roll has disadvantage.
Surge. You can spend additional psionic points to increase the effect’s boost distance by 20 feet per psionic point.
Reactive Re-arm
Reactive Re-arm
When your opponent disarms you, you recall your weapon instantly.
If you are disarmed, you can use your reaction to instantly teleport your starglaive back to your hand.
Read Mind
Read Mind
You scan for thinking creatures in range and probe a creature’s mind to read its thoughts by focusing on it. The creature makes a Wisdom saving throw. On a successful save, you fail to read the creature’s thoughts, and the creature gains an expertise die on saves against this power for the next 24 hours; unlike normal, this expertise die has a maximum of 1d12.
Reason
Reason
The most important thing to you is logic and rationality. You seek this ideal at all times, and strive to avoid excess emotion. Everything can be explained, and all things in the universe must follow logical patterns.
Rebel
Rebel
Across the vast expanses of space and time, those with a lust for power have often oppressed and subjugated others. The rebel culture represents those that have been raised not necessarily on a tyrannized planet, but in the midst of an active organization working towards liberation. What is a calling or vocation for some becomes the environment their children grow up in. Even at a young age, members of such organizations are expected to pull their own weight and sometimes even take dangerous risks for the cause. Rebel cultures could include the survivors of a destroyed world, frontier settlers resisting forced annexation by ruthless stellar corporations, or independent colony worlds fighting against occupation.
Such folk typically value pragmatism, collectivism, and self-sacrifice. Conflict and loss are a part of daily life. Practical skills are valued, while those with a less tangible benefit are often viewed as a waste of time. This perspective is often reinforced by a lack of formal education. As a result, those raised in rebel cultures often become soldiers, spies, smugglers, technicians, and diplomats. Rather than form their own settlements, some of these organizations are located within a capital city or other crucial location so that they can better strike at their enemies.
Some rebel organizations maintain traditional family groups, while others collectively raise children. Some eschew family identity altogether—an adaptation that insulates members from the emotional toll of constant loss. While rebels are nearly always portrayed as terrorists by their oppressors, the reality is often more nuanced. Some adhere to codes of conduct, while others will use any means necessary to achieve their ends.
In rare cases, a rebel culture might succeed in overthrowing their oppressor only to become the dominant power themselves, maintaining the traditions and training considered key to their success.
Characters raised in a rebel culture share a variety of traits in common with one another.
Beacon of Hope. Once per long rest, if you have inspiration, you can use your reaction to transfer it to another ally within 30 feet.
Born Fighter. Raised in near-constant conflict, you gain an expertise die to resist the frightened and rattled conditions. Additionally, you are proficient with pistols, rifles, and one martial melee weapon of your choice.
Versatile. Your people are adept at mastering skills necessary to survive. Choose two from Athletics, Science, Stealth, and Survival. You are proficient with the chosen skills as well as space vehicles or computers.
Languages. You can read, sign, speak, and write your native language, Common, and two other languages of your choice.
Recon Drone
Recon Drone
Redirect
Redirect
You tweak the trajectory of a moving object. Mundane ranged ammunition or melee weapon attacks redirected in this way gain an expertise die to hit, or the target increases its AC against the attack by 1d4 (your choice).
Redirection Portal
Redirection Portal
You create a pair of tiny space-time portals which intercept a moving missile or energy attack and redirect it in another direction. As a reaction, select one ranged attack whose target is within range of the power and make a ranged psionic attack. The attack is redirected at any other target within the power’s range, using your ranged psionic attack as the attack roll.
Reeling Strike
Reeling Strike
With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.
One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
Regenerate Tissue
Regenerate Tissue
You pour healing energy into a living creature. The target is restored to maximum hit points, and any conditions, except for tracked conditions, on it end.
Remedy
Remedy
You infuse a living creature with your psychic energy, healing its injuries. The target regains 1d6 + your psionic ability modifier hit points.
Surge. For every additional +1 psionic points you spend you increase the number of hit points restored by an additional 1d6 hit points.
Remote Control/Detonator
Remote Control/Detonator
When you set a mine, you can link it to a remote detonator, allowing any creature holding the detonator to trigger the mine as an Interact action.
Typically, a detonator’s range is limited to 1,000 feet, but a mine connected to a detonator via a computer network can be detonated from essentially any distance.
Resonance Modulator
Resonance Modulator
Rigged Elevator
Rigged Elevator
Rustic
Rustic
A rustic society is usually so by choice. It emphasizes nature and natural aesthetics over technology, embracing the world around them and seeking to preserve it. Such communities may live in caves, treehouses, or wooden cabins, and while technology may be used where necessary, it is often eschewed or discouraged. However, it would be a mistake to believe these people are less ‘advanced’ than others, and when needed they are as at home amongst the stars as anybody else.
Characters raised in a rustic culture share a variety of traits in common with one another.
Natural Movement. You gain your choice of either a climb speed or a swim speed equal to your base Speed.
Hidden Technology. You are adept at making technology blend into the surroundings. You can hide a number of items equal to your proficiency modifier which you are carrying and which each weigh 5 pounds or less about your person; these items will not be noticed unless you are searched, in which case the searcher must make an Investigation check opposed by your Sleight of Hand check to discover them.
Outdoor Living. You have proficiency in Survival and Nature, and one set of tools.
Languages. You can read, sign, speak, and write Common and one other language.
Salvager
Salvager
Salvager, picker, vulture, or treasure hunter, whatever you call yourself, you’ve made a living off of going through wrecked and decommissioned ships and structures and taking the best of it.
Did you choose this life, or were you forced into it by circumstance and hard living? Were you part of an organized crew of government contractors methodically breaking down wrecked crafts in space, a solo picker scrabbling over the best pieces, or a self-proclaimed treasure hunter looking for mysterious in long-abandoned ruins?
Scammer
Scammer
Sci-Fi Journey Encounters
Sci-Fi Journey Encounters
The following encounters are all suited to a science-fiction setting. For encounters including magical creatures and challenges, see Trials and Treasures . Creatures with no source noted can be found in Chapter 8: Alien Bestiary.
Sci-Fi Exploring Tier 0
1-3. 1 or 2 combat drones
4-6. 1 or 2 stunner drones
9-12. 1d4 + 1 gruknka tadpoles
13-15. 1d4+1 leech creepers
16-18. Swarm of leech creepers
19-21. 1 or 2 mindspore mushrooms
21-23. 2-3 ravix
24-26. Swarm of ravix pups
27-28. 1 or 2 telethars
29-30. 1 or 2 trubbies
31-32. 1 serviceskull
33-34. 1 imprinted host (smuggler)
35-36. 1 void wisp
37-38. 1 or 2 apes (Monstrous Menagerie)
38-39. 1 voidmaw
40-41. 1 kech (Monstrous Menagerie)
42-43. 1 xenid egg or larva
44-45. 1 raptor (Monstrous Menagerie)
46-48. 1 enforcer
49-51. 1d4+1 ruffians
52-54. 1 or 2 commandos
55-57. 1 or 2 dire wolves (Monstrous Menagerie)
58-60. Blinding blizzard (Trials & Treasures)
61-63. Falling net (Trials & Treasures)
64-66. Hail storm (Trials & Treasures)
67-69. Landslide (Trials & Treasures)
70-80. 1 gray ooze (Monstrous Menagerie)
81-90. Social encounter
91-00. Travel scenery
Sci-Fi Exploring Tier 1
1-2. 3 or 4 combat drones
3-4. 1 or 2 flamethrower, mortar, or shield drones
5-6. 1 or 2 sentry droids
7-8. 1d2+1 raptors (Monstrous Menagerie)
9-10. 1 triceratops (Monstrous Menagerie)
11-12. 1 gruhnka hunter
13-15. 1 or 2 hollow folk
16-18. 1 karthog
19-21. 1 giant leech creeper
22-24. 3 or 4 mindspore mushrooms
25-27. 1 mnemon
28-30. 1 longtongue ravix with 4 ravix
31-32. 3 or 4 telethars
33-34. 1d2 + 1 void wisps
35-36. 1 giant scorpion (Monstrous Menagerie)
37-39. 1 void ghost
40-42. 2 voidmaws
43. 1 voidmaw alpha
44-45. 1d4+1 kech (Monstrous Menagerie)
46. 1 gibbering mouther (Monstrous Menagerie)
47. 1 or 2 xenid stranglers
48-49. 1 or 2 bounty hunters
50. 1 contract killer
51-52. 1 grick (Monstrous Menagerie)
53. 1 khalkos spawn (Monstrous Menagerie)
54-55. 1 warstorm
56-57. 1 agent
58-59. 1 mirage monster (Monstrous Menagerie)
60-61. 1 decoyskull or spyskull
62-63. Thunderstorm (Trials & Treasures)
64-66. 1 tentacle tree (Monstrous Menagerie)
67-69. 1 yeti (Monstrous Menagerie)
70-80. 1 black pudding (Monstrous Menagerie)
81-90. Social encounter
91-00. Travel scenery
Sci-Fi Exploring Tier 2
1-3. 1 processor drone with 1 or 2 flamethrower, mortar, or shield drones and 3 sentry droids
4-6. 1d4 + 1 gruhnka hunters, each with one psionic mutation
7-9. 3 hollow folk
10-11. 1 id puppeteer fleeing id puppet
12-13. 2 or 3 karthogs
14-15. 2 karthogs riding triceratops (Monstrous Menagerie)
16-17. 1 flesh guardian (Monstrous Menagerie)
17-18. 4 longtongue ravix
19-21. 1 wild taurax
22-23. 1d6 + 4 telethars
24. Plague of trubbies
25-26. 1d2+1 giant scorpions (Monstrous Menagerie)
27. 1d2 + 1 void ghosts
28-29. 1 giant grick (Monstrous Menagerie)
30-32. 3 voidmaws and 1 voidmaw alpha
33-34. 1 tyrannosaurus rexes (Monstrous Menagerie)
35-36. 1 rock dragon (Monstrous Menagerie)
37. 2 or 3 xenid hunters
38-39. 3 bounty hunters
40-41. 1 underworld boss with 3 enforcers
42. 1 khalkos (Monstrous Menagerie)
43-44. 1 inquisitor captain
45. 1 or 2 elementals (Monstrous Menagerie)
46-47. 4 marines
48-49. 1 otyugh (Monstrous Menagerie)
49-50. 1 shambling mound (Monstrous Menagerie)
51-52. 1 or 2 battle psions
53-54. 1 psionic knight
55-56. 1d4+1 khalkos spawn (Monstrous Menagerie)
57-58. 1 murmuring worm (Monstrous Menagerie)
59-60. 1 sand ray (Monstrous Menagerie)
60-61. 1-2 thunderbirds (Monstrous Menagerie)
62-63. Caltrop mines
64-65. Marsh gas (Trials & Treasures)
66-67. Minefield
68-69. Radiation storm
70-71. 2 assaultskulls
72-74. Psychic storm
75-77. Sandstorm (Trials & Treasures)
78-80. Sinkhole (Trials & Treasures)
81-90. Social encounter
91-00. Travel scenery
Sci-Fi Exploring Tier 3
1-3. 1 giant ape (Monstrous Menagerie)
3-6. 1d6 + 3 gruhnka hunters, each with the “4” psionic mutation and two random
6-9. 1 id puppetmaster with id puppet
10-12. 1 praetor
13-15. 1 xenid queen
16-18. 1 bounty hunter with inquisitor captain
19-21. 1 battle psion with 3 marines
22-24. 1 psionic blackguard
25-27. 1 sand worm or ice worm (Monstrous Menagerie)
28-30. 2 psionic knights
31-33. 2 inquisitor captains
34-36. 2 captains riding war taurax
36-38. 1 supermutant rust monster (Monstrous Menagerie)
39-41. 4 yetis (Monstrous Menagerie)
42-44. 2 khalkoi (Monstrous Menagerie)
45-47. 2 sand rays (Monstrous Menagerie)
48-50. 3 wyverns (Monstrous Menagerie)
51-53. 1 iron guardian (Monstrous Menagerie)
54-56. 1 or 2 ur-otyughs (Monstrous Menagerie)
57-59. 1 or 2 giant elementals (Monstrous Menagerie)
60-62. 2 rock dragons (Monstrous Menagerie)
63-65. 2 cloakers (Monstrous Menagerie)
66-68. 1 elder black pudding (Monstrous Menagerie)
69-71. 1 invisible render (Monstrous Menagerie)
72-74. 1 gelatinous wall (Monstrous Menagerie)
75-77. Endless plummet (Trials & Treasures)
78-80. Choking smoke (Trials & Treasures)
81-90. Social encounter
91-00. Travel scenery
Sci-Fi Exploring Tier 4
1-4. 1 behemoth tyrant
5-8. 1 praetor (possessing underworld boss) with 4 enforcers and 4 ruffians
9-12. 4 or 5 wild tauraxes
13-16. 1 xenid queen with 3 xenid hunters
17-20. 2 psionic blackguards
21-24. 1 inquisitor captain with 3 warstorms
25-28. 2 praetors
29-32. 2 supermutant rust monsters (Dungeon Delver’s Guide)
33-36. 6 marines with 1 inquisitor captain
37-40. 3 khalkoi with 4 to 6 khalkos spawn (Monstrous Menagerie)
41. 1 tarrasque (Monstrous Menagerie)
42-45. 2 iron guardians (Monstrous Menagerie)
46. 1 dark lord
47-50. 1 draconic horror
51-54. 1 elysian
55-58. 1 master assassin * (Monstrous Menagerie)
59-62. 1 or 2 remorhaz (Monstrous Menagerie)
63-67. Forest fire (Trials & Treasures)
68-72. Sunspots ** (Trials & Treasures)
73-77. 4 rock dragons (Monstrous Menagerie)
78-80. 2
sand worms
or
ice worms
(Monstrous
Menagerie)
81-90. Social encounter
91-00. Travel scenery
* The master assassin wields a laser rifle instead of a crossbow
** Instead of magic, the sunspots affect psionics
Scientific Curiosity
Scientific Curiosity
Scientist
Scientist
Framers of the Cosmos
Science and empirical data—not myth, superstition, or propaganda—was the power that brought people to the stars. It is the discipline of looking at reality and using methods of investigation to discern the hidden shape of nature’s truth, and the vast body of knowledge derived from the scientific process over the ages is incalculably vast. And precious though the accumulated knowledge is, it remains subject to question and re-examination upon every new discovery. In the profound depths of space, even the most humble voidrunner mercenaries might encounter phenomena that could rewrite scientific history.
Creating a Scientist
Knowledge is power, and it is not distributed lightly. Although science is a part of standard education in most societies, not everybody has the interest, opportunity, and skill to climb the academic ladder. As a scientist, what is your interest in your studies, and what afforded you the opportunity to learn? Maybe you were an exchange student who learned theoretical physics on a distant planet. Or did you grow up on a space station where everyday survival was more than equal to university education? Perhaps you have an extraordinary origin—such as a robot with pre-uploaded knowledge, an alien with centuries of personal experimentation, or a human from the other side of a dimensional rift.
When selecting your archetype, consider how your vocation as a scientist meets with your upbringing. How do these in turn affect your ideology? An affluent person groomed for their role as a college professor would likely be an Expert, but as a person, they could be insular and greedy or curious and empathetic. No two scientists are the same—if they were, science would never advance.
Table: Scientist
Level |
Proficiency Bonus |
Features |
Praxes |
1st |
+2 |
Scientist Archetype, Encyclopedic Knowledge, Scientific Praxis, Scrutiny |
2 |
2nd |
+2 |
Archetype Feature |
3 |
3rd |
+2 |
Academic Standing |
4 |
4th |
+2 |
Ability Score Increase |
5 |
5th |
+3 |
- |
6 |
6th |
+3 |
Archetype Feature |
7 |
7th |
+3 |
— |
8 |
8th |
+3 |
Ability Score Increase, Archetype Feature |
9 |
9th |
+4 |
Scientific Achievement |
10 |
10th |
+4 |
Archetype Feature |
11 |
11th |
+4 |
--- |
12 |
12th |
+4 |
Ability Score Increase |
13 |
13th |
+5 |
— |
14 |
14th |
+5 |
Archetype Feature |
15 |
15th |
+5 |
Glimpse of Infinity |
16 |
16th |
+5 |
Ability Score Increase |
17 |
17th |
+6 |
--- |
18 |
18th |
+6 |
--- |
19 |
19th |
+6 |
Ability Score Increase |
20 |
20th |
+6 |
Galactic Genius |
21 |
CLASS FEATURES
As a scientist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per scientist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scientist level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Computers, multi-scanner, space vehicles, plus one other tool
Saving Throws: Intelligence, Wisdom
Skills: Science, plus three from Animal Handling, Arcana, Culture, Engineering, History, Insight, Investigation, Medicine, Nature, and Religion
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
-
Field Researcher Kit (cost 160 credits): Personal communicator, Personal Computing Device, duffle bag, notebook, zero-g pen, first aid kit (15 uses), antiseptic (5 uses), pistol (20 rounds of ammunition), leather armor.
-
Frontline Specialist Kit (cost 191 credits): Personal communicator, tactical clothing, tactical case, multitool, rifle (20 rounds of ammunition), riot armor.
-
Laboratory Technician Kit (cost 185 credits): Personal communicator, Personal Computing Device, backpack, TK gauntlet, jolt pistol (20 rounds of ammunition), canvas armor.
Scientist Archetype
Each scientist is inherently diverse in their own body of knowledge, yet among voidrunning scientists there are common career paths and skills. At 1st level, you choose a scientific archetype. This choice represents your specialized skill base, including how you combine scientific knowledge and the social world around you. Your archetype grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level..
Encyclopedic Knowledge
At 1st-level you gain an expertise die on all Science checks and for you expertise dice in the Science skill can be upgraded to d12, exceeding the usual limit on expertise dice. In addition to your personal wealth of information, you also know how to quickly scour digital databases to find whatever answer you might need. When you make a skill check related to scientific knowledge (such as those made to identify a lifeform, natural phenomenon, or technology) and you have access to a computer network, you can supplement your knowledge with the computer’s database as an action. When you do, you treat a d20 roll of 9 or lower as a 10.
Praxes
At 1st level, you have a particular means of putting your theories into practice as you discover new theories or build new inventions. Your praxes options are detailed at the end of the class description. When you gain scientist levels, you gain additional praxes of your choice, as shown in the “Praxes Known” column of the Scientist table. If you should gain bonus praxes, they do not count against your Praxes Known.
Intelligence is the ability for your scientific praxis features. You use your Intelligence whenever a praxis refers to your scientific ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scientist feature and when making an attack roll using the Science skill.
Praxis save DC = 8 + your proficiency bonus + your Intelligence modifier
Praxis attack modifier = your proficiency bonus + your Intelligence modifier
Tools of Science
Scientists use a wide variety of high-end technology and techniques to supplement both their research and their needs as voidrunners.
You access your praxes using your tools of science, such as a medical pouch, hacking tools, or engineer’s toolbox, which are defined by your archetype. You gain proficiency in those tools. Your tools also include expendable resources which can limit the frequency with which you use certain features. If you become separated from your gear, your praxes are ineffective or unable to be used. Your features are restored to normal once you retrieve or replace your tools.
Scrutinize
At 1st level, you can apply your deep cunning to analyze enemy weaknesses. You can use a bonus action to critically assess a target you can see within 30 feet (or in space combat, within firing range of your spacecraft). When you do, you learn of any vulnerabilities that creature has.
Additionally, you can identify a specific weakness and choose one damage type. Damage of the chosen type dealt against the target increases by an amount equal to your proficiency bonus for 1 minute.
Your range for this feature increases by 30 feet at 6th, 11th, and 16th level. At 20th level your range is limited only by sight.
You have one use of this feature, gaining a second at 11th level. You regain all spent uses whenever you finish a short or long rest. Additionally, you may always use your Intelligence modifier instead of Strength or Dexterity on attack and damage rolls.
Archetype Feature
At 2nd level you gain another archetype feature.
Academic Standing
At 3rd level, you complete the final stages of your academic training. Choose one of the following features:
Doctor of Science
You have a degree (or the equivalent) from a prestigious university or other institution certifying that you have both mastered and advanced your academic field. You gain a title that reflects your erudition, such as "doctor" or a similar term from the culture that educated you. Presentation of your degree (such as on the wall in your office or a digital copy attached to your resume) may compel certain people of neutral disposition to better trust your discretion, judgment, and professional opinion. When it does, your prestige score counts as 1 rank higher.
Officer's Academy
You got your education by virtue of your proximity to a military force, where learning is not for its own sake but for the sake of the security of your people. You have a military rank and title (unless you have retired from service), potentially opening doors that would not be available to a civilian. You gain proficiency with Insight. You also gain an expertise die on opposed rolls against Intimidation checks and saves made to resist fear effects.
Renegade Innovator
Creation and discovery are more important to you than anything else, such as law, decorum, and even your personal health. During a long rest, you can use tools for crafting instead of sleeping and still receive the full benefits of the long rest. Your raw demeanor resulting from your many sleepless nights grants you an expertise die on Intimidation checks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Archetype Feature
At 6th level you gain another archetype feature.
Scientific Leadership
Starting at 7th level, your impact in the scientific field becomes undeniable. Choose one of the following.
Crew Efficiency
As a leader on your space vessel, the organization and discipline you promote among the crew helps ensure safety and camaraderie. You gain an expertise die on Intimidation checks. Crew members of your capital ship have advantage on saving throws and checks against critical malfunctions.
Loyal Interns
Your unique genius inspires a cohort of interns who are dedicated to learning under you, and they are willing to put in the work for their on-the-job education. You gain the service of an aspiring scientist or a number of cadets equal to your proficiency bonus. If one of these followers leaves your service, your mystique attracts replacements within one month.
Science Communicator
You regularly reach out to the public to share what you know, including recordings or transcripts of your lectures, reflections, and interviews. You gain an expertise die on Persuasion checks. Additionally, your Prestige score increases by 1 rank.
Archetype Feature
At 8th level you gain another archetype feature.
Scientific Achievement
At 9th level, you are granted a distinction from an important scientific group, political faction, or military force. Roll 1d6, choose, or work with the Narrator to determine the origin and nature of this distinction. As a recipient of that prize, your prestige score increases by 1, and you gain 1,000 credits.
Furthermore, choose a skill related to this achievement. You gain proficiency in that skill and an expertise die on checks made with it. For you, expertise dice in the chosen skill can be upgraded to d12, exceeding the usual limit on expertise dice.
Awarding Faction
- The Fleet.
- Scientific research organization.
- Famous charity.
- Social media icon or news outlet.
- Religious organization.
- Criminal organization.
Achievement
- Physics or Chemistry.
- Biology or Medicine.
- Information Technology or Cybernetics.
- Peacemaking or Social Justice.
- Courage or Public Service.
- "Person of the Year."
Prize
- Trophy of gold, platinum, or other precious substance.
- Medal, insignia, or ribbon.
- Portrait, bust, or statue.
- 1,000 credits cash.
- Honorary doctoral degree.
- Honorary title of nobility.
Archetype Feature
At 10th level you gain another archetype feature.
Archetype Feature
At 14th level you gain another archetype feature.
Glimpse of Infinity
At 15th level, at the risk of sounding somewhat unscientific, your deep experiences in science grant you insights some might call "mystical"—and you put them to logical use. Choose one of the following.
Alien Resonance
When communicating with a creature with which you share neither a language nor a creature type, you have advantage on Charisma checks made against that creature.
Intuit Probability
Equations of chaos and cosmic probability stream constantly through your mind. Three times between long rests, you can assess the likely results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:
- Favorable (good results likely)
- Unfavorable (bad results likely)
- Costly (both good and bad results likely)
- Inconsequential (results that aren’t especially good or bad)
This calculation does not account for possible circumstances that could change the outcome, such as making additional preparations.
Radical Interdisciplinarian
At your stage in learning, each new lesson informs the next, creating in you a cascading chain of expertise. You gain a number of additional skill specialties equal to your proficiency bonus, and an additional new specialty whenever your proficiency bonus increases.
Galactic Genius
At 20th level, your knowledge of the universe is unparalleled. You become proficient in all scientist class skills and you gain advantage whenever you use those skills. If you are already proficient in a skill, instead you gain a speciality in that skill.
Additionally you can apply your brilliance to any problem and use your Intelligence ability modifier whenever you would normally use a different ability score to make an ability check or saving throw
Scientific Praxes
If a praxis has prerequisites, you must meet them to learn it. You can learn the praxis at the same time that you meet its prerequisites. A level prerequisite refers to your scientist level.
Items produced as a result of a scientific praxis are non-standard and cannot be sold or transferred to other creatures, and cease working in the hands of anybody other than yourself.
Anti-Surveillance Ward
Prerequisite: 5th level
Once between long rests, you can ward one Large or smaller target against detection by devices for 8 hours. This creature has advantage on Stealth checks made against Constructs, and does not trigger alarms. On digital recordings and live streams, this creature is nearly invisible except for faint visual static of their general shape. Any noise they make is also replaced by static.
Applied Bioscience
Prerequisite: 6th level
You have a device that employs both radiation and nutrient-dense nanites to enable plants to grow at an unnatural speed. You can set the device to emit its payload immediately, or for a prolonged period for a long-term benefit.
You can use an action to cause all plants within 100 feet of a point you can see to grow suddenly. Vegetation in the area immediately becomes thick and overgrown. Every foot of movement a creature takes within this area costs 2 extra feet. Plant creatures instead gain temporary hit points equal to 3 × your scientist level.
Alternatively, you can monitor the device as it safely irradiates all plants in a half-mile radius over the course of 8 hours. The affected plants yield double their crop for 1 year.
You can use this praxis once between long rests.
Applied Pharmacology
You know what materials can be repurposed to quickly synthesize a wide variety of medicine, drugs, and other healthcare needs. Over the course of 1 minute, you can create one of the following items:
- antiseptic (1 use)
- Immune booster
- anti-g cocktail
- quicksober patch
- anti-inhibitive
- anti-rad
- anxiety medication
- ear plugs
- first aid kit (1 use)
- focusing agent
- reflex enhancer
- smelling salts
- steroid
- stimulant
- universal airhypo
At 4th level, you can also make nano-bandage, gullibility serum, truth serum, and styx. At 6th level, you can also make synthetic adrenaline.
Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Applied Social Sciences
You gain proficiency and an expertise die with two skills from the following: Culture, Deception, Intimidation, Insight, or Persuasion.
Acceleration Dampener
Prerequisite: 8th level
You have a vial of unguent which protectively reduces acceleration. Once between long rests as an action, you can apply it to a willing creature within reach. For 10 minutes, the target gains resistance to nonmagical and nonpsionic bludgeoning, piercing, and slashing damage, and its speed is reduced by 10 feet.
Chroniton Grenade
Prerequisite: 6th level
You have a chroniton grenade, whose explosion slows the flow of time in that area. You can use it once between long rests.
You can deploy the grenade as an action, throwing it up to 30 feet, after which it explodes in a 10 foot radius sphere. Creatures and devices in the explosion radius make Constitution saving throws against your Science save DC. On a successful saving throw, a target is rattled until the end of its next turn. On a failure, the target becomes slowed for 1 minute. At the end of each of its turns, a slowed target repeats the saving throw to end the effect on it.
Alternatively, as an action you can cause the grenade to implode, increasing the flow of time for a single creature in your line of effect within 30 feet. For 1 minute, the target’s Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action. Such an effect is taxing, however. At the end of the duration, the target can’t use movement or take actions until after its next turn.
Cloaking Device
Prerequisite: 4th level
Once between long rests, you can deploy an experimental device to hide a creature from view. As an action, you cloak one creature you touch with a fragile device, turning it invisible. Anything the target is carrying or wearing is invisible as long as it remains in the target’s possession. The device functions for 30 minutes, but malfunctions if the target attacks or uses a psionic power, ending the invisibility early.
Custom Blaster
You have a weapon you've personally crafted, an energy blaster. This weapon uses the same statistics as a blaster except its range is doubled, it does force damage, and it requires no ammunition. You are proficient with it while you wield it, and you can use your scientific ability for attack and damage rolls with it.
As a bonus action, you can change its damage type to be cold, fire, or lightning, and you can change it back to force as another action.
Devise Contraption
You know how to quickly turn extraneous materials into high-tech marvels. As a bonus action, you can create one of the following items:
- chemical detector
- Geiger counter
- chemical light stick
- spray adhesive
- cryospray
- spray paint (1 use)
- duct tape (30 feet)
- zero-friction lubricant
- flashlightadhesive spray
Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Efficient Storage
You create a duffle bag or other similarly-sized container lined with mysterious materials, bigger on the inside than on the outside, increasing its capacity without much affecting its size or weight. This container can store 500 pounds or 10 cubic feet of material, and it never weighs more than 16 lbs.
This experimental container malfunctions after 1 hour of use by another creature. Replacing this item requires another container and 50 credits of materials.
Emergency Biome
Prerequisite: 5th level
You have one emergency biome, stored in a pressurized smart capsule nearly the size of a coin. You can use it once between long rests, and preparing each use consumes 200 credits of materials.
Deploying the emergency biome capsule takes 1 minute. Once deployed, the capsule emits a 10-foot radius hemisphere of immobile protective force. Creatures you designate can pass through the dome, although external atmospheric conditions and radiation (other than visible light) do not. It is proofed for use against a hard vacuum. The capsule fills that hemisphere with the atmospheric conditions you designate (such as the air, temperature, and humidity of a pleasant day on your homeworld). This dome can fit up to 10 Medium creatures inside, provides shelter, and can be used as a safe haven. The dome is transparent from the inside, but it can’t be seen through from the outside and is the color of your choice. The interior is dimly lit, and you can turn the light off or on during your turn without using an action. This device fails if more than 10 Medium creatures occupy it.
Energetic Shielding
Prerequisite: 3rd level
As part of a long rest, designate a number of spacecraft or devices equal to your proficiency modifier. You must spend at least an hour with these targets as part of the long rest. The designated targets gain resistance to a damage type you choose, which lasts for 24 hours.
At 11th level, your designated targets have advantage on saving throws against space hazards, saving throws against malfunctions, and checks related to navigation.
Energized Blaster
Prerequisite: 5th level, Custom Blaster praxis
You can attack with your Custom Blaster twice, instead of once, whenever you take the Attack action on your turn.
Escape Beam
Prerequisite: 11th level
Once between long rests, as an action you can teleport yourself back to the deck of a spaceship you have crewed in the last 48 hours. You can bring up to 5 willing creatures within reach. The destination spaceship must be in the same star system as you.
Experimental Teleporter
Prerequisite: 8th level
Once between long rests, you can use an experimental teleportation device. You can use it as an action to teleport to any location you can visualize or designate within 500 feet. You can bring along another creature of your size or smaller, plus anything you two carry up to your carrying capacity. If you would arrive in an occupied space the effect fails, and you and any creature with you each take 4d6 force damage.
Extended Scan
When you use a multi-scanner, its range increases to 30 feet.
At 5th level, its range increases to 50 feet, and at 10th level it increases to 100 feet.
Fabrication Device
Prerequisite: 7th level
As long as you have access to a science bay or field laboratory, once between long rests you can spend one hour to create any item worth 50 credits or less.
At 11th level, you can also fabricate healthy meals. Once between long rests, you can fabricate a number of Supply equal to twice your proficiency modifier.
At 15th level, a creature who consumes one of these Supply as part of their long rest during the next 6 hours has the following benefits, which last for 24 hours:
- Advantage on Constitution saving throws.
- Resistance against damage from poison, disease, and radiation.
- The creature's hit point maximum increases by 2d10.
Financial Exploit
Prerequisite: 13th level
Your finances are organized to exploit the same economic loopholes as used by the ultra wealthy. Each week, a large sum of money is credited to one of your digital wallets accessible through your devices.
This sum varies depending on your scientist level. Add your scientist level to your Intelligence modifier and multiply the total by the amount shown in Table: Financial Exploit. For example, if you are 14th level, and have an Intelligence modifier of +2, you would multiply 100 credits by 16, earning 1,600 credits per week.
TABLE: FINANCIAL EXPLOIT
LEVEL MULTIPLIER
13th 100 credits
17th 1,000 credits
Whenever the total wealth you have amassed using this feature exceeds 50,000 credits, market fluctuations wipe it out, resetting the total to zero unless you have already spent it.
Flight Plan
Prerequisite: 15th level
You have a semi-automated starfighter that tracks your location from orbit. You may select any starfighter that costs 1,200 credits or less for this feature. Once between long rests you can command the on-board AI to extract you from a location you designate within 5 miles of your current location. The starfighter arrives as soon as it can, usually in about 30 minutes. Repairing or rebuilding your spacecraft takes the same amount of time as normal, but at no cost to you.
Geographic Spectrometer
Prerequisite: 3rd level
Once between long rests, you can deploy a satellite spectrometer to get a readout of your local area, up to a 5 mile radius. The satellite sends to your devices a topographical map of your area, as well as a spectrometer analysis of the area, detailing near surface-level deposits of valuable resources (water, minerals, gasses, etc.).
At 11th level, the area scanned is a 50 mile radius and includes information on major lifeforms in the area, as well as mineral deposits up to 5 miles beneath the surface. At 19th level, this effect scans the entire planet you're on, and includes information on key civilizations and landmarks.
Grenade Enthusiast
To you, all voidrunners should know about the hazardous materials common to their trade—and their reaction to open flame. Over the course of 1 minute, you can use this feature to create one grenade, mine, or remote detonator. Items produced in this way lose effectiveness after 1 hour.
You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Jet Pack
Prerequisite: 10th level
You develop or obtain a standard jetpack. If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap. You are able to replace a lost, stolen, or damaged jetpack using raw materials whenever you finish a long rest.
Interplanetary Mutagen
Prerequisite: 4th level
You have a dose of mutagen, which you can further modify on the spot to help your fellow voidrunners. Once between long rests, you can inject the mutagen as an action to a willing creature of the humanoid or beast type within reach, causing one of the following effects for 30 minutes:
- Amphibian. The target can breathe underwater normally and gains a swimming speed equal to its base Speed.
- Atmospheric Adaptation. The target becomes adapted to the present environmental conditions (temperature, atmospheric composition, pressure, etc.) To use this option, there must be a humanoid or beast naturally adapted to this environment (such as a native to that planet or biome) within your reach.
- Natural Weapons. The target grows a biologically enhanced natural weapon, such as claws or teeth, with a +1 bonus to attack and damage. Its unarmed strikes with that natural weapon deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate.
- Sturdy Hide. The target's AC increases by your Intelligence modifier (minimum 1). To use this
- option, you must be 8th level or higher.
- Wings. The target gains a fly speed equal to its base Speed. To use this option, you must be 10th level or higher.
Lab Assistant
Prerequisite: 9th level
You gain the service of a follower chosen from the following: engineer, medic, scientist, or hacker. If you lose this follower, you can replace them through this feature at 50% cost.
Main Engine Innovator
Prerequisite: 13th level
As part of a long rest, you can tune up one spacecraft you have access to. For the next 24 hours, the ship's impulse speed improves by one category, and if it is capable of FTL travel it’s FTL speed is improved by 2.
Makeshift Forcefield
You have a small reserve of imperfect but useful forcefield projector devices. You have a number of these projectors equal to your proficiency bonus, and you replace any used ones when you complete a long rest. You can use a makeshift forcefield in one of two ways:
- As an action, you can deploy a projector on yourself or a creature within reach. The projector has 5 hit points and remains deployed for 1 minute. When the target takes damage, the projector absorbs up to 5 points of damage, and is destroyed once its hit points are depleted. At the start of the target's turn, if the projector has any hit points remaining it is restored to 5 hit points.
- As a reaction when you are subject to an attack, you can deploy a projector to deflect sudden harm. Attacks (including the triggering attack) against you are made with disadvantage that lasts until the end of your next turn.
Mimic Nanites
Prerequisite: 10th level
You have control over a nanite swarm crafted from exotic matter. Once between long rests as an action, you can command the mimic nanites to take the form of a physical object no larger than a 5 foot cube, and with a value no more than 1,000 cr. You also direct the material for the nanites to mimic, which determines the duration of the effect.
TABLE: MIMIC NANITES
MATERIAL DURATION
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Exotic matter 1 minute
Modify Armor
You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to apply coating to a set of armor or to recoat it (See Chapter 3: Equipment).
Starting at 4th level, you create auxiliary armor mods designed for adaptability and ease of use. You have a total number of auxiliary armor mods equal to your proficiency modifier, and as part of a short or long rest you can install or uninstall any of them on armor you touch. An installed auxiliary armor mod malfunctions and dislodges itself from the mod port after 24 hours unless you perform maintenance on it as part of a long rest. The mods available are limited by your scientist level, as shown below.
LEVEL AVAILABLE MODS
|
|
|
|
|
|
Modify Weaponry
You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to retrofit a weapon, permanently adding or replacing a weapon augment (See Chapter 3: Equipment). Once a weapon has a number of augments equal to your proficiency bonus, you can add no more to it.
Starting at 4th level, once between long rests, you can spend 1 minute to improve 10 pieces of unattended firearm or spacefighter ammunition. That ammunition gains a +1 bonus to attack and damage rolls, and you can change the damage type dealt with that ammunition to any type. This benefit ends after 24 hours.
At 8th level, your modified ammunition improves to a +2 bonus to attack and damage rolls. At 12th level, your modified ammunition improves to a +3 bonus to attack and damage rolls.
Multimodal Analysis
Your insight is good on its own, and with the help of high-end computers, few mysteries are outside your reach. You gain proficiency with Investigation. When you make a skill check to examine materials, samples, or other forms of evidence in a field laboratory or a science bay, you treat a d20 roll of 14 or lower as a 15.
At 9th level, you automatically learn any cultural or mythological information related to materials you examine in a field laboratory or science bay, as well as the basic functioning of most technology. Analysis of extremely esoteric technology may yield incomplete or encrypted information.
Orbital Artillery
Prerequisite: 14th level
You enjoy cover fire provided by an ally in orbit, such as a satellite station directing hijacked asteroids or a ship's main gun. Your artillery has 4 shots, which recharge when you complete a long rest. As an action, you can launch up to all remaining shots, directing the target square for each within 120 feet. Each creature within 10 feet of a target square makes a Dexterity saving throw against your science save DC, taking 6d6 fire damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in more than one area of effect is only affected by one impact.
At 16th level, the damage improves to 10d6 fire and 10d6 bludgeoning. Each shot produces a 20-foot radius sphere.
At 18th level, the damage improves to 14d6 fire and 14d6 bludgeoning. Each shot produces a 40-foot radius sphere and your range increases to 1 mile (or in space combat, within the same star system).
Portal Gun
Prerequisite: 15th level
You develop a gateway projection device (See Chapter 3: Equipment). If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap.
Recharge
Prerequisite: 18th level
Once between long rests, you can use this praxis to regain one use of an expended praxis.
Remote Comms
Once between long rests, you can spend 1 minute to create a distress beacon.
Also, while you have access to your tools of science, you can spend 1 hour establishing a remote comms station. The remote comms station is a Tiny-sized device that targets one location you know in the same star system, such as a planetary capital, lunar base, or known spacecraft. Distress beacons and other devices within 10 feet of your remote comms station can communicate with the target's reception devices, even if communications are otherwise lost or backed out.
Resilient Forcefield
Prerequisite: 8th level
Once between long rests, you can use an action to project a spherical forcefield around a target within 30 feet (or in space combat, within 1 combat zone). Unwilling or enemy targets can make a Dexterity saving throw against your Science save DC to negate the effect.
The forcefield lasts for 1 minute, during which time the target's speed is halved. The forcefield can be destroyed without harming anyone inside by being dealt at least 15 force damage at once. It can also be hacked. Other attacks and effects do not pass in or out. The forcefield is immune to all damage besides force, it is proofed against hard vacuum, and atmospheric effects do not enter.
Spatial Instability Beacon
Prerequisite: 6th level
You have a curious badge infused with exotic matter, which allows you to slip through the cracks in space-time. As a bonus action, you can use this item to teleport to an unoccupied space you can see within 30 feet. You can use this item a number of times between long rests equal to your proficiency bonus. Its enigmatic qualities prevent it from being lost or stolen.
Spectral Storage
Prerequisite: 7th level
You have a storage crate with a volume of 12 cubic feet wedged in a convenient extradimensional space. You can bring forth your spectral crate as an action in an unoccupied space within reach. You can safely store the crate back in extradimensional space when you touch it as an action.
Surveillance Drone
Prerequisite: 7th level, Utility Drone Helper praxis
Your utility drone is proficient in Stealth. Once between long rests when you deploy your handy drone, you can activate a cloaking function. When deployed in this way, it gains temporary hit points equal to your scientist level + your Intelligence modifier. This invisibility lasts for 1 hour, and ends early if the drone attacks or if it runs out of temporary hit points.
Surveillance Technician
Prerequisite: 3rd level
You know how to support intelligence operations with just-in-time inventions. Once between short or long rests, you can create one of the following items over the course of 1 minute:
- Binocular
- Bug detector
- Gas mask
- Grapple gun
- Hacking tools
- Handcuffs
- Nightvision goggles
- Portable x-ray scanner
- Range earmuffs
- Signal jammer
- Tracer
Items produced in this way lose effectiveness after 5 hours.
Truth Serum
This injectable serum unlocks and untethers the mind. A creature makes a Constitution saving throw against your Science save DC when it is subjected to the serum, and on a failure it becomes poisoned. While poisoned in this way a creature cannot knowingly lie.
Form a countdown dice pool equal to your proficiency bonus. Each time the target is forced to answer a question truthfully, roll the countdown dice pool and remove any dice which result in a 6. When the pool is depleted, the truth serum wears off. If the pool is not depleted, the serum wears off after 10 minutes.
A target who has been affected by truth serum cannot be affected again until after they have finished a long rest.
Universal Translator
Prerequisite: 5th level
One of your devices is synched to a galactic language database, giving you access to over 1 million forms of aural and visual language. The device translates most any language you could see or hear into the spoken or written language of your choosing, such as your mother tongue. As a bonus action, the device can coach you on how to say, write, or sign your desired message in another language. The device works on most languages, but hidden or secret languages cannot be translated.
You can also let another creature borrow the device and tweak its language preferences as an action for up to 1 hour. If this device is lost or stolen, it de-syncs from the translation server.
Utility Drone Helper
You have the service of a utility drone, a robot you command with voice control or through one of your devices. Your drone normally hides amidst your gear, but you can deploy it as an action. In combat it takes its turn immediately after you. It follows your verbal directions with no action required, but commanding it to attack uses your action and its reaction.
Repairing your drone is free if you have access to its remains and your tools of science over the course of a long rest. Otherwise, the materials to replace your drone cost 25 credits. If its signal is ever jammed, your drone does its best to return to your last known location.
Scoundrel
Scoundrel
Scout
Scout
Art of the Con
Scouts often make their living through underhanded and often illegal activities; that’s not to say that all are criminals, and many spies, diplomats, and even entertainers make up their ranks. For those who do revel in the thrill of the con, severity and morality of these grifts vary but are ultimately relative compared to the void’s infinite horrors and wonders. To the scout what matters is getting to the next day and making that day brighter for yourself, and that often means stringing someone along for a while. Cons and scams are a true artform that require dedication to the craft and a powerful personality. Scouts may take up a permanent job as a smuggler or a thief, work in a gang ranging from the streets to small empires, or they may freelance for themselves. What matters is that at the end of the day the marks are none the wiser and the scout comes out on top.
Experts & Aces
Scouts often find themselves on voidrunner crews. These spacefarers are rarely monoliths and it’s common for scouts to be the heart of a crew, making jokes and running the authorities in circles. Often once they become fully integrated into a crew they make every effort to scam for the group’s benefit as well, fighting the greater evils or just glad to make their favorite crewmate smile. In combat the scout is a wildcard, always challenging the odds with unexpected plays and audacious wordplay— putting one on comms is a surefire way to sow chaos in the enemy ranks and take advantage of it in the same breath. Scouts are willing to fight dirty as they outmaneuver, out talk, and outwit their enemies. They’re quick, smart, and when necessary can put an old fashioned shot right between an enemy’s eyes.
Creating a Scout
Scouts are charismatic but it takes real dedication to learn their tricks. When creating your scout it’s important to consider how and why they chose this life. Did you grow up in abject poverty and have to hustle your way up? Or do you come from a noble background, at home in high society? Perhaps you work for the authorities as a secret agent or cunning ambassador? Maybe you were taken under the wing of a master con artist or smuggler who taught you everything you know.
There are all sorts of reasons scouts join voidrunning crews—to make a quick buck, to stick it to the authorities, or maybe just to keep seeing new worlds in their viewports. But why does your scout do it? What are their ultimate goals in life? Even being in it for the money has an end. Do they want to settle down somewhere eventually with their riches? Or do they con for the love of the game? Do they do it for their companions, or for their government? For someone back home? Or do they have a real home at all?
Exactly what type of scout you choose to be should have a big impact on your adventurer. Is your scout a scoundrel? Driven by a need for independence and freedom? Or maybe your scout is a miscreant, a thorn in society’s side hoping to break down the system? It’s also important to ask how you’ve been living up until now. Have you been steadily building up an illicit business or scheme? Have you been living on the run? What friends or enemies have you met along the way—who recognizes your real face and how would they react if they saw it?
Table: Scout
Level |
Proficiency |
Features |
Clever Tricks |
Maneuvers |
Maneuver |
1st |
+2 |
Dastardly Gambit (d6), Fortunate Defense, Clever Tricks |
1 |
— |
— |
2nd |
+2 |
Dirty Fighting, Reliable Flimflam, Combat Maneuvers |
1 |
2 |
1st |
3rd |
+2 |
Scout Archetype |
2 |
2 |
1st |
4th |
+2 |
Ability Score Increase |
2 |
3 |
1st |
5th |
+3 |
Dastardly Gambit (d8), Extra Attack |
3 |
3 |
1st |
6th |
+3 |
Archetype feature, Font of Falsehood |
3 |
3 |
1st |
7th |
+3 |
Twisted Thinking |
4 |
4 |
2nd |
8th |
+3 |
Ability Score Increase |
4 |
4 |
2nd |
9th |
+4 |
Lucky Devil (one use) |
5 |
4 |
2nd |
10th |
+4 |
Dastardly Gambit (d10), Fake It Until You Make It |
5 |
5 |
2nd |
11th |
+4 |
Shift Approach |
6 |
5 |
2nd |
12th |
+4 |
Ability Score Increase |
6 |
5 |
2nd |
13th |
+5 |
Lucky Devil (two uses) |
7 |
6 |
3rd |
14th |
+5 |
Archetype Feature |
7 |
6 |
3rd |
15th |
+5 |
Dastardly Gambit (d12) |
8 |
6 |
3rd |
16th |
+5 |
Ability Score Increase |
8 |
7 |
3rd |
17th |
+6 |
Lucky Devil (three uses) |
9 |
7 |
3rd |
18th |
+6 |
Sheer Audacity |
9 |
7 |
3rd |
19th |
+6 |
Ability Score Increase |
10 |
8 |
4th |
20th |
+6 |
The Longest Con |
10 |
8 |
4th |
CLASS FEATURES
As a scout, you gain the following class features.
Hit Points
Hit Dice: 1d8 per scout level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scout level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons, starship weapons
Tools: Computers, disguise kit, hacking tools, thieves’ tools, space vehicles, and one gaming set of your choice.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Culture, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You begin the game with 250 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
-
Smooth Operator’s Kit (cost 228 credits): Bug (audio only), concealed pistol (40 shots of ammunition), fine clothes, flask of strong liquor, masterwork playing card set, 2 smoke grenades
-
Street Fleecer’s Kit (cost 247 credits): Backpack, blaster (20 charges of ammunition), canvas armor, styx (1 dose), thieves’ tools, vibroknife
-
Void Grifter’s Kit (cost 228 credits): 3 data wafers, personal communicator, jolt pistol (40 charges of ammunition), stun stick, synthweave armor with integrated grappling hook, thieves’ tools
Dastardly Gambit
At 1st level, you have an infuriating ability to distract, goad, or otherwise throw your opponents off their game at just the right moment. This takes the form of a Dastardly Gambit die, a d6. When a creature that can hear or see you or a device you are piloting makes an ability check, attack roll, or saving throw, you can use your reaction to expend a use of Dastardly Gambit, rolling a Dastardly Gambit die and subtracting the number rolled from the creature’s roll.
You can choose to use this feature after the creature makes its roll. You have a number of Dastardly Gambit dice equal to your Charisma modifier (minimum one). You regain any expended Dastardly Gambit dice when you finish a long rest.
At 5th level your Dastardly Gambit die increases to a d8, at 10th level it increases to a d10, and at 15th level it increases to a d12.
Fortunate Defense
Your ability to survive deadly encounters through sly maneuvering or dumb luck is extraordinary. At 1st level, choose one of the following options.
Artful Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Sly Defense
While you are wearing light armor, you replace your Dexterity modifier with your Charisma modifier for AC.
Clever Tricks
At 1st level, your ability to befuddle and outplay your opponents has risen to an art form. You learn one clever trick of your choice. Your clever tricks are detailed at the end of the class description. The Clever Tricks column of the Scout table shows when you learn more clever tricks. Some clever tricks have requirements, such as minimum scout level, class feature, or another trick. You must meet those requirements before you choose that trick. If you should learn a bonus trick, it does not count against your clever tricks known.
Some of your clever tricks require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Clever tricks save DC = 8 + your proficiency bonus + your Charisma modifier
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in one combat tradition from the following list: Ace Starfighter, Biting Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of your choice from tradition you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Scout table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Scout Archetype
At 3rd level, choose one scout archetype. Though you are familiar with all sorts of tricks and grifts, your archetype represents your most practiced techniques and styles. You gain benefits from your archetype at 3rd level, and further features at 6th and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Archetype Feature
At 6th level you gain another archetype feature.
Font of Falsehood
Starting at 6th level, you regain all expended Dastardly Gambit dice whenever you finish a short rest.
Twisted Thinking
Beginning at 7th level, your mind is so used to double-think and twisted schemes that those that try to invade it find a resilient mental labyrinth. You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws. In addition, when you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lucky Devil
Starting at 9th level, things have a way of working out for you. Whenever you roll a d20 for an ability check, attack roll, or saving throw, you may immediately roll again and take the new result. You may wait until after a die is rolled before deciding to use this ability, but you must decide before the Narrator says whether the roll succeeds or fails.
You gain an additional use of this feature at 13th level and a third use starting at 17th level. You regain all spent uses of this feature whenever you finish a short rest
Fake It Until You Make It
At 10th level, you can bluff your way through practically anything by projecting confidence, educated guessing, and sharing a few memorized talking points. You can always choose to use Charisma when making an ability check using a skill or tool you aren’t proficient with
Shift Approach
Beginning at 11th level, you’ve had enough experiences with your gambits going badly that you know the signs and how to quickly shift your approach. Whenever you roll the Dastardly Gambit die and the result is a 1 or 2, you may immediately reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Archetype Feature
At 14th level you gain another archetype feature.
Sheer Audacity
Starting at 18th level, your dastardly gambits have gotten so bold and so ridiculous that your enemies are often left completely stunned at your sheer audacity. Whenever you use Dastardly Gambit to reduce a creature’s roll it makes a Wisdom saving throw against your clever tricks save DC. On a failed save the creature is stunned until the beginning of its next turn or until it takes damage. Once a creature makes a successful save against this feature it is immune to your Sheer Audacity for the next 24 hours.
Master Plan
At 20th level you’ve developed mind games within mind games and your plans run deep. You may spend a point of inspiration to reveal your master plan as an action. When your master plan is revealed, describe a theoretically possible sequence of events that has led to a suddenly revealed boon for you and your allies, however implausible. Some examples include:
- An underling working for the villain was actually your friend working undercover this entire time.
- That the important item the enemy just got away with was actually a fake, only to reveal the real item.
- That a character was actually a different character in disguise, only to reveal the real character.
This feature is highly subject to the Narrator’s discretion, and you should discuss your master plan with the Narrator before activating this feature and revealing it. Your story can be implausible but not impossible, and you must fully explain a reasonable rationale for how such a con was possible in your reveal. Once the Narrator approves of your changes and you reveal your master plan, your story becomes reality, potentially even retroactively changing events. Once you use this feature, you cannot use it again until you spend at least a week resting in a safe haven to plan out your next master plan.
Clever Tricks
If a clever trick has prerequisites, you must meet them to learn it. You can learn the art at the same time that you meet its prerequisites. A level prerequisite refers to your scout level.
Aggressive Retreat
Requirement: 9th level
Sometimes the best offense is saving your own skin while returning fire. Whenever you take the Disengage action, Sprint action, or make the Evasive Maneuvers starfighter maneuver, you may also make a single ranged attack as a part of that action.
Back Channel Gear
While in a city, spaceport, or any area with access to backchannel markets, you can use your contacts to acquire weapons or any item from the Security, Clothing, or Survival Gear tables at half the normal cost. If you publicly utilize or attempt to resell items acquired in this way, at the Narrator’s discretion you may attract the attention of local law enforcement.
Beast Tricks
When it comes down to it, trapping a beast isn’t that much different from fleecing a mark. You gain proficiency in Animal Handling. In addition, you can always choose to use Charisma when making Animal Handling checks, and when making Survival checks for hunting or the Hunt and Gather journey activity.
Buddy Hijinks
Your options open up when you have a friend or a willing patsy. Whenever you are back to back with an ally and either you or your ally is targeted by an attack, you can choose to swap the target between you or your ally.
Bully
You can really get an edge in situations where you’re able to gang up on one target. While you are flanking a target, you can use a bonus action to attempt to bully and distract it. The target makes a Charisma saving throw or one creature of your choice also flanking the target may make an attack of opportunity against it.
Card Shark
Games of chance are your method of choice for separating fools from their money. You gain proficiency with all gaming sets. In addition, you gain an expertise on Sleight of Hand checks made to cheat.
Carefree
Stress seems to roll right off you and you know how to really enjoy the downtime. You have advantage on saving throws made to resist strife or mental stress effects. In addition, you have advantage on checks made for the Destress journey activity.
Coin Biter
With some thorough inspection you can determine if just about anything is genuine and how much it is worth. As an action you can accurately determine if an object you can both see and touch is authentic or a replica, and you can roughly determine how much it costs.
Crowd Diver
Once you dive back into the streets you disappear into the crowd. You have advantage on Stealth checks made in crowded or densely populated areas.
Dastardly Devil
Requirement: 9th level
Your devilish luck spills over to your charm. Whenever you use Lucky Devil to reroll a die that would add your Dastardly Gambit die, you may choose to reroll the Dastardly Gambit die as well.
Dastardly Flying
Goading misdirects can be just as effective as skilled piloting. While piloting a starfighter you may spend Dastardly Gambit dice as if they were exertion points to perform starfighter maneuvers.
Digital Angler
You can be anyone online, and with enough effort your fake online personality can be very persuasive. If you spend at least a week with regular access to an online network, you can catfish a random stranger and convince them to perform one of the following actions:
- Be at a location at a certain time (that they could reasonably access).
- Pay you 6d6 credits.
Alternatively, you can attempt to catfish a specific target connected to the network. If you do, at the end of the week of catfishing the target makes a Charisma saving throw against your clever tricks save DC. On a failed save the target performs one of the listed actions as normal or a small favor it is capable of performing, such as leaving a specific door unlocked for you, telling you something confidential, or absolving a minor crime. The exact nature of this favor is at the Narrator’s discretion but should be limited to something a person would conceivably do for a friend they met online.
Once you convince or attempt to convince a target to do something in this way, you must spend another week catfishing before you can do so again.
Divine Appeal
Holy men are often flush with cash so why not get in on the racket? You gain proficiency in Religion. In addition, you gain an expertise die on checks made to convince others of your faith (regardless of your actual beliefs).
Duct Rat
The first thing a good scout does on a large ship is learn all the ducts, back passages, and hiding places—spaces people rarely think to barricade. When you move between decks you can take back passages to move to barricaded decks without breaching them. When you do so, willing creatures can use their reactions to follow you.
Extra Dastardly
With a bit of practice you’re just that much more clever and underhanded. You gain one Dastardly Gambit die (in addition to those gained from your Charisma modifier). This clever trick may be selected more than once, up to a maximum number of times equal to your proficiency bonus.
False Identities
When a badge demands your papers it’s always nice to have a name to give them. By spending 1 hour of uninterrupted work you can make fraudulent versions of all the appropriate legal documentation needed to prove that you or someone else is a completely different person. You may choose the name and any specifics of these false identities. Creatures can determine that your documentation is fraudulent by succeeding on an Investigation check made against your clever tricks save DC.
Filch
With disguised or lightning fast movements you snag something or slip something into a pocket.
When a creature is within your reach, you can use your reaction to make a Sleight of Hand check against it.
First Impressions
A good first impression can make all the difference and you’ve put a lot of effort into making the best of first meetings. You gain an expertise die on Charisma checks relating to creatures you are meeting for the first time for up to 1 minute after your first interaction.
Glass to Diamond
There’s a sucker born every minute. You gain an expertise die on checks made to haggle or convince a creature that something is more valuable than it actually is.
Graceful Misdirect
You misdirect incoming danger at the last possible moment. When you are hit by an attack, you may roll one of your Dastardly Gambit dice, reducing the damage dealt by twice the result.
Hammy Tragedian
When you are hit by an attack you can use your reaction to pretend to die. When you do so, you scream, gurgle, and perhaps utter a few poignant final words before falling prone and appearing to die. So long as you remain in the space where you seem to die creatures believe you to be dead. While playing dead in this way you can perform minor actions without breaking your ruse such as retrieving or stowing items, applying medical aid, or reloading weapons. Creatures can see through your ruse by using an action to interact with you directly, if their passive Perception score is equal to or higher than your clever tricks save DC, or if they similarly succeed on a Perception check against your clever tricks save DC. You can cease playing dead at any time. Once a creature sees you die and revive from your faked death it is immune to this feature’s effects for the next 24 hours.
Handcuff Fighting
You know how to handle yourself even when they’ve got a hold of you, and a pair of cuffs can be an excellent weapon if you know what you’re doing. You ignore the following penalties that are normally incurred by the restrained condition:
- Attacks made against you do not have advantage due to the restrained condition.
- Attacks you make do not have disadvantage due to the restrained condition.
Hidden Threat
You can artfully hide or disguise weapons. Over the course of a long rest you can add the concealed weapon augment to a light melee or light ranged weapon in your possession at no cost.
Hotwiring
All it takes is a little rewiring to take the perfect ride as your own. While inside an inactive vehicle or starfighter you can use an action to begin hotwiring it, creating a fast countdown pool using 5d6. At the end of each of your turns that you spend hotwiring, roll these dice and remove any with a result of 4–6. When there are no more dice remaining in the countdown pool the device is successfully hotwired, and any creature can pilot it even if it normally requires a key, password, or other security measure.
Improvised Decoy
The guard triumphantly tackles you only to discover that they’ve arrested a garbage bag wearing your hat. As an action you can hastily construct an improvised decoy in an adjacent space out of whatever materials you have on hand, often incorporating an article of your clothing but not requiring one. Any creature that did not directly observe you creating this decoy believes it is you unless they physically interact with it or succeed on a Perception check made against your clever tricks save DC. Once you have fooled a creature with an improvised decoy it is immune to this feature’s effects for the next 24 hours.
Insult the Hidden
With enough provocation you can force more insecure infiltrators to reveal their position. As an action you can spend a Dastardly Gambit die to make vicious insults directed at any potential hidden hostile creatures. Any creatures currently hidden from you that can hear you and that can understand you makes a Charisma saving throw. On a failed save creatures respond to your insults and are no longer hidden. Once you have used this feature against a creature it is immune to this feature’s effects for the next 24 hours.
Junk Flier
A flying hunk of junk just needs the right handling to really soar. Through a light touch and clever workarounds you can repair a critical malfunction of a deck you are crewing as an action. Repairs you make in this way are only temporary fixes and are suffered again if not repaired properly after 8 hours. Once you repair a critical malfunction using this feature you cannot do so again until you finish a long rest.
Make it Happen
Requirement: 5th level
You know how to force the issue with an extra layer of charm or effort. Whenever you would roll your Dastardly Gambit die, you may expend an additional Dastardly Gambit die to treat it as if it rolled the maximum possible result.
Nobody’s Fool
It takes one to know one, and you know when somebody is trying to pull one over on you. You gain proficiency in Insight. In addition, you may always choose to use Charisma when making Insight checks.
Pressing Bravado
With enough bluster you can take ground even without the strength to back it up. Whenever you take the Press the Attack action, the target creature makes a Charisma saving throw. On a failure, attacks made against you until your next turn only gain an expertise die (instead of advantage).
Pull the Pin
Requirement: 11th level
How kind of your enemies to bring their own petards for hoisting! You can attempt to activate an explosive worn or held by a target adjacent creature or device as a bonus action. The target makes a Dexterity saving throw or the explosive is activated and detonates (centered on the target) at the end of your turn.
Pyramid Scheme
Why take on risk when you can convince other people to do it for you? You can perform the Rob journey activity even in regions that would not normally allow it so long as you have a connection to an open network. In addition, you suffer no negative effects from critical failures for Rob journey activities made in this way.
Quick Change
Either through physical currency or quick digital transfers you can fluster the other person in a transaction so that you end up on top. You can attempt to scam a creature when you make a purchase from it. If you do, the creature makes an Intelligence saving throw against your clever tricks save DC or you steal a number of credits equal to your 1d12 × your proficiency bonus. On a successful save you don’t steal anything but the confusion is passed off as a mistake, though on a success by 10 or more the creature realizes that you were trying a scam.
Reckless Overload
Requirement: 7th level
With just a snipped wire here and there, practically any energy weapon can make for a handy improvised explosive. As a bonus action, you can set a weapon you are holding to explode so long as it uses an energy battery or long-life battery as ammunition. Once set in this way, you may use the weapon exactly as if it were a frag grenade that detonates at the end of your turn.
Right in the Tenders
In a truly dishonorable fashion, you hit your target where it’s most vulnerable. When you hit a creature with an attack roll, you may roll your Dastardly Gambit die and add the result to the damage dealt.
Shoot First
You won’t be caught off guard and innately know when a deal is going south. When you roll for initiative you gain a bonus equal to your Charisma modifier.
Showboater
Often it all comes down to putting on a good show. You gain proficiency in Performance. In addition, whenever you need to make a Dexterity (Acrobatics) check you may instead make a Dexterity (Performance) check.
Skilled
You never know what skill will come in handy. You gain proficiency in any one skill or any two tool kits of your choice. This clever trick can be selected multiple times, each time choosing a different skill or two tool kits.
Specialized
Scouts are often full of eclectic specialities. You gain two skill specialties in two different skills of your choice. This clever trick can be selected multiple times, each time choosing two new different skill specialties in skills that have not yet been chosen in this way.
Technobabble
People will trust a fast-talker if they’re wearing a lab coat and spitting enough convincing jargon. You gain proficiency in Science. In addition, you can attempt to deceive people using scientific fast talk by making a Charisma (Science) check. Lies told in this way can only be opposed using Science (instead of Insight as normal).
Witty Repartee
You know just how to draw attention and ire. As a bonus action you can engage a creature that can hear and understand you in witty repartee. If you do, the creature’s first attack during its next turn has disadvantage unless it targets you. Once you have used this feature against a creature it is immune to this feature’s effects for the next 24 hours.
Scouting Formation
Scouting Formation
You position yourselves to put active eyes on as much of the area as possible.
Starfighter pilots in this formation gain an expertise die on Perception checks and when rolling for initiative.
Security Camera
Security Camera
Sense Presence
Sense Presence
You sense the presence of psionic creatures, and their psionic rating, within range of the power. You are not able to determine their direction or distance, merely that they are within range of the power; nor are you able to identify the subjects or gain any other information about them.
Surge. You can spend +1 psionic point to increase the effect’s range to 1 mile [requires power rating III].
Sense Psionics
Sense Psionics
You sense the presence of psychic energies and psionic activities within a 30-foot radius. You automatically know if there is a place or object that has been psychically altered or imbued with psychic energy, or if the area is the target of a clairsentience power. On the round you activate this feature and as an action on subsequent turns while concentrating on this effect, you may make an Arcana check against the passive Deception score of any creature within 30 feet that makes use of psionic abilities.
Sever Limb
Sever Limb
With a swift, clean blow you sever the limb of your opponent.
Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.
Shake Them Off
Shake Them Off
The end of many a good pilot has been a turret or enemy starfighter that stayed locked on for just a bit too long. It’s best to shake them off with some evasive flying.
One ship of your choice that is locked on to you makes a Dexterity saving throw or loses its lock on you.
Shapeskin
Shapeskin
Using psionic energy you alter your body, changing your appearance. You cannot alter your heritage, but you can change your facial features, hair length and color, alter your height by as much as 2 feet, and appear to be much lighter or heavier than you really are.
In addition, you can end the power’s duration early to either stop a source of ongoing damage (such as a bleeding wound) or temporarily harden your limbs to gain an expertise die to unarmed strike damage.
Shield Drone
Shield Drone
Shielded Stance
Shielded Stance
You stand firm, deflecting incoming missile attacks.
While you are wielding a starglaive, you can use your reaction to slice through or block ammunition when you are hit by a ranged weapon attack. When you do so, your AC against ranged attacks is increased by double your Wisdom modifier (including against the triggering attack) until the end of your next turn.
Shock Mace
Shock Mace
A medium-sized weapon consisting of a handle ending with a ball or other shaped head. The head is electrified.
Shotgun
Shotgun
(Medium Firearm)
This conventional firearm fires a cartridge of small metal projectiles.
(Reload 20 Shots)
Silent Passenger
Silent Passenger
You psychically inhabit the corporeal body of another creature, perceiving all its thoughts, actions, and sensations as if they are your own. While in this state you are unaware of your own physical surroundings. A creature that fails its initial saving throw may make an additional saving throw every 15 minutes; on a success your presence is ejected and the creature is aware it was inhabited, though not by whom or for how long.
Sleuth
Sleuth
Slow Time
Slow Time
You slow down time for yourself. For the duration of the power you gain the following benefits:
- You gain one additional action on your turn
- All attacks have disadvantage to hit you
- You make all saving throws with advantage
- Your Speed increases by +10 ft.
Surge. You can spend +1 psionic point to increase your Speed by +20 ft. instead, or +2 psionic points to increase it by +30 ft. Additionally, you can spend +2 psionic points to make all attacks with advantage [requires power rating V].
Slug Rifle
Slug Rifle
(Medium Firearm; Burst Fire)
A slug rifle is an automatic weapon which fires solid ammunition.
(Reload 20 Shots)
Slugger
Slugger
(Light Firearm)
A slugger is simply a pistol which fires solid ammunition in the form of bullets.
Sluggers predate energy weapons.
(Reload 20 Shots)
Smuggler
Smuggler
Sniper Rifle
Sniper Rifle
(Medium Firearm; Long-Ranged; Scoped)
A slug rifle designed for long range.
(Reload 20 Shots)
Socialite
Socialite
Far from the tawdry confines of the limelight, you wield another form of social power. One ruled by bloodlines and good breeding and a complicated hierarchy of rules and manners you’ve lived among since birth.
Just how highly does your family rank among the rich and powerful? What secret societies and powerful friends can you call on? What lengths will you be told to go to in order to protect your family’s good name?
Soldier
Soldier
You’re a hard-bitten veteran accustomed to long voyages, short supplies, and hostile environments. A career as a voidrunner seems like the logical next step.
Were you a battlefield soldier in a war between worlds? A mercenary or security guard? Were you a front-line grunt, an officer, or a specialist such as a medic or an engineer? Did you retire with honor or in disgrace, or do you still serve?
Sonic Conduit
Sonic Conduit
A ground-quaking vibration emanates in a 10-foot radius around a point you choose within range. Creatures in the area take 4d6 thunder damage and are deafened until the beginning of your next turn. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Any mundane items within the area that are not worn or carried also take damage. On a successful Constitution saving throw, a creature takes half damage and is not deafened.
The damage increases by 1d6 each time your power rating increases beyond III.
Sonic Maul
Sonic Maul
This heavy hammer delivers a thundering boom when it strikes its target.
Sonic Wave
Sonic Wave
You harness the latent energies of the cosmos and direct them with your mind. Targets in the area take 1d6 thunder damage and have disadvantage on the first attack roll they make before the end of its next turn.
The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.
Soulknife
Soulknife
Space Pirate
Space Pirate
The void beyond is as thrilling to some as the seas were in the distant past. Some cross this black void so as to explore it, to find riches in distant planets, to brave frontiers. You know these people well—they’re your prey. Space pirates make a living of attacking other spaceships and taking their cargo (and often the ships themselves!) as spoils. It’s a crude life, but definitely an exciting one. You used to be a space pirate, but now you find yourself without a crew.
Spacefaring Monsters and Challenge Rating
Spacefaring Monsters and Challenge Rating
Monsters usually encountered in space (those with a speed listed as Spacefaring Slow, Spacefaring Average, or Spacefaring Fast) are typically more powerful than terrestrial monsters of the same challenge rating. These cosmic threats are strong enough to match a party’s ship, not merely the party itself.
Spacefaring monsters of CR 3 and below have similar statistics to standard (non-spacefaring) monsters. For a battle in which a party must face a CR 4 or higher spacefaring monster without the benefit of a starship, triple the spacefaring monster’s XP and treat it as 3 standard monsters of its Challenge Rating for purposes of encounter building. For a battle in which a starship battles a CR 4 or higher standard monster, grant ⅓ of the monster’s XP and treat it as a monster of ⅓ its CR for the purposes of encounter building.
Specialist Clothing, Diver's Suit
Specialist Clothing, Diver's Suit
Technology advancements do not bypass the humble garment, and never had. Throughout time people have sought to make their clothing more suited to the way they live their lives, and with the improvement of technology, more specialized garments emerge.
Specialist Clothing, Ghillie Suit
Specialist Clothing, Ghillie Suit
Technology advancements do not bypass the humble garment, and never had. Throughout time people have sought to make their clothing more suited to the way they live their lives, and with the improvement of technology, more specialized garments emerge.
Specialist Clothing, Optical Camouflage Cloak
Specialist Clothing, Optical Camouflage Cloak
Technology advancements do not bypass the humble garment, and never had. Throughout time people have sought to make their clothing more suited to the way they live their lives, and with the improvement of technology, more specialized garments emerge.
Specialist Clothing, Tactical
Specialist Clothing, Tactical
Technology advancements do not bypass the humble garment, and never had. Throughout time people have sought to make their clothing more suited to the way they live their lives, and with the improvement of technology, more specialized garments emerge.
Favored by militaries, emergency services personnel, and field repairmen alike, this clothing comes in a variety of colors and camouflage patterns and has a large number of convenient pockets to keep equipment in. A camouflaged version grants an expertise die to Stealth checks in a corresponding terrain type.
Spy
Spy
Star Pilot
Star Pilot
Starfield Vision
Starfield Vision
While aboard a capital ship, you can recognize patterns and strategies, then intuit and perform actions that could dynamically tilt the battle in your favor.
Starglaive
Starglaive
Starsword Whisperer
Starsword Whisperer
Static Discharge
Static Discharge
You harness the latent energies of the cosmos and direct them with your mind. Make an unarmed melee attack. On a hit the target takes 1d10 lightning damage and can’t take reactions until the start of its next turn.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
Stealth Formation
Stealth Formation
You mask each other’s energy signatures and try to fly under the radar.
Starfighter pilots in this formation gain an expertise die on Stealth checks.
Stoic
Stoic
Stoic societies place high value on reason and discourage reactionary thinking. While members of a stoic culture can appear unfeeling and dispassionate, this is usually the result of behavioral control and emotional suppression.
Those brought up in a stoic culture are often highly trained in scientific principles, and value knowledge and expertise. Society is emphasized over the individual, and personal glory or aggrandization is frowned upon, as is the unnecessary accumulation of wealth and material possessions.
Stoic cultures are generally law-abiding and non-violent. However, while pacifism is a desired trait, self-defense is regarded as a logical and necessary practice both on an individual and a societal level.
Characters raised in a stoic culture share a variety of traits in common with one another.
Defensive Training. Self-cultivation includes effective countermeasures. Choose one of the following:
Student of the Body: Choose one 1st degree combat maneuver from any tradition. Once per short rest, you can use this combat maneuver without spending exertion.
Student of the Mind: You learn one psionic reflex. Your psionic ability for this trait is your choice of Intelligence, Wisdom, or Charisma.
Unshakable. You are immune to the effects of the rattled condition and gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Scientific Upbringing. You have proficiency in Science and with computers.
Languages. You can read, sign, speak, and write Common and one other language.
Stowaway Saboteur
Stowaway Saboteur
Student
Student
You come from an academic background, and are a graduate from college or university. As such you hold a qualification (the equivalent of a degree or higher) in a specific subject, and are generally considered an expert in that topic.
What is your area of expertise? What was the learning institution like? Is that subject still your passion, or was your education more the choice of somebody else?
Stun Stick
Stun Stick
These hand-held devices deliver a powerful electric current that temporarily disrupts the target’s neuromuscular autonomy. A target damaged by a stun stick makes a Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn.
A target that fails the saving throw by 5 or more is stunned instead of rattled.
Stunner Drone
Stunner Drone
Summon Object
Summon Object
You teleport an object to your hand. You must have designated the object as the target of your summoning by holding it and imbuing it with psionic energy before leaving it. You may only have one designated object at a time.
Surge. You can spend +1 psionic point to summon the object from a distance of up to 10 miles; +2 psionic points to summon the object from any location on the same planet [requires power rating III]; +3 psionic points to summon the object from any location in the same star system [requires power rating IV].
Sunder
Sunder
You burst open a door or other portal with psychic energy. Make a ranged psionic attack against the door’s armor class. On a hit, the door is violently burst open.
Surface Control
Surface Control
Every step you take is enabled by your force of will; the ground is psychically altered to suit your needs. For the duration you ignore difficult terrain. In addition, choose one of the following:
Melt. Your footsteps burn away ice or vegetation. Any cold- or plant-based difficult terrain in 5-foot squares through which you move is destroyed.
Skate. A patina of ice on your soles makes you quicker, increasing your Speed by 20 feet.
Swarm of Cloak Rays
Swarm of Cloak Rays
Sympathetic Heart Stop
Sympathetic Heart Stop
By first aligning with then clashing violently against the exact rhythm of your opponent’s movements, breath, and even heartbeat, your physical touch interrupts their life force.
Synergistic Empath
Synergistic Empath
Tactical Baton
Tactical Baton
A simple duranium stick with a handle.
Tactical Retreat
Tactical Retreat
When you realize an expedient exit is needed (perhaps due to the arrival of enemy reinforcements), you can quickly identify the best route and create the space for you and your allies to make a hasty escape.
You use your reaction to make a Wisdom (Deception) check opposed by an enemy’s passive Perception. On a success, you and allies within 30 feet (or within the same region during a space battle) can take the Disengage action and move up to twice your Speed (or engage your FTL engines) without invoking an opportunity attack.
Targeted Fire
Targeted Fire
Lining up the shots, you carefully pick out your target along a ship’s massive frame.
Targeting Scrutiny
Targeting Scrutiny
Technetronic
Technetronic
In a cosmos of infinite possibilities, sometimes the most rewarding path is to seek an innovation, or line of study to call your own; to focus one’s life work on technological research and advancement. Entire enclaves have answered this call, making it a way of life, devoted to a specific project. Perhaps the community is focused around the development and care of artificial intelligence, or maybe they seek to develop a galaxy-shaking medicine. Still others may be pursuing more ambitious goals, such as the secret of eternal life or unlimited energy.
Technetronic enclaves might be the descendants of scientific exploration teams previously sent on generation ships to far corners of the galaxies or stationed in remote locales; others, however, form spontaneously and teach their children in the ways of their mutual interest. These in particular often see their work as a religious calling. Whether the inspiration that brought them together is attributed to destiny, the work of a deity, or the voice of the universe, such folk see each innovation as a tribute to a higher cause.
Cultures with these values often raise their children communally, taking shifts to alternately care for the children, devote themselves to their craft, and attend to the regretfully mundane requirements of survival. In light of this last issue, some settlements or groups of this culture seek out or are given funding by factions who seek their focused skills. While the cost of innovation is steep, the spectacular works are undeniable. Many of the Fleet’s finest vessels and technologies have their origins in technetronic think-tanks.
As a group, members of this culture honor both general-use technology (robotics, computers, starships), as well as the obscure, such as tech specialized to the geological or astronomical conditions unique to a given planet, including tectonic stabilizers, geothermal power plants, gamma ray dampeners, or subspace living quarters. As their family structure is communal, it is uncommon for an individual to follow the interests of their parents (if they even know who they are). Instead, many take up a facet of the work practiced by their people. Those whose interests lie elsewhere can appeal to be allowed to travel to a more suitable technetronic enclave if they are fortunate, but others never find such welcome. It is these that most commonly become voidrunners, finding that their knowledge (if not love) of science makes them valued crewmates.
Characters raised in a technetronic culture share a variety of traits in common with one another.
Enclave Specialization. You have grown up learning a particular scientific approach, as much a part of your identity as the color of your eyes. You gain proficiency with your choice of computers and one other specialist tool and your choice of land, air, or space vehicles. Also, you gain proficiency with Science and one of your choice from Engineering, Medicine, or Nature.
Hereditary Expert. You gain two specialities from Science or the skill you chose from Enclave Specialization. In addition, you know the related jargon so well, you can always use it to assert something confidently. When you use either Deception or Persuasion to make a point related to these specialties, you gain your expertise die from the specialty and use your choice of Intelligence or Wisdom for your ability check.
Ingrained Expertise. You gain an expertise die on Science checks, to a maximum of 1d10, exceeding the usual limit on expertise die.
Languages. You can read, sign, speak, and write Common, Machine, and one other language.
Technopath
Technopath
Technosavant
Technosavant
Telejump
Telejump
You teleport to an unoccupied space you can see within range.
Surge. You can spend +1 psionic point to teleport twice this turn and take your action in between as long as the total distance traveled does not exceed 30 feet.
Telekine Limbs
Telekine Limbs
Psychic energy flows out from your torso to form two psionic limbs that support and enhance your existing arms and legs. You choose what kind of psionic limbs this power grants when you manifest it.
Psionic Arm. You gain a climb speed equal to your Speed. In addition, on each of your turns you gain an expertise die to one of the following options for each psionic arm you possess: melee weapon attack roll, Strength check, Strength saving throw, melee weapon damage roll.
Telepathic Messaging
Telepathic Messaging
You can use a bonus action to send a telepathic message of 25 words or less to a creature you are focused on. It can reply with a bonus action while you are focused on it.
Surge. You can spend +3 psionic points to increase range to Unlimited [requires power rating IV].
Temporal Loop Field
Temporal Loop Field
Third Eye
Third Eye
You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.
Thought Feaster
Thought Feaster
Thoughtful Assistance
Thoughtful Assistance
You have a level of awareness and the presence of mind to support an ally in need.
You take the Help action.
Tinkerer
Tinkerer
TK Gauntlet
TK Gauntlet
(Special)
Total Dismemberment
Total Dismemberment
With a flurry of lightning-fast cuts, you sever all of your opponent’s limbs.
Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage.
Translocate
Translocate
You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.
You can bring along objects if their weight doesn’t exceed what you can carry.
Trash Compactor
Trash Compactor
Trench Run
Trench Run
You fly dangerously close to avoid the guns firing above you and line up a perfect shot, but doing so puts you right in the crosshairs of the close range guns.
You may only perform this starship maneuver while operating in a combat zone surrounding a capital ship. Until the end of your next turn, any attacks that target you have disadvantage, and you have disadvantage on saving throws against weapons with the anti-starfighter property.
Trooper
Trooper
Tools of War
Though they may not regard it as such, troopers identify with their weapons in a way that is almost spiritual. It’s easy to see troopers as mindless soldiers—or even worse, heartless killers—but the truth is much more complex. Troopers believe that they must sacrifice a part of themselves to their weapons to use them most efficiently. In this way, they are as much a tool of war as the weapons they wield. This philosophy is supported by the lives of military service to which many troopers dedicate themselves. As one of the rank and file, troopers become part of something larger than themselves, but sometimes lose their individuality in the process. The alternative, however, means endangering the lives of those who fight alongside them. A trooper who puts themselves above their allies, or who wields their chosen weapon recklessly, is a loose cannon—in some cases, quite literally.
Armies of One
Even in a party of voidrunners, troopers may find themselves to be lone wolves. The life of any voidrunner is a dangerous one, but few willingly put themselves as much at risk as a trooper. When combat breaks out, troopers are often on the front lines, taking the brunt of the enemies’ attacks or holding the line so that their allies can marshal their defenses. Demolition experts have perhaps the most dangerous role to play of all, for while they rarely meet with the enemy head on, they must handle dangerous materials and routinely separate themselves from the group in order to place their explosive charges. Thankfully, their military backgrounds ensure that troopers are uniquely equipped to work as part of a team. Even troopers who have never fought alongside others quickly learn that their surest chance for survival is to have the backs of their fellow voidrunners—and to let their new friends have theirs?
Creating a Trooper
The lives of troopers are filled with violence, but warfare isn’t all they know. When creating your trooper, it’s important to consider not only how they fight, but why. Were you conscripted into military service, or did you enlist? Perhaps you were never a part of a formal army, arriving at your current life from a criminal or law enforcement background. You might even be the product of a top-secret project aimed at creating the perfect super soldier and have never known a life before this one. Even as a fledgling voidrunner, you’ve probably already seen more bloodshed than most people do in a lifetime. How have those experiences affected you? Are you hardened to violence, or has what you’ve seen made you even more certain that life must be protected? Do you have friends and family elsewhere, or are your current companions all you have left? As with many classes, the archetype you choose for your trooper character plays a large role in who they are. Many armigers, with their focus on individual combat, once served as bodyguards, or as swordmasters and advisors to feudal houses. What became of the people you once served? Are your weapons family heirlooms, or were they forged by your own hands as a part of your training? Gunner and demolition experts are more likely to have been soldiers in larger organizations. If so, were your fellows all killed in a disastrous assault? Or were you dishonorably discharged, rightfully or not? Are you a mercenary, a deserter, a reservist, or are you retired? The answers to these questions not only says a lot about where you’ve been, but where you’re going.
|
Proficiency |
|
Favored Ordnance |
Drills |
Maneuvers |
Maneuver |
1st |
+2 |
Drills, Favored Ordnance, Tenacity |
1d4 |
1 |
--- |
--- |
2nd |
+2 |
Basic Training, Combat Maneuvers |
1d4 |
1 |
2 |
1st |
3rd |
+2 |
Trooper Archetype |
1d4 |
2 |
2 |
1st |
4th |
+2 |
Ability Score Increase |
1d4 |
2 |
3 |
1st |
5th |
+3 |
Extra Attack |
1d8 |
3 |
3 |
1st |
6th |
+3 |
Combat Theater |
1d8 |
3 |
3 |
1st |
7th |
+3 |
Trooper Archetype Feature |
1d8 |
4 |
4 |
2nd |
8th |
+3 |
Ability Score Increase |
1d8 |
4 |
4 |
2nd |
9th |
+4 |
Endurance (one use) |
1d8 |
5 |
5 |
2nd |
10th |
+4 |
Martial Archetype Feature, Pillar of Strength |
1d8 |
5 |
5 |
2nd |
11th |
+4 |
--- |
1d12 |
6 |
6 |
2nd |
12th |
+4 |
Ability Score Increase |
1d12 |
6 |
6 |
2nd |
13th |
+5 |
Endurance (two uses) |
1d12 |
7 |
7 |
3rd |
14th |
+5 |
--- |
1d12 |
7 |
7 |
3rd |
15th |
+5 |
Trooper Archetype Feature |
1d12 |
8 |
8 |
3rd |
16th |
+5 |
Ability Score Increase |
2d12 |
8 |
8 |
3rd |
17th |
+6 |
Endurance (three uses) |
2d12 |
9 |
9 |
3rd |
18th |
+6 |
Trooper Archetype Feature, Legion Commander |
2d12 |
9 |
9 |
3rd |
19th |
+6 |
Ability Score Increase |
2d12 |
10 |
10 |
4th |
20th |
+6 |
No Surrender |
2d12 |
10 |
10 |
4th |
CLASS FEATURES
As a trooper, you gain the following class features.
Hit Points
Hit Dice: 1d10 per trooper level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per trooper level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons, starship weapons
Tools: Weapon and armor maintenance tools, one vehicle type
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Culture, Engineering, History, Insight, Intimidation, Medicine, Perception, and Survival
Equipment
You begin the game with 450 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
-
Demolitionist’s Kit (cost 447 credits): grenade launcher, frag grenades (3), smoke grenades (2), personal communicator, light maul, multitool, synthweave armor, tactical case
-
Master-at-Arms Kit (cost 251 credits): duffel bag, heavy shock polearm, hyperweave armor, personal communicator, light blade, medium blade, pistol (20 rounds of ammunition)
-
Merc Kit (cost 411 credits): backpack, first aid kit, personal communicator, pistol (20 rounds of ammunition), plasma auto-cannon (1 energy battery), riot armor
Drills
Thanks to your years of training, you know how to handle yourself in almost any situation. At 1st level you gain one drill of your choice, detailed at the end of the class description. The Drills Know column of the Trooper table shows when you learn more drills.
Favored Ordance
All weapons are deadly in your hands, but one type of weapon is your favorite. At 1st level, choose a specific category of weapon, such as light mauls, medium casters, or cannons. You can also choose a miscellaneous weapon (such bio-chakram or combat chainsaw) as your favored ordnance.
Attacks you make with your favored ordnance deal an additional 1d4 damage of the weapon’s type. Your favored ordnance damage applies only to damage that requires an attack roll. Thus, you can’t increase the damage dealt by a grenade or a weapon’s burst property, unless you have a special ability that allows you to do so. This extra damage increases as you gain trooper levels, as shown in the Favored Ordnance column of the Trooper table. Once you deal your favored ordnance damage, you can’t do so again until the start of your next turn.
When you gain a level in this class, you can replace one of your favored ordnance selections with another weapon.
Tenacity
Your courage never wavers, even in the face of overwhelming odds. Choose one of the following options.
Cool Under Pressure
Regardless of the pressures placed upon you, you somehow manage to keep it together. You have advantage on saving throws against effects that inflict strife or mental stress, as well as on Constitution saving throws to maintain concentration.
Indomitable Soul
You never back down, not while lives hang in the balance. While you are bloodied, you can use a bonus action on your turn to gain temporary hit points equal to 1d10 + your trooper level. These temporary hit points last for 1 minute. While the temporary hit points last, you are immune to the frightened and rattled conditions. If you are frightened or rattled when you use this ability, the effects of these conditions are suspended until the end of this effect. Rounds spent under the influence of Indomitable Soul count towards the duration of these frightened and rattled conditions.
Once you use this feature, you must finish a short or long rest before you can use it again.
Tireless Loyalty
Nothing can convince you to turn on those you’ve promised to protect or break the ideals you’ve sworn to uphold. You have advantage on saving throws against being charmed. While you are charmed by a condition that allows a saving throw at the end of your turn, you can choose to make the save at the start of your turn instead.
Basic Training
Your training brought you into contact with people from all sorts of different backgrounds. At 2nd level, choose one of the following options.
Chains of Command
You know who’s in charge—and more importantly, who’s really in charge of an organization (such as a police precinct) or group of individuals (such as a party of rival voidrunners). If you have encountered an organization's leader, you know who’s officially in charge according to that group’s chain of command, as well as the attitudes of each of the group’s members towards their leader.
Soldier of Fortune
You’ve worked (or currently work) as a mercenary, taking part in military conflicts for personal profit. Anyone in need of a little extra muscle may come to you with job offers, and you have advantage on ability checks you make to find such jobs or negotiate their terms. The jobs may involve some measure of danger, and they may not pay particularly well. But you’re never out of work, at least not for long.
War Stories
Even soldiers who haven’t fought together often share similar experiences. If you spend a few minutes swapping stories from your past with someone from a military background, you have advantage on the next Persuasion check you make to influence them.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest . You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Trooper table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Martial Archetype
At 3rd level, choose a trooper archetype. Though you are familiar with weapons of all sorts, your archetype represents the types of weapons you’ve chosen to focus your training on. You gain benefits from your choice of archetype at 3rd level, then more at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Combat Theater
If your experience on the battlefield has taught you anything, it’s that warfare is as much psychological as it is physical. At 6th level, choose one of the following options.
Crowd Control
With a few simple, barked commands, you can impose order on an otherwise unruly crowd. You gain an expertise die on Intimidation checks.
Finger on the Trigger
Sometimes polite requests must be backed up with threats of violence. When one of your allies makes a Persuasion check, you can use your reaction to ready your firearm or brush the hilt of your blade. If the target of the Persuasion check can see you, your ally gains an expertise die on the check.
Hearts and Minds
It is a sad fact of war that the innocent are often caught in the crossfire, but you do your best to keep them safe. When you make efforts to keep a non-combatant out of harm’s way, word of your heroism spreads, and any members of their community who were previously indifferent to you become friendly.
Archetype Feature
At 7th level you gain another archetype feature.
Endurance
Starting at 9th level, you can use a bonus action on your turn to push your body and mind beyond their natural limits. For the next minute, you ignore the negative effects of any fatigue, strife, or mental stress effects you are currently suffering. At the end of that time, the negative effects return, and you gain one level of either fatigue or stress (your choice).
You can use this feature once. You gain an additional use of this feature at 13th level and a third use starting at 17th level. You regain all spent uses of this feature whenever you finish a long rest.
Pillar of Strength
In the heat of battle, others look to you for guidance. The faith that others place in you extends to non-combat situations, as well. At 10th level, you gain one of the following options.
Celebrity Soldier
Your victories on the battlefield have won you the respect of leaders across the galaxy. Regardless of your Prestige score, your Prestige Center covers an entire planet, or even multiple planets, at the Narrator’s discretion. In addition, prominent politicians, businesspeople, and celebrities come to you asking for favors and may be willing to perform favors for you in return. The Narrator determines the nature of these interactions. For example, the head of a shipping conglomerate may arrange transport for you and your companions to one of their off-planet facilities in return for a review of the facility’s security. Similarly, if you endorse a politician’s run for office, they may open doors for you in the future.
Impartial Judge
Your integrity is known to be above reproach, and others may call upon you to issue punishments or settle disputes. Your Prestige rating increases by an amount equal to half your proficiency bonus. In addition, other people can always sense when you’re telling the truth (or at least, the truth as you see it). While others may not always agree with your decisions, so long as you do your best to remain impartial, your integrity is rarely called into question.
Veteran’s Insight
Others seek out your advice, hoping to gain insight from the lessons you’ve learned on the battlefield. A creature that listens to your advice for at least 1 minute gains an expertise dice on one ability check of its choice that it makes in the next 24 hours. Once someone has benefited from your Veteran’s Insight, they can’t do so again for another 24 hours. If an NPC follows your advice and it works out well for them, they become friendly towards you and remain so until you give them reason to change their mind.
Archetype Feature
At 10th level you gain another archetype feature.
Archetype Feature
At 15th level you gain another archetype feature.
Legion Commander
At this point in your career, you may find yourself commanding hundreds, or even thousands, of people. At 18th level, you gain one of the following options.
Address the Troops
Your words inspire those under your command to fight without fear. You gain proficiency in Persuasion. If you’re already proficient in Persuasion, you instead gain an expertise die.
In addition, if you spend 10 minutes giving an inspiring speech, each creature you choose with an Intelligence of 4 or greater that can hear and understand you is filled with courage and resolve. Affected creatures gain 20 temporary hit points. While the temporary hit points last, the creature gains an expertise die on saving throws against becoming frightened.
With the right technology on hand, you can greatly extend the number of creatures you can affect and the distance at which you can do so, even on a galactic scale.
Once you’ve used this ability, you must finish a short or long rest before you can do so again.
Security Clearance
Governments and military organizations trust you with their most guarded secrets. With a few phone calls to the right people, you can make a Prestige check to obtain a high-level security clearance, granting you access to data such as the location of a top-secret military installation, the blueprints of The Fleet’s capital ship, or the medical files of the Emperor. Organizations hostile to you will never knowingly issue you a security clearance. Under most circumstances, your security clearance expires after 2 days. Once you’ve used this ability, you must wait a week before you can do so again.
Thousand-Foot View
You can survey the broad strokes of a military campaign to pinpoint an enemy’s weak spot. This survey takes the duration of a long rest and might involve reviewing stacks of field reports, analyzing thousands of AI-generated combat simulations, or simply pushing a few small-scale models across a replica battlefield. At the end of the long rest (which you still benefit from normally), you uncover a fatal flaw in your enemy’s organization, such as an easily disrupted supply line or a shield generator they’ve left undefended.
The Narrator determines the nature of the information you uncover. Your stratagem is often time sensitive, and even if you act on it, there’s no guarantee the plan will succeed. Once you’ve used this ability in a campaign, you can’t do so again until the specifics of the campaign you’re analyzing significantly change.
Archetype Feature
At 18th level you gain another archetype feature.
No Surrender
Even a mortal wound can’t stop you from fighting—at least for a while. At 20th level, when you take damage that reduces you to 0 hit points but doesn’t kill you, you don’t fall unconscious and can continue acting normally. You still make death saving throws at the start of your turn, suffer death saving throws whenever you take damage, and die after three failed death saving throws. If you are stabilized during this time, you remain conscious, but fall unconscious after 1 minute if you do not regain at least 1 hit point.
Drills
When you gain access to a new drill, choose one of the following.
Action Hero
You’re daring, dynamic, and rush headlong into danger. On your turn, you can take an additional Dash action and gain an expertise die on Acrobatics and Athletics checks you make during the Dash. Once you use this feature, you must finish a short or long rest before you can use it again.
Combat Medic
Even under the worst conditions, you can apply first aid to keep your allies alive. You can use an action to restore a number of hit points to an ally within reach equal to twice your proficiency bonus. You can use this drill a number of times equal to your proficiency bonus. Your expended uses are restored when you take a long or short rest.
Defensive Reload
You can keep your wits about you as you get ready to fire. You can reload a weapon with the reload property as part of a Dodge action.
Double Time
You move efficiently while on the march and can help those you travel with keep pace. You can move twice as fast on a journey. Any allies without this drill that you choose to keep pace with can move 50 percent faster than they would normally be able to.
Favored Front
You’ve learned to fight in different kinds of terrain. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Perception, Stealth, and Survival checks made in this terrain. You can take this drill multiple times, choosing a new terrain each time.
Gear Up
A soldier’s gear helps keep them alive, so you’ve learned to pack and handle it efficiently. You can don and doff armor in half the time it would normally take. Your Strength score is considered 5 higher when determining your carrying capacity and the weight you can lift, push, or drag.
Grunt Work
You’re not above getting a little dirt under your fingernails. You gain proficiency in carpenter’s tools, cook’s utensils, or another set of artisan’s tools allowed by the Narrator. In addition, when performing manual labor, you gain an expertise die on Constitution saving throws to resist fatigue.
Lead the Charge
When the time comes to engage the enemy, you make sure you’re always on the front lines, with your allies close behind. You gain an expertise die on initiative rolls. When you roll initiative, you can select one willing ally who rolled lower than you. For the rest of the encounter, that ally acts in the initiative count directly after you.
No One Left Behind
You gain an expertise die on Acrobatics and Athletics checks made to climb, jump, run, and swim. When your party makes a group Acrobatics or Athletics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
Paratrooper
You gain an expertise die on Acrobatics and Athletics checks you make while falling or skydiving. When you take falling damage, you can use your reaction to make an Acrobatics check and reduce the damage by an amount equal to the result of the check.
Quick Reload
When reloading your weapon in the heat of battle, your hands act from muscle memory alone. You can reload a weapon with the reload property as a bonus action instead of an action. Once you use this feature, you must finish a short or long rest before you can use it again.
Recon
Hours spent on patrol have honed your senses. You gain proficiency in Perception. If you’re already proficient in Perception, you instead gain an expertise die. Additionally, when performing the Scout journey activity, you don’t suffer a level of fatigue on a critical failure.
Rest and Relaxation
You know how important a little R & R can be. When you spend hit dice during a short rest to recover hit points, you can roll each die twice and use the better result.
Security Detail
You’re always on the lookout for trouble. Your passive Perception score increases by 3, and you can never be surprised.
Starship Trooper
You’re well accustomed to life aboard starships. While aboard a starship or similar vehicle, you gain an expertise die if you’re using a skill you’re proficient in.
Tour of Duty
You’ve learned to interact with people of cultures different from your own. You are proficient in Culture and gain a skill specialty in Culture. In addition, you learn three languages of your choice.
Weapons Maintenance
Keeping your gear in proper working order can mean the difference between life and death when the bullets start to fly. You gain an expertise die on checks to maintain or repair weapons and armor.
Trust Your Instincts
Trust Your Instincts
Dispensing with targeting systems and electronic aids, you focus your mind and make an attack out of pure instinct. Your next attack with a starfighter weapon before the start of your next turn automatically hits its target.
Trusting Stance
Trusting Stance
Relaxing your mind, you trust your instincts, allowing your psionic energy to guide your actions.
When you roll a 9 or less on an attack roll with a starglaive, you may treat that roll as though it were a 10.
Underclass
Underclass
There are a lot of shining jewels among the stars: planets with power and prestige, where high rises almost reach low orbit and private satellite hotels hold operas behind massive windows so the privileged elite get to hear the finest set of pipes to ever sing against a backdrop of distant worlds. And every single one of those beautiful places and dazzling sights, spinning in the void and casting sparkling ships into the distance… has the underclass. Doing the hard work, the real work, that lets that one person spend their life in leisure. Toiling in mines, working machinery, even polishing the fancy cutlery that’s worth more than their life to the person paying their wages.
Close-knit families, whether brought together by blood or circumstance, are vital in such communities, often living together to save on rent. Those unable to work the demanding work available often provide childcare so that those parents able to can seek employment, either in one of the shining high-rise buildings, or off-world entirely. Such children also raise themselves and each other, to an extent, building the connections and relationships necessary to survive such a hardscrabble environment.
Characters raised in the underclass culture share a variety of traits in common with one another.
Faceless. Few truly see those of your social standing as individuals, and you’ve learned to use this to your advantage. You gain an expertise die to Deception, Persuasion, Stealth and disguise kit checks made to pose as a servant (such as custodial crew, wait staff, or the like), likely granting you access to areas where you would otherwise be unable to access, and to move unobtrusively through such spaces (though doing so still likely requires an appropriate uniform or other prop). Additionally, you gain an expertise die on Stealth checks to blend into crowds.
Good in a Pinch. You are used to defending yourself by whatever means available. You are proficient with improvised weapons.
One Step Ahead. Growing up on the wrong side of everything has taught you to be hyper aware of authority figures. You gain an expertise die to Insight and Perception checks made to spot active-duty law enforcers, such as police and security, and to discern plainclothes police, undercover security, and the like as being in disguise.
Pull Together. Relying and being relied upon by your community makes you adept at lending a hand. You can perform the Help action as a bonus action.
Languages. You can read, sign, speak, and write Common and one other language.
Union
Union
Not all galactic civilizations are oppressive empires or backwater desert planets. Unions, federations, and republics often arise as peaceful worlds join together for the betterment of all. While such cultures are not perfect, they do aspire to represent the best that they can be. Usually democratic, defensively strong but without expansionist drives, union societies generally provide for their members, and most people have their needs met, their education provided, and are accustomed to good healthcare, reliable infrastructure, and fair policing. Some regard this as the goal of all civilizations–while it may not quite be a utopia, it is perhaps the closest a galactic society can achieve.
Unions can range in size from a single planet or two to entire galactic civilizations which encompass thousands of worlds. Bureaucracy can be a high overhead in larger unions, and progress can be slow, but most folk are relatively content. That’s not to say there are not exceptions–poor worlds sometimes slip through the net, criminals take advantage of the opportunities such a culture provides, and politicians can be opportunistic and self-centered–but at least the union’s shared ideals remain intact.
Characters raised in a union culture share a variety of traits in common with one another.
Broad Education. Your education was thorough and broad. You gain proficiency in two of the following: History, Nature, Religion, or computers.
Diverse Worlds. Accustomed to meeting beings from other worlds, you are proficient in Culture.
Good Healthcare. You had ready access to excellent healthcare. Your hit point maximum increases by one hit point per character level and you gain an expertise die when making saving throws against an illness or disease.
Languages. You can read, sign, speak, and write Common and one other language.
Unstoppable Attack
Unstoppable Attack
Your attacks are ferocious enough that nothing can stop them.
Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.
Urbanite
Urbanite
Populations of sufficiently advanced civilizations often converge in cities, where some of the best and most lucrative opportunities are concentrated. A city’s size can be as big as the delta at the mouth of a river to sprawling across the entire surface of a planet, covering the natural terrain with tiers of infrastructure. Growing up in the city is exciting, but potentially also difficult. Everyone is in a rush, trends change and morph at the blink of an eye, and often there are more mouths than there are resources. Those that are raised in such an environment find themselves in constant competition with those around them, whether it’s earning a scholarship to private school, being the pioneer of the latest trend, or merely being the first at a crosswalk.
Nevertheless, people look out for one another, and many find a family of like-minded individuals if the one they were born into does not accept you. Voidrunners from this environment often find that the skills they learned in childhood have prepared them to take advantage of every opportunity the galaxy gives them.
Characters raised in the urbanite culture share a variety of traits in common with one another.
Crowd Proficiency. Choose one of the following skills: Deception, Persuasion, Sleight of Hand, or Stealth. You gain proficiency in that skill. Additionally, you have an expertise die on checks to use the chosen skill on or while in a crowd, such as pickpocketing in a packed train or asking around a teeming tourist attraction for directions.
Opportunistic. You are quick to act when the opportunity presents itself. Once per long rest, you can add an expertise die to your initiative roll or move up to your Speed as a bonus action.
Pseudo-Polyglot. Pick two languages you do not know. You cannot speak, write, or sign in these languages, but you can understand and read them. You also gain an expertise die to Culture or Insight checks to discern what is being said in a language you are unfamiliar with.
Starting Line. Your family or upbringing determined what kind of opportunities you had when young, though you may have chosen a different crowd. Choose one of the following:
Boarding School: You are proficient in your choice of either Culture or History.
Street-Roamer: You are proficient in your choice of either Insight or Survival.
Trade Institute: You are proficient in your choice of either Engineering, or two tools.
Urban Exposure. You’re used to the stressors of city life. You gain an expertise die on saving throws against environmental effects such as intense heat, smog, or bright lights.
Languages. You can read, sign, speak, and write Common and one other language.
Using Existing Monsters
Using Existing Monsters
Most beasts, plants, many monstrosities, and even some undead creatures from the Monstrous Menagerie are appropriate for use and make excellent challenges for voidrunners. The list below contains a selection of non-spellcasting creatures which can be used without any changes.
Of course, if your universe contains magical and fantasy creatures, then the whole of the Monstrous Menagerie is a vital resource, and your voidrunners can battle dragons on alien planets and wizards on ancient space stations. Alternatively, magical creatures make for excellent ‘omnipotent’ beings or aliens with exotic powers–many science fiction franchises play with the idea of mythology as unexplained science. Perhaps lycanthropy is a known medical condition, a specter is a lingering psychic imprint, or ‘magic’ comes from another dimension.
Lore. Where a monster’s entry contains Arcana as a lore skill check, use Science instead.
Appearance. You may wish to alter a creature’s name or appearance from the standard Monstrous Menagerie entry–a T-rex may be some kind of fearsome alien lizard, and a wolf may have fangs and a hairless hide.
Magic vs. psionics. Magical abilities can be re-skinned as psionics.
Utility Drone
Utility Drone
Vibroknife
Vibroknife
A short blade which emits a high pitched whine capable of dealing sonic damage.
Victory
Victory
Victory is everything–whether in warfare, academia, or sport, all that matters is your triumph over your foes or competitors, no matter the cost.
Viper Retainer
Viper Retainer
(Special)
Virtual
Virtual
Despite the vastness of space separating individuals, communities, and civilizations, invisible webs of data connect them. Some societies use these networks for purely utilitarian purposes, while others build entire worlds within them, giving rise to virtual cultures.
Virtual cultures represent highly advanced societies that have blurred the lines between virtual and physical worlds. Commonly, virtual cultures are composed of physical life forms, organic or synthetic, that have integrated digital overlays or worlds into their daily existence using technology that connects an individual’s consciousness directly.
Some virtual cultures are composed of synthetic intelligences, existing almost entirely within a virtual space and inhabiting robots or cloned shells when they need to interact with the physical world. Individuals from other virtual cultures have eschew their bodies in favor of their digital worlds, perhaps leaving them in nutrient tanks to be cared for by automatic systems, robotic caretakers, or members of a different caste, species, or social class.
Rarely, the inhabitants of some virtual cultures might not even realize that they exist within a simulation, either because they’re connected from birth or because their synthetic consciousness was born there.
Virtual cultures are often superficially egalitarian, although many possess deep socioeconomic divides beneath the surface. They tend to be fast-paced, as the ability to access data at the speed of thought creates the expectation of instant access. Most also emphasize leisure, creativity, and individualism. Other than computer skills, no single skill set is prized, and most individuals are free to pursue whatever interests them. Sometimes the replication of actual social, political, and economic systems in some virtual environments can cause them to differ significantly.
Many virtual cultures have loose familial bonds, and some dispense with traditional family structures entirely, with communal childrearing leading to cohorts based on shared interests or other qualifiers forming. In some large and particularly advanced civilizations, virtual cultures might exist as a subculture within a broader society, developing as an escape from or a rebellion against existence within physical space.
Regardless of the circumstances, individuals raised in virtual cultures are often disinterested in physical space, given the limitless possibilities of their virtual homes. Their intuitive ability with computer systems, and data, means individuals from virtual cultures are often highly prized by other cultures, who employ them as software engineers, hackers, and virtual artisans.
Characters raised in a virtual culture share a variety of traits in common with one another.
Digital Literacy. You are proficient with computers and gain an expertise die on checks using them and hacking tools.
Information Overlay. You can navigate and access data much faster than others. During a short or long rest, you may choose to become proficient with one skill, weapon, or tool of your choice. You remain proficient with your chosen skill, weapon, or tool until you choose another.
Neural Interface. In addition to your normal starting gear, you begin play with a set of hacking tools that are integrated into your brain or neural processor, all of which you are proficient with. Assuming that you have the proper credentials, these tools allow you to access a network through purely mental commands, although you still need physical proximity to an access point for certain procedures.
Languages. You can read, sign, speak, and write Common and Machine.
Void Lightning
Void Lightning
Void Ronin
Void Ronin
Voidmender
Voidmender
Voidrunner Armor
Voidrunner Armor
Every spacefarer knows that their suit is the one thing that stands between them and hard vacuum. For some, that’s all it does, but others have turned their suit into a toolbox equipped for their every need; while the most feared combatants are those for whom their suit itself is a weapon. However, such suits are not known for their comfort or maneuverability, and as such many adventurers have multiple sets of armor for different occasions; what may resist hard vacuum is hardly ideal for exploring a verdant alien world, and vice versa.
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Armor Types
Your armor’s type is what the majority of the suit is made of, whether that be leather harvested from your homeworld or a high-tech forcefield. Your armor’s type determines your armor class and if your armor is space-proof or not. In addition, your armor’s type may come with certain benefits or drawbacks: forcefields can be hacked, while power armor tends to be bulky and difficult to maneuver in unless you’re strong enough to handle it. Your armor may also have one coating and some also have a number of mod ports as indicated next to its spacefaring property.
Aramid Vest. An aramid vest is a high-tech series of layers of overlapping synthetic fibers capable of stopping projectiles that covers the torso. Its construction is simpler than hyperweave or synthweave, at the expense of comfort.
Canvas. Canvas is thick, durable cloth, such as coveralls; it provides limited protection from weapons and projectiles.
Carbide Plate. Carbide Plate is similar to composite armor, but the carbide panels cover the arms and legs as well as the torso and groin.
Chitin Armor. Many planets have monstrous inhabitants covered in durable scales, exoskeleton, or hide. The more daring of adventurers hunt these creatures for sport and profit, turning the spoils into this armor. As such, each set of chitin armor is unique to the creature it is made from and the craftsperson who designed it.
Composite. Composite armor is made of two layers: a durable carbide plate that covers vital areas and an aramid underlayer.
Composite Mesh. Composite mesh is a hyperweave base with metal or ceramic mesh plates covering vital organs.
Forcefield. Some highly developed civilizations have developed wearable devices that generate a forcefield around the wearer. These devices usually comprise a helm or belt and a respirator, which can be incorporated into the rest of the device or take the form of a separate mouthpiece. This is an advanced item.
Hyperweave. Hyperweave is a denser and heavier form of synthweave, with multiple layers covering vital organs. It is worn by the Fleet’s designated combat units.
Leather. Leather offers more protection than canvas and often takes the form of a vest or duster.
Polymer. Polymer armor is made of a set of comparatively light-weight molded panels that cover the torso and groin.
Power Armor. The most feared warriors of the galaxy wear power armor, designed to reflect all but the most powerful shots and blows. Due to its extreme weight, power armor is equipped with hydraulics to support the wearer’s movement, rendering it easier to move in, if rather slow.
Riot Armor. Heavy but cheap, riot armor is the preferred protection of most security forces. It is typically composed of a standard-issue vest, boots, and helmet.
Spacesuit. While it doesn't offer much in terms of protection, a spacesuit allows the wearer to operate in environments like the vacuum of space (see page 168).
Synthweave. Synthweave, or synthetic weave, is a polymer-based, tightly-woven fabric. Its subtle stretch and protective capacities make it a comfortable and light-weight option for many spacefarers. It is the standard armament for most members of the Fleet, often being the material of a basic uniform.
Armor Coatings
In addition to its base material, armors can have up to one coating which confers additional benefits. Armor can be recoated, but can only have one coating at a time. Coating armor takes place over a long rest.
Camouflage. This armor has been patterned to help its wearer blend into the environment. Pick green (swamps, forests, jungles, and the like), brown (deserts, grasslands, and rocky environments), or gray (industrial) camouflage. You gain an expertise die to Stealth checks while wearing camouflaged armor crafted for the terrain you are in.
Cloaking. This armor has pseudo-field-generators built into its surface. You gain an expertise die to Stealth checks made to hide in any terrain. If the armor is damaged, this coating ceases to function until it is repaired.
Cold-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme cold.
Greased. This armor has a slippery coating that makes it difficult for opponents to grab onto you. You gain an expertise die to saving throws made to avoid being grappled.
Heat-Shielding. While wearing this armor, you gain an expertise die to checks made to survive extreme heat.
Mirrored. This armor has a shiny, reflective coating. If an attacker rolls a natural 1 with a single-target attack which does radiant damage when you are the target of the attack, the attack rebounds upon the attacker.
Shear-Thickening. This armor provides some of its protection from small silicon particles suspended in a fluid that hardens when struck, providing easier mobility while still protecting from fast-moving projectiles. The Strength requirement for this armor is reduced by 1.
Spikes. This armor has barbs built into its surface. A creature that begins its turn grappling you takes 1d4 piercing damage while you are wearing this armor.
Armor Mods
Many more expensive armors have one or more mod ports, circuitry and connectors that allow for easy modifications and upgrades. Mods purchased for armor are typically installed as part of the cost, but armor mods can be added or removed during a long rest.
Biosensors. This mod tracks the wearer’s vitals at all times. As a reaction, you may reduce the damage of an attack against you by 2d6. Once you have done so, you must perform Maintenance on the armor to use this ability again.
Drone Port. This mod provides a place to store and charge a utility drone (you must acquire this drone separately but any variety of utility drone may utilize your drone port). Drones you charge using this port are connected to inbuilt comms in your armor and you can command such drones through voice commands over a distance up to 1 mile with no action required. If you command your drone to attack however it requires your action and the drone’s reaction. If your drone’s signal is ever jammed it does its best to return to your last known location.
Environmental Recycling. This mod captures lost fluids and scrubs carbon dioxide from its internal environment. Armor equipped with this mod can provide you with oxygen and water for up to 48 hours. These hours are restored when maintenance is performed on the armor.
Floodlights. As an action, you can enable or disable bright lights mounted on your shoulders. The floodlights shed bright light in a 30 foot cone and dim light for another 30 feet.
Glider Wings. You can extend your arms and glide on hyperweave sails. While doing so, you fall at a rate of 60 feet per round rather than 200 and can move a corresponding distance in any direction laterally. If you take any other action while gliding in this way, such as attacking or casting a spell, you make a DC 15 Acrobatics check or overbalance and begin falling. When falling, you can activate your glider wings as a reaction by succeeding on a DC 10 Acrobatics check.
Grappling Hook. This hook is mounted to your back connected to a high tensile line. As an action, you can make a ranged attack with the grappling hook, which has a range of 30/80 and deals 1d4 piercing damage and sticks to the surface, object, or creature hit. The attached line has an AC of 18 and has 20 hit points. The grappling hook can be detached at the hook as an action with a DC 10 Athletics check.
Ground Anchors. As a bonus action, you can drive your boots into the ground. You cannot move until you take an action to retract the anchors, but you gain advantage on all checks and saves made to resist being moved from your spot. If you are moved anyway, the ground anchors automatically retract.
Hazmat Sealing. This suit is resistant to the effects of radiation and provides advantage on saving throws made to resist radiation.
Improved Cold-Shielding. This mod takes the form of heavy insulation to protect from the coldest temperatures. You make checks to survive extreme cold at advantage and can use your reaction to reduce cold damage you take by 1d6 + your proficiency bonus.
Improved Heat-Shielding. Suits with this mod are specially designed to reflect heat outwards, away from vital organs and processing units. You make checks to survive extreme heat at advantage and can use your reaction to reduce fire damage you take by 1d6 + your proficiency bonus.
Improved Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon. In addition, you may use the weapon while it is embedded in your armor. Attempts to Disarm you have disadvantage, and you have your wielding hand free. If the weapon requires two hands, you still must use your non-wielding hand when making an attack.
Integrated First Aid. This kit can contain up to ten small single-use biomechs that can provide limited first aid. As an action, you can deploy one of the biomechs and regain 2d4+2 hit points.
Integrated Jetpack. As a bonus action, you can activate this mod to gain a flying speed of 30 feet for the duration of your turn. If you end your turn still in the air and are in gravity, you immediately fall.
Integrated Tool. When you choose this mod, pick a tool. The tool or piece of equipment cannot be Bulky. The hatch is designed to hold that tool and you can use a tool integrated in this way with only command inputs and without the use of your hands.
Kinetic Assistance. Hydraulics or small jets enhance your movement. While wearing a suit with this mod, your base speed increases by 5 feet.
Mass Jammer. As an action, you may activate or deactivate the mass jammer. While the jammer is active, any hacking attempts remove both 5s and 6s from the hacking countdown pool. The mass jammer covers you and anything within 10 feet of you. While this jammer is active, comms and computing devices are inoperable while they are within 10 feet of you.
Mindshielding. This mod grants an expertise die on saves to resist being charmed, frightened, and against any psionic powers from the empathic or telepathic mental disciplines.
Nightvision Goggles. When you have this mod equipped, you can see in darkness as if it were dim light up to a range of 60 feet. If you have darkvision, you instead see through darkness as if it were bright light up to a range of 60 feet, and as if it were dim light for a further 60 feet.
Personal Jammer. As an action, you may activate or deactivate the jammer. While the jammer is active, any hacking attempts made against any item on your person remove both 5s and 6s from the hacking countdown pool. While this jammer is active you cannot utilize any comms or computing devices.
Pocket. The humble pocket is often overlooked, but its usefulness cannot be overstated. A pocket is typically large enough to fit a small book or a single ration.
Power Claw. This gauntlet is equipped with retractable blades and hydraulics. You gain advantage on Athletics checks made to climb or hold things. In addition, you can use a bonus action to activate the blades, increasing your basic melee damage to 1d4 + your Strength modifier. While the blades are activated, the power claw has no other effects and that hand cannot be used for other tasks. The blades can be retracted as a bonus action.
Recharge Port. This port is designed to recharge force shields. When a force shield is plugged in, it recharges in one minute without requiring an Engineering check.
Recon Apparatus. When you have this mod equipped, you double the distance you can see. When making ranged attacks at long range, you do not have disadvantage on the roll.
Repair Kit. This mod is a small pouch containing ten uses of emergency suit repair supplies. As an action, you may spend one of those uses and make a DC10 Engineering check to repair a Damaged spacesuit.
Secondary Armor Plating. Suits with this mod have detachable additional plates. Armor with this mod grants you 20 temporary hit points. These temporary hit points can only be replenished by performing maintenance on the armor and the plates are destroyed when these temporary hit points ever reach 0. As a bonus action, you can detach these plates and discard them. If you do so while you are flying or in zero g, you gain an additional 15 feet of movement for that turn.
Weapon Hatch. When you choose this mod, pick a weapon. The hatch is designed to hold that weapon, like a traditional sheath.
Spacefaring Armor
Spacefaring armor includes small thrusters, which can be used for maneuvering in zero-G environments, and magnetic boots to allow for walking or grabbing onto ships and gear. These magnets can be engaged or disengaged as a bonus action or reaction. Spacefaring armor always includes a full-coverage helm which allows the wearer to breathe in the void for up to one hour.
Donning, Doffing, Sizing, and Sleeping in Armor
For light and medium armor, little resizing is required; a single maintenance check is usually all that is required to alter a suit of armor to fit a new wearer of the same size category. Changing an armor’s size category requires a repair check; armor can only decrease in size category.
Most armors, while protective, are not comfortable to sleep in. If you sleep in your armor, you regain half the number of hit dice and if you have any levels of fatigue or strife , they are not reduced following your long rest.
Comfortable. Armor with the comfortable property negates this penalty, allowing you to regain hit dice and remove fatigue and strife as normal.
The time it takes to don or doff armor depends on the armor’s category.
Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
Light Armor 1 minute/1 minute
Medium Armor 5 minutes/1 minute
Heavy Armor 10 minutes/5 minutes
Shield 1 action/1 action
Voidrunner Clothing
Voidrunner Clothing
Weapons and armor are not all there is to survival — effective medical care, reliable communication, or the right cyberware at the right time can all mean the difference between living to share stories at the end of the day or being sent home in a small box. While most of the items found in Adventurer’s Guide are still available if one knows where to look, many of them have modernized versions listed here. The following section describes general and specialized gear commonly used by voidrunners.
CLOTHING |
COST |
WEIGHT |
---|---|---|
Basic or uniform | — | 2 lbs. |
Costume | 5 cr | 4 lbs. |
Fine | 15 cr | 6 lbs. |
Noble | 50 cr | 6 lbs. |
ITEM |
COST |
WEIGHT |
---|---|---|
Diver's Suit | 300 cr | 20 lbs. |
Ghillie Suit | 50 cr | 5 lbs. |
Optic Camouflage Cloak | 900 cr | 3 lbs. |
Tactical Clothing | 25 cr | 3 lbs. |
Technology advancements do not bypass the humble garment, and never had. Throughout time people have sought to make their clothing more suited to the way they live their lives, and with the improvement of technology, more specialized garments emerge.
Diver's Suit. This kit includes a wetsuit, swim fins, an oxygen tank, and a diving mask with rebreather. It allows a diver to stay submerged for an hour before needing to change oxygen tanks and gives them advantage on Athletics checks related to swimming. Light armor can be worn with a diving suit, without issue but medium armor tends to make swimming exhausting, requiring a DC 13 Constitution save every minute to avoid gaining a level of fatigue. Heavy armor generally sinks the character wearing it, rendering swimming impossible.
Ghillie Suit. Favored by snipers and others highly-reliant on stealth in natural surroundings, a ghillie suit is made up of shaggy-looking fabric strips hanging from a mesh suit. It makes the wearer look like a pile of loose vegetation when still. A ghillie suit only works in the environment it was designed for, but in that environment, it grants advantage on Stealth checks. It is worn over armor.
Optical Camouflage Cloak. This hooded cloak contains an array of sensors and a fiber optic mesh that mimics the look of whatever the user is standing in front of. It does not grant true invisibility, but the wearer has advantage on Stealth checks based on sight and can use the Hide action even when directly observed. The user has a passive Stealth score of 17 even in open environments and bright light as long as the cloak is active. It is worn over armor.
Tactical Clothing. Favored by militaries, emergency services personnel, and field repairmen alike, this clothing comes in a variety of colors and camouflage patterns and has a large number of convenient pockets to keep equipment in. A camouflaged version grants an expertise die to Stealth checks in a corresponding terrain type.
It includes pants and a shirt worn underneath armor and a vest which fits over body armor, allowing the wearer to keep up to 8 lbs. of items with individual weights of no more than 1 lb. easy at hand. Retrieving an item stored this way can be done as a bonus action or action.
Voidrunner Communications and Computing
Voidrunner Communications and Computing
Arguably the key technologies of not only the modern world, but most science fiction ones as well, communications and computing are all about data: generating, transmitting, interpreting, manipulating, storing, and concealing it as the need arises.
ITEM |
COST |
WEIGHT |
---|---|---|
Data Wafer | 2 cr | — |
Personal Communicator | 50 cr | — |
Portable Computing Device (PCD) | 75 cr | 2 lbs. |
Signal Jammer | 250 cr | 10 lbs. |
Workstation Computing Device (WCD) | 200 cr | 20 lbs. |
Data Wafer. Data wafers are miniature storage devices about the size of a fingernail. The standard capacity is 1 petabyte.
Holders in the forms of rings, pendants, and other jewelry are often used to avoid losing them.
Personal Communicator (ICD). Individual communication devices are very common in most societies. A typical device allows its user to communicate by video, audio, or through text, can connect to whatever society-wide network exists, and runs a selection of useful programs. A personal communicator is typically a small device controlled with hand gestures, but it may take the form of a heads-up device that combines a monocle or visor with an earpiece, a wristwatch, or even a badge worn as a pin on the lapel.
Portable Computing Device (PCD). These devices are designed for scenarios where a larger viewable area and/or a bit more processing power than an ICD is desirable. They may be a folding device with a separate keyboard or other control panel and screen, or they may look like a giant ICD (this latter type is sometimes referred to as a datapad). In some worlds, they may also be worn on the arm, generating a user interface out of projected light that can be interacted with by multiple appendages at once.
Signal Jammer. These devices interfere with the signals generated by wireless networks of various types. Signal jammers are usually found in the possession of militaries and clandestine organizations, but criminals, security services, and hackers employ them as well. The listed cost is for a small version that fits in a backpack or briefcase, but larger ones that require vehicles or even towers to employ also exist. The portable version covers roughly 4 city blocks, making it impossible to get a wireless network signal in or out of the area while it is active. Setting the jammer up takes a minute. Once it is set up, activating or deactivating it takes an action.
Workstation Computing Device (WCD). Dispensing with portability entirely, these larger-scale computers are used on desktops or ship’s terminals. They have a lot of processing power and are favored by those who need it like engineers, programmers, gamers, hackers, and those responsible for creating media such as video and music.
Voidrunner Containers
Voidrunner Containers
Containers don’t change much in their shapes and sizes as technology advances, but they do get lighter, stronger, and sometimes less expensive. Containers marked with * are ruggedized, with an AC of 15 and 30 hit points, and shield their contents in a hard vacuum.
ITEM |
CAPACITY |
COST |
WEIGHT |
---|---|---|---|
Backpack | 60 lbs. of gear or 2 cubic feet | 10 cr | 3 lbs. |
Duffel Bag | 200 lbs. of gear or 4 cubic feet | 20 cr | 4 lbs. |
Shipping Container* | 70,000 lbs. of gear or 1,150 cubic feet | 500 cr | 8,000 lbs. |
Storage Drum | 55 gallons liquid or 7 cubic feet of solid | 25 cr | 30 lbs. |
Storage Crate | 300 lbs. of gear or 12 cubic feet | 10 cr | 10 lbs. |
Tactical Case* | 50 lbs. of gear or 2 cubic feet | 25 cr | 5 lbs. |
Voidrunner Drones
Voidrunner Drones
From tiny friendly orbs to autonomous death machines, drones are simple mechanized creatures that dutifully carry out their digital orders. They may be shiny and new fresh from the package, or they may be sentinel drones patrolling long abandoned facilities on forgotten worlds, collecting data for creators that no longer exist.
CLOTHING |
COST |
WEIGHT |
---|---|---|
Utility Drone | 50 cr | 2 lbs. |
Combat Drone | 120 cr | 4 lbs. |
Hacker Drone | 750 cr | 5 lbs. |
Healer Drone | 75 cr (+100 cr per nanobot pouch) | 4 lbs. |
Recon Drone | 60 cr | 4 lbs. |
Flamethrower Drone | 250 cr | 12 lbs. |
Mortar Drone | 250 cr | 12 lbs. |
Processor Drone | 350 cr | 10 lbs. |
Shield Drone | 450 cr | 14 lbs. |
Stunner Drone | 200 cr | 10 lbs. |
Most drones are linked to an accompanying device, typically a datapad or a wrist mounted data screen, that acts as the drone’s control device that requires the use of a free hand to operate. A creature wielding a drone’s control device can use a bonus action to command the drone to perform a simple action such as “attack”, “scout and report back”, or other easily processed tasks which it does to the best of its ability on its next turn in initiative which is always immediately after its controller’s initiative.
If a drone’s control device is destroyed (AC 14, 10 hit points) or the signal between a drone and its control device is jammed the drone becomes confused as per its malfunction feature.
Equipment, such as armor and drone ports, and some class features may alter the nature of a drone’s control, such as allowing for actionless verbal commands or other benefits or alterations to drone controlling. The statistics for all drones are detailed in Chapter 9: Alien Bestiary.
Voidrunner Gear
Voidrunner Gear
Weapons and armor are not all there is to survival — effective medical care, reliable communication, or the right cyberware at the right time can all mean the difference between living to share stories at the end of the day or being sent home in a small box. While most of the items found in Adventurer’s Guide are still available if one knows where to look, many of them have modernized versions listed here. The following section describes general and specialized gear commonly used by voidrunners.
Clothing . It is assumed that all voidrunners have basic clothing, or the uniform of an organization to which they belong. For those who wish to spend a little more, the following options are available.
Communications and Computing . Arguably the key technologies of not only the modern world, but most science fiction ones as well, communications and computing are all about data: generating, transmitting, interpreting, manipulating, storing, and concealing it as the need arises.
Containers . Containers don’t change much in their shapes and sizes as technology advances, but they do get lighter, stronger, and sometimes less expensive.
Drones . From tiny friendly orbs to autonomous death machines, drones are simple mechanized creatures that dutifully carry out their digital orders.
General Gear . Technological equipment, vehicles, and even beings need to be maintained and built, and those with the knowledge — and implements — to do so have a hand in shaping the future.
Jetpacks . They’re dangerous and impractical, but still the dream of freeform personal flight has always been a technological penultimate goal. Unless otherwise noted, the jetpacks provided here can be worn alongside light or medium armors, but do not provide enough lift for takeoff when wearing heavy armors.
Medicine . Advanced medicine is another hallmark of many science fiction settings, with medical technology and procedures that can cure many ailments and injuries.
Security Gear . Police, soldiers, spies, and similar professions are frequently thought of mostly in terms of weapons and armor, but there is a lot of other specialized equipment in the arsenal of these types of professionals.
Scientific Gear . Heroes are not always made so because of their ability to fight; scientists have long been revered by sapient societies who admire those who push the frontiers of knowledge past their current boundaries. Like any task, doing so is easier with the right tool.
Survival Gear . The universe is a big place, and those who wish to see unexplored parts of it would do well to pack accordingly. As technology advances, so too do the means to traverse and survive in hostile environments.
Toolkits . In addition to the less-technological tools in Adventurer’s Guide, these toolkits allow you to perform specialized tasks such as repairs on the specific type of equipment or vehicle or the collection and interpretation of detailed scientific data.
Musical Instruments . The musical arts grow and innovate as artists gain access to new technologies and new potential sounds. Musical instruments are a type of tool, and the following instruments have been added to the list of instruments found in Adventurer’s Guide.
Voidrunner General Gear
Voidrunner General Gear
Technological equipment, vehicles, and even beings need to be maintained and built, and those with the knowledge — and implements — to do so have a hand in shaping the future.
ITEM |
COST |
WEIGHT |
---|---|---|
Construction Foam | 150 cr | 2 lbs. |
Duct Tape (60 feet) | 2 cr | — |
Earplugs | .5 cr | — |
Multitool | 75 cr | ½ lb. |
Notebook | 1 cr | — |
Pen (Basic) | .1 cr | — |
Pen (Zero-G) | 30 cr | — |
Spray Adhesive | 8 cr | ½ lb. |
Spray Paint (5 uses) | 1.25 cr | ½ lb. |
Zero-Friction Lubricant | 75 cr | ½ lb. |
Construction Foam. An industrial “spray concrete,” industrial foam comes in a heavy canister or drum and is deployed with a special sprayer. It is semi-solid and shapeable for about 5 minutes after spraying. Once it fully sets after an hour, it becomes a durable stone-like material. A 1-foot thick (cubic) section of construction foam has an AC of 15 and 40 hit points, but only weighs 10 lbs., roughly 1/15th of the weight of concrete. It is waterproof and takes no damage from cold, fire, acid, poison, or lightning. In industrial applications, it is usually transported via truck.
Price and weight are for a smaller backpack applicator that creates 6 cubic feet of the foam.
Duct Tape. This heavy-duty, airtight, water-resistant tape has a multitude of uses. You can use 3 feet for emergency repairs to clothing, containers, mechanical creatures, or armor, removing the broken condition for 1d8 days. However, if the user suffers a critical hit before the item can be properly repaired, or something else would impose the broken condition on the item, the item re-breaks and cannot be repaired with duct tape again until properly repaired. You can also use 6 feet of the tape and an action to restrain a medium-sized creature (as zip cuffs), 1 foot to blind a restrained creature until an action is spent to remove the tape, and 1 foot to render a restrained creature unable to speak until an action is spent to remove the tape. A restrained creature’s airway can also be covered with 1 foot of the tape, causing it to begin suffocating until an action is spent to remove the tape. You can use 12 feet of the tape to secure a restrained creature to a chair or other stationary object, imposing disadvantage on checks to escape its restraints.
Earplugs. These small, comfortable foam plugs fit into the ear canal of most humanoids. They grant advantage on saving throws to avoid being stunned or deafened by loud noises, but disadvantage on hearing-based Perception checks.
Multitool. A small folding toolkit designed to be clipped to a pocket or carried in a pouch, a multitool usually has pliers, screwdrivers, and a knife blade at a minimum. You can use it for vehicle repair or in place of weaponsmith toolkits, but such checks suffer a –1d4 penalty and take twice as long.
Notebook. Notebooks of various shapes and sizes are still useful—and inexpensive—in the age of digital media.
Pen. Available in a basic, extremely inexpensive variety and a version that works in zero gravity but costs much more, pens are the standard writing utensil of most Voidrunners.
Spray Adhesive. An incredibly strong glue that bonds virtually anything solid to anything else solid. The underlying structures typically give way before the glue does. It comes with a canister of solvent that dissolves a square foot of adhered area in 1 minute. A single spray canister is good for 50 uses. A creature glued to a surface can rip free, taking 1d8 slashing damage in the process.
Spray Paint. Used primarily for painting furniture, machine parts, and so on, spray paint is also used for graffiti and street or vehicle art and can blind creatures and cameras alike. It can be sprayed at a creature or camera within 10 feet. Cameras are automatically blinded until the paint is cleaned off (requiring 2 actions). Creatures make a Dexterity saving throw against the attacker's maneuver DC. Creatures that fail are blinded for 1 round if unprotected, or until 2 actions are spent to clean the lenses or visor of whatever eye or face protection they are wearing. A canister has 5 uses. Luminescent varieties exist that cast dim light within 5 feet of the area they are applied to; they cost twice as much.
Zero-Friction Lubricant. A super-slick sprayed compound, Zero-friction lubricant can make any surface incredibly slippery. It doesn’t quite remove all friction (the name is hyperbole) but any creature attempting to cross a surface coated with the lubricant or hold onto an item sprayed with it makes a DC 19 Dexterity saving throw each round. Failing the save results in the creature falling prone (and needing another check at the same DC to stand up or move from their position) in the case of a surface or drop the item in the case of an item. Spraying a grappling creature with the lubricant gives advantage on checks to escape a grapple. A spray canister contains enough lubricant to cover 25 square feet. Spraying a creature or 5 foot square takes an action.
Voidrunner Jetpacks
Voidrunner Jetpacks
They’re dangerous and impractical, but still the dream of freeform personal flight has always been a technological penultimate goal. Unless otherwise noted, the jetpacks provided here can be worn alongside light or medium armors, but do not provide enough lift for takeoff when wearing heavy armors. For most adventures jetpacks are assumed to function as intended without concerns for fuel. If your campaign is utilizing desperate supply rules, instead each jetpack can function for up to an hour on a full fuel tank and can be refilled at the cost of 25 cr.
ITEM |
COST |
WEIGHT |
---|---|---|
Anti-Grav Pack/BootsA | 5,000 cr | 30 lbs. |
Covert Ops Jetpack | 15,000 cr | 17 lbs. |
Improved JetpackA | 10,000 cr | 60 lbs. |
Jet Boots | 1,500 cr | 70 lbs. |
Microgravity Maneuver Pack | 2,500 cr | 25 lbs. |
Military Ducted Fan Flightpack | 10,000 cr | 175 lbs. |
Standard Jetpack | 1,500 cr | 40 lbs. |
A This is an advanced item.
Anti-Grav Pack/Boots. An ultra-tech descendent of the standard jetpack, an Anti-Grav pack uses antigravity technology to maneuver. The user is surrounded by a very lightweight protective field while the pack is active (AC becomes 12 if it would otherwise be lower) which protects the user from the high winds and allows much faster flight speeds. An Anti-Grav pack grants its user a flight speed of 60 feet. Another variant that uses boots or anklets also exists; it works in the same manner.
This is an advanced item.
Covert Ops Jetpack. A military variant of the standard jetpack that incorporates a set of broad, retractable glider wings covered in stealth compound. The pack provides its user a fly speed of 25 feet. While the user is at an altitude of at least 100 feet in atmosphere, they can activate the glider wings and stay aloft mostly by gliding, using only small pulses from the jetpack to stay aloft. While gliding, you have a passive Stealth score of 10 + your Stealth bonus and you can hide in the sky without any obstacles to hide behind. At night or in space, you also receive an expertise die to Stealth checks while aloft.
Improved Jetpack. A technological development of a standard jetpack, these improved models eliminate many of the risks and provide higher speeds. This pack grants the user a fly speed of 30 feet. These jetpacks are designed to integrate with cybernetics or an armor’s system, allowing hands-free operation.
This is an advanced item.
Jet Boots. A favorite of daredevils, jet boots essentially integrate a jetpack into two large, heavy boots. While wearing the jet boots, your walking speed is reduced by 5 feet and you make Stealth checks at disadvantage, but you have a fly speed of 25 feet. You can also make a jet blast attack with the boots. They are considered an improvised weapon, and deal 3d6 fire damage with a reach of 10 feet.
Microgravity Maneuver Pack. Designed specifically for precision movement in space, this maneuver pack has a large number of small but precise thrusters across its entire surface. It allows a user to make incredibly exacting movements in space or in other microgravity situations. The user gains a fly speed of 20 feet while in a zero-g environment, and has both advantage and an expertise die on Acrobatics checks made to maneuver in such environments.
Military Ducted Fan Flightpack. A heavy-duty pair of powerful ducted fans attached to an armor-plated power pack, this flight system can function even with large-sized creatures and creatures wearing heavy armor, granting them a fly speed of 25 feet. It can be operated by one hand using a small handheld control stick.
Standard Jetpack. This device is what most people think of when they imagine a jetpack. A pair of turbines or chemical rockets worn like a backpack that can be operated by one hand using a small handheld control stack. creatures who roll a natural 1 for any attack, check, or saving throw while airborne using the jetpack take 2d6 points of fire damage as they accidentally stick some body part directly in the exhaust stream. It grants the user a fly speed of 25 feet.
Voidrunner Medicine
Voidrunner Medicine
Advanced medicine is another hallmark of many science fiction settings, with medical technology and procedures that can cure many ailments and injuries. In addition to the standard medical pouch (see tools) the following drugs and other items are available.
Drugs
Voidrunners often benefit from the better living chemistry provides. Whether they are used to heal, harm, or anything in between, drugs can be administered physically, orally, or via airhypo as an action.
Drugs do not affect synthetic lifeforms like androids.
ITEM |
COST |
WEIGHT |
---|---|---|
Anti-G Cocktail | 50 cr | — |
Anti-Rad | 10 cr | — |
Gullibility Serum | 100 cr | — |
Quick-Sober Patch | 25 cr | — |
Smelling Salts | 5 cr | — |
Styx | 75 cr | — |
Synthetic Adrenaline | 250 cr | — |
Truth Serum | 100 cr | — |
Universal Airhypo | 20 cr | ½ lb. |
Anti-G Cocktail. Administered to pilots and passengers on aircraft and spacecraft executing high-g maneuvers, these injected drugs are unpleasant, but potentially life-saving. A user gains an expertise die on saving throws for starship maneuvers, but also takes 1d4 poison damage. A dose lasts for 10 minutes. The delivery system is typically integrated into a vehicle seat, where it can be activated with the user’s reaction in response to starting a maneuver. If it needs to be administered manually with an airhypo, it takes an action.
Anti-Rad. Anti-rad flushes radiation from a creature’s body. A dose is administered via airhypo as an action and takes 10 minutes to take effect, but then immediately flushes all radiation from the patient’s body. The process is exhausting, and leaves the patient with two levels of fatigue.
Gullibility Serum. This drug, administered via ingestion or injection, makes the victim extremely trusting. The victim makes a DC 13 Wisdom saving throw or Persuasion checks made against the target have advantage for the next hour.
Quick-Sober Patch. This is a small drug patch about an inch square that can be applied to any exposed skin as an action. It takes effect in one minute, immediately ending the effects of alcohol and similar “soft” drugs on the user once the minute has passed. Poisons with a save DC of less than 13 are simultaneously neutralized in the patient’s system, and the user gains an immediate saving throw at advantage against poisons with a DC of 13 or higher.
Smelling Salts. Available in several different forms (crystals, a solution, etc.) when the fumes from smelling salts are inhaled by a creature, they immediately become more alert. Unconscious creatures make a DC 10 Constitution saving throw, and on a success, regain consciousness. creatures that are already conscious can ignore the effects of one level of fatigue for up to 10 minutes. Overuse of smelling salts can be dangerous. For every dose beyond the first in a 24-hour period, a creature makes a constitution saving throw of DC 11 + 1 per dose beyond the first. A creature that fails takes 1d4 points of poison damage.
Styx. A potent memory-erasing drug, Styx forces a creature exposed to it to make a DC 14 Constitution saving throw or forget the last hour of their life. It can be injected or ingested. Multiple doses extend further back, and it is possible to wipe out weeks or even months of a creature’s memory with repeated or large doses. If a creature is subjected to additional doses within 1 hour of failing this saving throw, they must repeat the saving throw, losing an additional 1d4 days of memory on a failed save.
Synthetic Adrenaline. Typically used as a combat drug, but sometimes used recreationally, synthetic adrenaline gives the user advantage on Strength, Dexterity, and Constitution checks and saves for one minute. Once the effect ends, the user immediately gains two levels of fatigue. It can only be injected.
Truth Serum. A drug used by interrogators, a victim injected with truth serum makes a DC 17 Constitution save and on a failed save is unable to lie for an hour, and remaining silent or vague when asked questions requires a separate DC 14 Wisdom saving throw for each question asked.
Universal Airhypo. Can be used to administer a dose of any injected drug to the user or a willing or restrained creature as an action.
Injury Treatment
Futuristic science has produced a variety of items to help voidrunners live to see another day.
ITEM |
COST |
WEIGHT |
---|---|---|
Antiseptic (5 uses) | 7.5 cr | — |
Blood-Stop Bandages | 5 cr | — |
First Aid Kit (15 uses) | 15 cr | 2 lbs. |
Medical Gel | 250 cr | ½ lb. |
Nanopatch | 30 cr | — |
Nanobot Compound | 80 cr | — |
Sedative | 3.5 cr | — |
Antiseptic (5 uses). Once applied, this fresh-smelling cream can keep a wound moist and prevent infection for more effective healing. You can apply an antiseptic as an action.
When a non-synthetic creature treated with an antiseptic takes a short rest, they roll a bonus hit die and add the result to the total number of hit points regained from the rest. Once a creature benefits from an antiseptic, it cannot do so again until it finishes a long rest.
Blood-Stop Bandage. These highly durable and stretchy strips are clear to better allow monitoring of a wound’s condition. Additionally, they are coated with a coagulant to help them staunch bleeding. You can use an action to apply a blood-stop bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages, such as torn clothing, there is a 50% chance of exposure to a disease (see Chapter 6: Maladies, in Trials & Treasures).
Synthetic lifeforms such as androids can benefit fully from this healing, as it prevents the leakage of critical fluids.
First Aid Kit (15 uses). This kit includes all the basic materials you need to staunch bleeding and start treatment of wounds. As an action, you can expend one use of this item to stabilize a non-synthetic creature that has 0 hit points, without needing to make a Medicine check.
Medical Gel. A highly-active slurry of stem cells and various beneficial drugs, medical gel is the ultimate in combat medicine. A single dose, when administered topically, heals 4d6 hit points. It is expensive, but used widely by military units. Synthetic lifeforms such as androids cannot benefit from this healing. This is an advanced item.
Nanopatch. An adhesive fabric bandage infused with nanomachines. When applied to a wound as an action, the nanomachines clean out debris and dead cells, and apply an antiseptic/analgesic compound. The patient recovers 1d6 hit points.
Synthetic lifeforms such as androids can benefit fully from this healing.
Nanobot Compound. A vial of gray goo that is actually millions of tiny medical nanomachines. These nanomachines can be drunk or applied directly onto a wound as an action. The patient recovers 1d4+4 hit points and in addition, they also gain 4 temporary hit points as the lingering active nanomachines quickly work to repair new injuries. Synthetic lifeforms such as androids can benefit fully from this healing.
Sedative. This calming solution can ease mental pain. When a non-synthetic creature is administered this drug, it recovers a level of strife. Roll 1d10. On a 1, it gains a short-term mental stress effect. Once a creature benefits from a sedative, it cannot do so again until it finishes a long rest.
Medical Technology Advancements
Medications and first aid supplies advance rapidly as technology improves, but the desired effects often remain the same. The following table details items that have supplanted those found in Adventurer’s Guide. Unless otherwise noted, these items are administered by airhypo or pill, either by the patient or another creature, as an action.
Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests.
ITEM |
COST |
WEIGHT |
---|---|---|
Anti-Inhibitive | 5 cr | — |
Cognitive Enhancer | 5 cr | — |
Immune Booster | 10 cr | — |
Steroid | 10 cr | — |
Stimulant | 10 cr | — |
Reflex Enhancer | 10 cr | — |
Anti-Inhibitive. This reddish liquid fills you with confidence. After injecting it, you gain an expertise die on Charisma saving throws for 2 hours.
Cognitive Enhancer. This amber liquid helps sharpen focus. After injecting this compound you gain an expertise die on Intelligence saving throws for 2 hours.
Immune Booster. This dark liquid boosts your immune system. After injecting it, you gain an expertise die on Constitution saving throws for 2 hours
Steroid. This iron-gray liquid increases a patient’s physical prowess. After injecting it, you gain an expertise die on Strength saving throws for 2 hours.
Stimulant. This cloudy solution heightens the senses. After injecting it, you gain an expertise die on Wisdom saving throws for 1 hour.
Reflex Enhancer. This bright blue liquid improves reaction time. After injecting it, you gain an expertise die on Dexterity saving throws for 2 hours.
Synthetic Repair
The unique conditions of androids (and other synthetic lifeforms) mean that their injuries must be treated differently than most humanoids. In addition to any treatments that are specified to work on their constructed physique, any injectable substance listed under Medical Technology Advances has an equivalent that can usually be purchased at a cost increase of 50% of the original price, taking the form of short-term programs that act in nearly identical ways.
Additionally, there are the following items:
ITEM |
COST |
WEIGHT |
---|---|---|
Patch Kit (15 uses) | 50 cr | 5 lbs. |
Repair Kit | 300 cr | 15 lbs. |
Patch Kit (15 uses). This kit includes all the basic materials you need to regulate a construct’s systems, staunch the loss of critical fluids, and begin repair. As an action, you can expend one use of this item to stabilize a synthetic lifeform that has 0 hit points, without needing to make an Engineering check.
Repair Kit. The professional version of a patch kit, repair kits are most useful to those with formal engineering training. Any creature can expend one use to stabilize a dying artificial lifeform without the need for an Engineering check.
However, creatures with proficiency in Engineering can spend a use of the kit to greater effect. When a creature proficient in this skill makes an Engineering check with the kit to stabilize a synthetic lifeform, the synthetic lifeform recovers 1d6 hit points for every 5 full points the DC of the check is exceeded by (1d6 on a result of 15, 2d6 on a result of 20, etc.). This DC is 10 in most cases, except in the case of especially complicated or severe damage. The kit can be used 5 times before being depleted. Replacement supplies cost 50 credits per use.
Voidrunner Musical Instruments
Voidrunner Musical Instruments
The musical arts grow and innovate as artists gain access to new technologies and new potential sounds. Musical instruments are a type of tool, and the following instruments have been added to the list of instruments found in Adventurer’s Guide.
ITEM |
COST |
WEIGHT |
---|---|---|
Acoustic Guitar | 30 cr | 7 lbs. |
Electric Guitar | 50 cr | 8 lbs. |
Harmonica | 2 cr | — |
Keytar | 50 cr | 12 lbs. |
Saxophone | 40 cr | 4 lbs. |
Theremin | 20 cr | 2 lbs. |
Voidrunner Psionic Foci
Voidrunner Psionic Foci
Whether they are synthetic gems, symbols imbued with psionic power, or carefully knotted cords that encourage mindful concentration, psionic foci are items that allow creatures with psionic abilities to concentrate on two powers. Their rarity and cost can vary greatly from planet to planet. Cyberware that serves as a psionic focus can be found under Enhancement Implants.
A psionic focus allows a creature to concentrate on more than one psionic power simultaneously as long as the sum of the powers’ levels is less than or equal to their power rating. If the manifester’s concentration is disrupted, such as if they are pushed or take damage, they roll for both powers individually. Both powers’ effects still end early if the manifester is killed or incapacitated.
ITEM |
COST |
WEIGHT |
---|---|---|
Knotted Focus | 150 cr | — |
Synthetic Crystal | 200 cr | 3 lbs. |
Imbued Emblem | 225 cr | — |
Psychic Crystals
Crystals, gems, and precious stones have long been used as shiny adornments, for healing rituals, and as valued treasures. But there are some naturally occurring crystals that resonate at a frequency with which psionic minds can interact, allowing them to work as psionic foci. The Narrator determines the rarity and availability of such crystals within your campaign setting, but they are likely coveted treasures.
Voidrunner Scientific Gear
Voidrunner Scientific Gear
Heroes are not always made so because of their ability to fight; scientists have long been revered by sapient societies who admire those who push the frontiers of knowledge past their current boundaries. Like any task, doing so is easier with the right tool.
ITEM |
COST |
WEIGHT |
---|---|---|
Chemical Detector | 100 cr | 1 lb. |
Cryospray | 20 cr | 1 lb. |
Geiger Counter | 80 cr | 2 lbs. |
Chemical Detector. This handheld device measures various fume levels in the air and provides information about their concentration levels. It is often used by security personnel to look for drugs or explosives. While using a chemical detector, you gain an expertise die on Investigate checks to find hidden drugs, chemicals, or explosives.
Cryospray. An aerosol flash-freezing agent, cryospray is normally used to preserve specimens collected during scientific expeditions, but enterprising users have learned a blast of the spray can make metal brittle (a use of the spray reduces an unattended metal object’s AC by 2) or as an improvised weapon (the spray can only be used on targets within 5 feet, and does 2d6 cold damage). A single canister contains enough for 10 uses.
Geiger Counter. This device measures ambient radiation, emitting an audible warning in the presence of dangerous radiation levels.
Voidrunner Security Gear
Voidrunner Security Gear
Police, soldiers, spies, and similar professions are frequently thought of mostly in terms of weapons and armor, but there is a lot of other specialized equipment in the arsenal of these types of professionals.
ITEM |
COST |
WEIGHT |
---|---|---|
Binoculars | 100 cr | 2 lbs. |
Bug (Audio-only) | 100 cr | — |
Bug (Audio-Visual) | 200 cr | — |
Bug Detector | 250 cr | 1 lb. |
Chemical Light Stick | 1 cr | — |
Gateway Projection Device A | 100,000 cr | 5 lbs. |
Handcuffs | 15 cr | 1 lb. |
Long-Range Microphone | 45 cr | 2 lbs. |
Night Vision/Multi-Spectrum Goggles | 250 cr | 2 lbs. |
Night Vision/Multi-Spectrum Contacts A | 1,000 cr | — |
Portable X-Ray Scanner | 500 cr | 2 lbs. |
Proximity Alarm | 100 cr | 2 lbs. |
Range Earmuffs | 30 cr | ½ lb. |
Tracer | 60 cr | — |
Zip Cuffs (set of 10) | 0.5 cr | — |
A This is an advanced item.
Binoculars. A good pair of binoculars comes in handy in a variety of situations. They can give the user a clear view of targets up to a quarter-mile away in bright or dim light. An additional 100 credits adds a night vision mode, which allows the user to see at the same range in darkness. The user has advantage on sight-based Perception checks dealing with faraway targets (up to half a mile).
Bug.Tiny clandestine surveillance devices are often referred to as “bugs.” They are about the size of a grain of rice (DC 22 Investigate check to locate) and can pick up ambient conversation in an area up to 20 feet from their location and transmit it over an encrypted datastream up to a mile.
Video-capable versions cost twice as much.
Bug Detector. A small handheld device for locating bugs. Using a bug detector automatically detects the presence (but not location) of transmitting bugs within 20 feet of you, and grants advantage on Investigation checks to find them.
Chemical Light Stick. A heatless chemical flare activated by cracking an internal seal, which mixes two chemicals together causing a luminescent chemical reaction. Can be activated as an action, after which it provides bright light in a 5-foot radius and dim light in a 10-foot one. Once activated, the light stays lit for 12 hours.
Gateway Projection Device. This apparatus fits over the forearm and hand of the user. It has the ability to fire matched portals onto flat surfaces within long range. The weapon has two triggers, one fires blue-rimmed portals and the other orange-rimmed ones. The portals are roughly 6 feet tall and oval-shaped, large enough for a medium-sized creature to pass through comfortably. Entering one portal causes a creature, object, or effect to immediately exit the other. If one portal of each color does not exist, the portal is not enterable, appearing merely as a lighting effect. If the user creates a portal while one of the same color is already in existence, the old portal is immediately replaced with the new one. The device can “fire” a portal up to 120 feet, which takes an action. An active portal can be dismissed as a bonus action. Portals cannot be dismissed if a creature or object is currently traversing them.
This is an advanced item.
Handcuffs. The prisoner restraints of choice in most sci-fi worlds, these metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone. Escaping the manacles requires a DC 22 Dexterity check, and breaking them requires a DC 22 Strength check. Each set of handcuffs comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.
Long-Range Microphone. The audio equivalent of binoculars, long-range microphones allow normal conversation to be heard at a range of up to 300 feet.
Night-Vision/Multi-Spectrum Goggles. These battery-powered goggles grant the user darkvision with a range of 300 feet. The multi-spectrum version (costing 1000 credits or more) also allows the wearer to see through clouds of smoke, mist, or other non-solid obstructions and pick out heat signatures from the surrounding environment, granting an expertise die to spot hidden creatures with exothermic metabolisms or other objects notably warmer or colder than the surrounding environment, regardless of other visual concealments.
Night-Vision/Multi-Spectrum Contacts. These special contact lenses work the same as the goggles above.
This is an advanced item.
Portable X-Ray Scanner. A handheld scanning device used in security searches, a portable x-ray scanner can penetrate even into a subject’s body, revealing surgical hardware, dental fillings, and most importantly, cybernetic implants. It is virtually impossible to hide carried, implanted, or swallowed contraband from this device, which grants the user a passive DC 30 Investigate check to find such things on a one-minute scan.
Proximity Alarm. This device monitors a 20-foot diameter area for up to 8 hours. It has a passive Perception score of 14 and makes a loud noise if it detects movement within that area.
Range Earmuffs. These over-ear headphones provide the same protection as earplugs (Chapter 3) without the drawback by amplifying ambient sound and cutting off at a certain decibel level.
Tracer. This button-sized device can be planted on a person or vehicle and sends out a signal allowing its location to be tracked, typically via a program on the user’s ICD. While the tracer is active and within 10 miles, you know the direction of it, and combining a tracer with a mapping program (an upgrade that costs an additional 100 cr) can show you the precise location of it on a map. The tracer stays active for 24 hours, but they are easy to find with bug detectors (automatic success, no roll required). They are typically used on targets that will not suspect their presence.
Zip Cuffs. These super lightweight and portable version of handcuffs are used by riot police and in other situations where mass arrests are likely. They have an AC of only 13 and 15 hp, and the Strength check to break them is DC 16. Unlike most restraints, they are single-use, with the cuffs being cut to release a prisoner rather than unlocked with a key.
Voidrunner Shields
Voidrunner Shields
Every spacefarer knows that their suit is the one thing that stands between them and hard vacuum. For some, that’s all it does, but others have turned their suit into a toolbox equipped for their every need; while the most feared combatants are those for whom their suit itself is a weapon. However, such suits are not known for their comfort or maneuverability, and as such many adventurers have multiple sets of armor for different occasions; what may resist hard vacuum is hardly ideal for exploring a verdant alien world, and vice versa.
SHIELD | PRICE | WEIGHT | PROTECTION |
Breaching Shield | 75 cr | 12 lbs. | +2 AC, expertise die to Maneuver DC for Shoves |
Duranium Shield, Light | 10 cr | 2 lbs. | +1 AC |
Duranium Shield, Medium | 20 cr | 4 lbs. | +2 AC |
Duranium Shield, Large | 35 cr | 10 lbs. | +3 AC |
Force Shield, Advanced | As Force Shield x10 | 1 lb. | As Force Shield x2 |
Force Shield, Light | 30 cr | 1 lb. | 8 Temporary Hit Points |
Force Shield, Medium | 60 cr | 1 lb. | 16 Temporary Hit Points |
Force Shield, Heavy | 90 cr | 1 lb. | 25 Temporary Hit Points |
Riot Shield | 75 cr | 12 lbs. | +2 AC, expertise die to resist Shoves |
Shield Types
Shields have come a long way since medieval times, and while putting a big sturdy slab in between yourself and danger is still a valid tactic, many combatants choose to utilize forcefields which envelope the wielder in a protective barrier. Despite these advancements, timing their projection to coincide with oncoming danger without draining power still takes training and attention. The shields presented here are still regarded as traditional shields for the purposes of proficiency requirements, can still be used for a shield sacrifice, and require a free hand to don and utilize.
Breaching Shield. This shield gives you a +2 to your AC and adds an expertise die to your Maneuver DC when you attempt to Shove another creature.
Duranium Shield. Shields made of duranium are similar to those used hundreds of years ago, albeit lighter.
Force Shield. A force shield is generated from a wrist-mounted shield generator and can absorb a limited amount of damage before it needs to recharge. The size of the shield determines how many temporary hit points it grants, as seen in Table: Shields. It takes a short rest for a force shield to recharge.
Riot Shield. This shield gives you a +2 to your AC and an expertise die on saves made to resist being shoved.
Voidrunner Survival Gear
Voidrunner Survival Gear
The universe is a big place, and those who wish to see unexplored parts of it would do well to pack accordingly. As technology advances, so too do the means to traverse and survive in hostile environments.
ITEM |
COST |
WEIGHT |
|
---|---|---|---|
Blanket | 0.5 cr | 1 lb. | |
Digital Scale | 12 cr | 1 lb. | |
Distress Beacon | 100 cr | 2 lbs. | |
Entrenching Tool | 5 cr | 2 lbs. | |
Flashlight | 2 cr | ½ lb. | |
Floodlight | 40 cr | 5 lbs. | |
Gas Mask | 100 cr | 2 lbs. | |
Grapple Gun | 300 cr |
|
|
Lighter (30 uses) | 1 cr | — | |
Map (Local) | 0.5 cr | — | |
Map (Planetary) | 20 cr | — | |
Map (System) | 100 cr | — | |
Map (Galactic Nav Charts) | 5,000 cr | — | |
Matches (100) | 1.5 cr | — | |
Mirror (Plastic) | 1 cr | — | |
Paper (100 sheets) | 0.1 cr | — | |
Rope, Synthetic (50') | 7 cr | 2 lbs. | |
Sleeping Bag | 4 cr |
|
|
Tent (One-Person) | 10 cr | 8 lbs. | |
Tent (Two-Person) | 20 cr |
|
|
Tent (Communal) | 50 cr | 30 lbs. | |
Umbrella | 1.7 cr | ½ lb. |
Blanket. A basic foil blanket that provides warmth in cold environments.
Digital Scale. An improvement on the merchant’s scale, this version is precise to .01 oz.
Distress Beacon. A personal-sized version of a standard piece of starship hardware, this device transmits a distress signal and a message of no more than 10 seconds using a powerful transmitter. Typical range is about 20 miles, though atmospheric conditions may adjust this. They are popular with exploration teams.
Entrenching Tool. A lighter version of the shovel, capable of folding for easy transportation.
Flashlight. The default source of portable light from the discovery of electricity onward. Provides bright light in a 20-foot cone and dim light in a 30-foot one. Alternate versions based on head bands or gloves provide light in more specific areas or hands-free, but only to half the range.
Floodlight. A scaled-up version of a flashlight, a floodlight can light up a much larger area. They are typically either mounted on vehicles or on a tripod. They provide bright light in a 300-foot cone and dim light in a 600-foot cone.
Gas Mask. A full-face mask that protects the wearer from airborne poisons and other dangerous particles. While wearing a gas mask, you automatically succeed on saving throws against inhaled hazards, but the mask narrows your field of view, imposing a -1d4 penalty on sight-based Perception checks while wearing it.
Grapple Gun. This device is roughly the same size as a heavy pistol. It fires a sturdy line (AC 15, 30 hp, capable of supporting 1000 lbs.) which is attached to a grappling hook up to 60/120 feet. The grapple needs some sort of protrusion to latch onto; common ones are architectural features like railings, ornamental statuary, pipes, and so on. The line can then be retracted, reeling the user toward the hook, granting an effective climb speed of 60 feet. Improved versions (which cost double the cost) have a nanomachine-paste anchor instead which can bond to any surface able to support the weight on the line. This version does not need to “catch” on anything and can adhere to even sheer surfaces and is considered an advanced item.
Lighter. This small fire-starting device can be used to light anything with abundant, exposed fuel or highly-flammable objects such as paper as an action. You may also expend a use to cause the lighter to shed dim light in a 5-foot radius for one round.
Map. When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts.
Additionally, you gain an expertise die on checks made to avoid becoming lost.
Local: This map depicts a well known area. In most settings digital maps of any explored area are available, often for free.
Planetary: This map depicts the entirety of a single planet. On well-explored or long-inhabited planets this usually includes populated areas, delineations between countries, provinces, and states, and names of natural formations, such as mountain ranges or forests, if they’ve been given them. Many also include topography, elevation, terrain, and even live weather. Planets that have only been seen remotely or have not been properly surveyed may only show major geographical features, known settlements, and established routes (if any).
System: This map shows the entirety of a single star system, including planets, meteor belts, moons, and significant planetoids.
Galactic: This map is a series of navigation charts to allow ships to make their way from one galaxy to the next. Depending on the amount of data the map maker had, it may be more or less detailed or accurate.
Matches. An improvement on the tinderbox. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Mirror (Plastic). Made of synthetic products, this mirror is lighter and cheaper than its steel counterpart.
Paper. With the advancement of technology, paper is significantly cheaper.
Rope, Synthetic. This synthetic rope is lighter than previous versions while still being able to hold the same weight.
Sleeping Bag. An improvement on the bedroll, this light sleeping bag is essential to sleeping outdoors.
Tent. Made of light, synthetic materials, tents provide protection from the elements so long as there is a flat surface to set them up on.
One-Person: Suitable for a Medium-sized creature.
Occupies a 5-foot by 10-foot space when set up.
Two-Person: Suitable for up to 2 Medium- sized creatures.
Occupies a 10-foot by10-foot space when set up.
Communal: Suitable for up to 6 Medium-sized creatures.
Occupies a 15-foot by 15-foot space when set up.
Umbrella. Designed to keep the rain off of pedestrians, these small folding shelters are also sometimes used by protestors to block thrown weapons. When equipped with an open umbrella, you may make a DC 13 Dexterity saving throw to bounce a grenade targeting your space to a space 10 feet away from you in the direction the attack originated from. Umbrellas fold up when not in use, but are a bulky item when open. Folding or unfolding an umbrella costs an action.
Voidrunner Toolkits
Voidrunner Toolkits
In addition to the less-technological tools in Adventurer’s Guide, these toolkits allow you to perform specialized tasks such as repairs on the specific type of equipment or vehicle or the collection and interpretation of detailed scientific data. If you lack the proper toolkit, tasks that would use it may be impossible, or at best, all checks will be made with disadvantage. You must be proficient with specialist’s tools to use them.
ITEM |
COST |
WEIGHT |
---|---|---|
Computer Technician Kit | 200 cr | 5 lbs. |
Cybernetics Kit | 350 cr | 8 lbs. |
Engineer's Toolbox | 600 cr | 20 lbs. |
Field Laboratory | 2,000 cr | 100 lbs. |
Hacking Tools | 500 cr | — |
Medical Pouch (Crash Kit) | 250 cr | 5 lbs. |
Multi-Scanner A | 500 cr | 1 lb. |
Thieves' Tools | 25 cr | 1 lb. |
A This is an advanced item.
Computer Technician Kit. This kit includes specialized opening tools, a multimeter, spare parts, thermal compound, and an assortment of cables and adapters. It is used for setting up and performing basic repairs on computer systems or mechanical creatures from an ICD up to a battle droid.
With 10 minutes work and a DC 10 computer technician kit check, you can repair a construct or synthetic lifeform (such as an android) or device. The creature or device regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a sentinel droid’s malfunctioning gyroscopic systems, for example, might require a DC 20 check.
Cybernetics Kit. Contains a mixture of spare parts, anti-rejection drugs, specialized instruments, and basic first aid supplies. This allows you to perform field maintenance and repairs on a creature’s cybernetic implants. It can also be used once as a first-aid kit, but then 2 credits must be spent to replenish the expended supplies before the kit is useful again.
Disguise Kit. This pouch of props, costuming, and cosmetics lets you change your physical appearance. A creature observing you after you make a disguise kit check must make a Perception check (DC equal to the result of your disguise kit check) in order to see through your disguise.
Engineer's Toolbox. This kit contains wrenches, bolt drivers, instruments, and so on to work on the drive, braking, navigation, and suspension systems. With 10 minutes work and a DC 10 tools check, you can repair a machine, vehicle, or starfighter. The machine, vehicle or starfighter regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a wrecked starfighter engine for example, might require a DC 20 check.
The toolbox also contains a standard-issue military field maintenance kit for modifying and repairing high-tech weapons and armor. It includes the small drivers, hardening sprays, and cleaning supplies needed to keep a soldier’s combat gear working.
Field Laboratory. A semi-portable lab with various scientific instruments, sample containers, and reagents allows a creature proficient with the Science skill to perform various types of testing such as identifying substances or organisms, measuring environmental effects such as barometric pressure and seismic activity, and other similar tasks. Some tasks may only be possible with a Field Laboratory, but ones that do not require it (Narrator’s discretion) are made with advantage instead.
Hacking Tools. Hacking tools resemble common datapads containing potent hacking programs, but they can also be more custom-rigged device amalgams that better reflect their less-than-legal purpose. If you are proficient with hacking tools, you can use an action to begin a hack by making a hacking tools check against a DC determined by the security of the device being hacked. If successful you begin hacking that device, while hacking a device your hacking tools cannot be used to hack another device until the previous hack attempt ends.
Medical Pouch (Crash Kit). Often referred to as ‘crash kit’, the professional version of a first-aid kit, crash kits are most useful to those with formal medical training. Any creature can expend one use to stabilize a dying creature without the need for a Medicine check, even if they are not proficient.
However, creatures with proficiency in Medicine can spend a use of the kit to greater effect. When a creature proficient in Medicine makes a Medicine check with the kit to stabilize a creature, the creature recovers 1d6 hit points for every 5 points the DC of the check is exceeded by (1d6 on a result of 15, 2d6 on a result of 20, etc.) The kit can be used 5 times before being depleted. Replacement supplies cost 25 credits per use.
A medical pouch can also be used to remove a condition from an adjacent creature, as long as the condition is a temporary condition and originally required a saving throw to avoid or resist and is on the following list: blinded, charmed, deafened, paralyzed, poisoned, slowed, stunned. Use an action to make a Medicine check with a DC equal to the saving throw DC originally required to resist or avoid the condition. On a success, the condition is removed. At the Narrator’s discretion, certain conditions may not be removable in this manner, and a creature can only benefit from this feature once per long rest.
Multi-Scanner. This handheld device can analyze the chemical makeup of a substance, diagnose illnesses or injuries, determine the levels of any known type of radiation, measure temperature, wind direction, and barometric pressure, carbon-date a sample of organic material, scan the genetics of a creature, detect life forms, and so on. Any sort of reading that could be supplied by a specific scientific or medical instrument can be quickly and accurately supplied by the multi-scanner.
Getting a scan of a target within 10 feet requires one action, and uses either the Science or Medicine skill depending on the nature of the scan. Using a multi-scanner gives you advantage on Science and Medicine checks, and an expertise die on Engineering or Investigation checks where precise scientific data would be useful. This is an advanced item.
Thieves' Tools. This set of technical instruments are used to open mechanical locks. You can use an action to open a lock by making a thieves’ tools check against a DC determined by the quality of the lock being picked.
Voidrunner Weapon Properties
Voidrunner Weapon Properties
All weapons have special properties that make each of them unique. You can only benefit from these properties if you have proficiency with the weapon. This list also includes properties for vehicle weapons, which are marked with v (see [Voidrunner Vehicles]).
Ammunition. This weapon requires ammunition.
Area Firev. Area weapons are usually short-ranged weapons and are almost always a defensive measure, such as flamethrowers, water cannons, and single-use anti-personnel munitions. Area weapons sometimes have non-lethal options.
Aquaticv. This weapon property can only be applied to vehicle weapons. Aquatic weapons, such as torpedoes and depth charges, can only be fired through water or a similar liquid.
Breaker. This weapon deals double damage to unattended objects, such as doors and walls.
Burst. In addition to making normal attacks with this weapon, you can use an action to expend 10 pieces of ammunition from the weapon and select a 10-foot-cube area within the weapon’s range. Each creature in that area makes a Dexterity saving throw against your maneuver save DC. On a failure, the target takes the weapon’s normal damage.
Defensive. This weapon is designed to be used with a shield of the stated weight or lighter (light, medium, or heavy). When you make an attack with this weapon and are using an appropriate shield, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
Direct Firev. This weapon property can only be applied to vehicle weapons. Direct fire weapons are aimed by pointing the weapon directly at what you want to destroy and firing it. This category includes a wide variety of projectile weapons, directed energy weapons, and rockets. These weapons typically are typically used as either defensive weapons to fend off attacks against a vehicle or as a way of laying down a lot of firepower from the air (in the case of rockets). Rocket-powered direct-fire weapons often have longer ranges than ballistic ones.
Dual-Wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon.
Exotic. Not all weapons fall into neat categories. These miscellaneous weapons have special properties unique to them. Typically, exotic weapons cannot be modified with weapon augments, although the Narrator may allow exceptions for augments that seem particularly appropriate (such as the biometric, concealed, or long-range augments).
Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
Guided Firev. This weapon property can only be applied to vehicle weapons. Guided weapons are usually missiles or torpedoes. A guided weapon can either be fired at a specific space like an indirect fire weapon or it can be locked on to a target as an action, which the weapon then automatically attempts to strike (the full lock-on and firing process is handled as a normal weapon attack).
Guided weapons can be targeted at far-off targets if you have an ally mark them or if you have some kind of remote viewing capacity (such as a drone or satellite view or a psionic remote viewing ability).
Hand-Mounted. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket or using hacking tools.
Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons.
If a heavy weapon has a Strength requirement (noted in parentheses), even Medium or larger creatures need a Strength score equal to or higher than the requirement to use the weapon effectively. creatures that don’t meet the Strength requirement have disadvantage on attack rolls made with the weapon.
Indirect Firev. This weapon property can only be applied to vehicle weapons. Otherwise known as artillery, indirect fire weapons rely partially on gravity to get their payload to the target by firing in an arc. They are often extremely damaging and frequently have ranges measured in miles, but are slow-firing and most accurate against targets that are either stationary or moving in an extremely predictable way. When targeting something such as a creature or vehicle that has moved in the last round, attacks with indirect fire weapons are made at disadvantage. However, a direct hit is seldom necessary as the most common payloads for these weapons deal area damage.
Indirect fire weapons nearly always have the loading property. Indirect fire weapons can be fired at distant targets if you have an ally mark them or if you have some kind of remote viewing capacity (such as a drone or satellite view or a psionic remote viewing ability). A miss with an indirect fire weapon lands a number of feet away from the target equal to the amount the attack missed by multiplied by 5 (round up to the nearest 5). Roll 1d8 on Indirect Fire Scatter Diagram to determine which direction from the target the ammunition landed.
Loading. This weapon must be loaded before it can be used. You can make only one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Overkill. Only heavy weapons may have the overkill property. These weapons are designed to do massive damage. The attacker activates the overkill setting as part of their attack action, before making their attack roll.
The overkill setting allows the weapon to do double damage, but once it has done so it cannot be used again for 1 minute.
Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single attack made against you by a creature you can see.
Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
Reload. A weapon with this property can fire a number of times equal to the listed value before it must be reloaded. You can reload the weapon as an action, and you must have a free hand to do so.
Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet —the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
Two-Handed. You must use two hands to wield this weapon.
Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
Voidrunner Weapons
Voidrunner Weapons
Objects made for killing come in every shape and size. Your class gives you proficiency with certain kinds of weapons, all of which have different properties and ranges. Melee weapons like blades and mauls are held or thrown, while firearms and casters propel ammunition. When making an attack with a weapon, you add either your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus if you have one. A galaxy’s worth of peoples utilize an equally diverse range of weapons, but most fall into one of five general types: blades, casters, firearms, mauls, and polearms. In addition to the pre-industrial weapons found in the Adventurer’s Guide, the weapons in this chapter are typically available to voidrunners.
Simple Weapons. Direct weapons that require no particular finesse, such as mauls, simple weapons are often wielded by NPCs, who usually lack the training to wield other sorts of weapons. Voidrunners are often proficient with many simple weapons, which include mauls, polearms, and some firearms.
Martial Weapons. These weapons require special training and sometimes even exceptional strength to use properly. You must be proficient with a weapon type to gain your proficiency bonus on attack rolls made with it. Unless they have the simple property, the weapons in this chapter are considered martial weapons.
Starship Weapons. Weapons mounted on capital ships and starfighters are covered by proficiency in starship weapons. These weapons are detailed in the Star Captain’s Manual.
Melee Weapons
While firearms have been widely adopted throughout many cultures, there are still many instances where hand-to-hand combat is preferable, or even unavoidable. Unless otherwise noted, a melee weapon uses your Strength modifier for attack and damage rolls.
Table: Melee Weapon
Name |
Cost |
Damage |
Weight |
Properties |
Battle Gauntlet |
5 cr |
1d6 Bludgeoning |
½ lb. |
Dual-Wielding, Exotic, Hand-Mounted |
Combat Chainsaw |
65 cr |
2d4 Slashing |
12 lbs. |
Breaker, Exotic, Heavy (STR 13+), Two-Handed |
Combat Knife |
2 cr |
1d4 Piercing |
2 lbs. |
Defensive (light), Dual-Wielding, Finesse, Thrown (30/80) |
Dueling Sword |
20 cr |
1d8 Slashing |
3 lbs. |
Defensive (medium), Parrying, Versatile (1d10) |
Electro Halberd |
75 cr |
1d10 Lightning |
7 lbs. |
Heavy, Reach, Two-Handed |
Plasma Sword |
70 cr |
1d8 Fire |
3 lbs. |
Defensive (medium), Parrying, Versatile (1d10) |
Longspear |
10 cr |
1d10 Piercing |
7 lbs. |
Heavy, Reach, Two-Handed |
Mono-Whip |
35 cr |
1d6 Slashing |
2 lbs. |
Exotic, Finesse, Parrying Immunity, Reach (15) |
Shock Mace |
30 cr |
1d8 Lightning |
7 lbs. |
Breaker, Defensive (medium), Simple, Versatile (1d10) |
Sonic Maul |
30 cr |
1d8 Thunder |
7 lbs. |
Breaker, Exotic, Heavy, Simple, Versatile (1d10) |
Stun Stick |
27 cr |
1d4 Lightning |
2 lbs. |
Exotic, Finesse, Simple |
Tactical Baton |
2 cr |
1d4 Bludgeoning |
2 lbs. |
Simple |
Vibroknife |
20 cr |
1d4 Thunder |
2 lbs. |
Defensive (light), Dual-Wielding, Finesse |
Ranged Weapons
Ranged weapons require ammunition to utilize properly. Melee attacks made with ranged weapons are considered to be an attack with an improvised weapon. These weapons use your Dexterity modifier for both attack and damage rolls.
Table: Ranged Weapons
Name |
Cost |
Damage |
Weight |
Properties |
Bio-Chakram |
25 cr |
1d6 Slashing |
2 lbs. |
Dual-Wielding, Exotic, Thrown (20/60), Parrying |
Blaster |
95 cr |
2d4 Fire |
2 lbs. |
Ammunition (range 50/150), Reload (20 shots), Simple |
Energy Crossbow |
120 cr |
1d12 Fire |
5 lbs. |
Ammunition (range 50/150), Reload (10 shots) |
Flame Bracer |
50 cr |
2d4 Fire |
2 lbs. |
Ammunition (range 15), Exotic, Reload (3 shots), Hand-Mounted |
Flamethrower |
85 cr | 2d8 Fire | 12 lbs. | Ammunition (range 15), Exotic, Reload (3 shots), Two-Handed |
Grenade Launcher |
85 cr |
as grenade |
25 lbs. |
Ammunition (range 150/600), Exotic, Heavy (STR 13+), Reload (1 shot), Two-Handed |
Pulse Rifle |
135 cr |
2d6 Fire |
7 lbs. |
Ammunition (range 120/360), Burst Fire, Reload (20 shots), Two-Handed |
Slugger |
20 cr | 2d4 Piercing | 2 lbs. | Ammunition (range 50/150), Reload (20 shots), Simple |
Slug Rifle |
135 cr |
2d6 Piercing |
8 lbs. |
Ammunition (range 120/360), Burst Fire, Reload (20 shots), Two-Handed |
Hypodermic Pistol (special) |
35 cr | 1d4 piercing | 2 lbs. | Ammunition (range 30/120), Reload (5 shots), Exotic |
Ion Cannon (heavy firearm; force) |
635 cr | 2d8 Force | 25 lbs. | Ammunition (range 150/600), Heavy (STR 13+), Overkill, Reload (20 shots), Two-Handed |
Jolt Pistol (special) |
40 cr | 1d4 Lightning | 2 lbs. | Ammunition (range 15), Reload (20 shots), Exotic, Simple |
Laser Pistol (light firearm; laser) |
70 cr | 2d4 Radiant | 2 lbs. | Ammunition (range 40/100), Reload (20 shots), Simple |
Netcaster (special) |
45 cr | None (see description) | 5 lbs. | Ammunition (30/120), Exotic, Loading, Two-Handed |
Polaron Gatling Gun (heavy firearm; burst fire; plasma) |
535 cr | 2d8 Fire | 25 lbs. | Ammunition (range 150/600), Heavy (STR 13+), Overkill, Reload (20 shots), Two-Handed |
Shotgun (medium firearm) |
35 cr | 2d6 Piercing | 25 lbs. | Ammunition (range 120/360), Reload (20 shots), Two-Handed |
Sniper Rifle (medium firearm; long-ranged; scoped) |
165 cr | 2d6 Piercing | 8 lbs. | Ammunition (range 240/720), Reload (20 shots), Two-Handed |
TK Gauntlet (special) |
750 cr | 1d6 Bludgeoning | ½ lb. | Exotic, Hand-Mounted, Parrying, Simple, Thrown (20/60) |
Viper Retainer (special) |
35 cr | 1d12 Poison | n/a | Exotic, Reload (1 shot) |
Weapon Properties
Improvised Weapons
Ambushes, bar fights, and attacks made on fancy dress parties mean that the weapon for the job is not always at hand. An improvised weapon is taken from the environment, whether it’s a broken champagne glass, a fifth of alcohol, or even another creature. At the Narrator’s discretion, an improvised weapon that closely resembles a simple weapon deals that weapon’s damage, while an object that has no obvious analog deals 1d4 damage of a type determined by the Narrator. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.
Ammunition
Ranged weapons, such as casters and firearms, require ammunition to fire. Physical ammunition can be fired only by the type of weapon for which it was designed. When you purchase ammunition (or discover an ammo cache during an adventure), be sure to note the ammunition’s type.
Energy Batteries. Unlike weapons which launch physical projectiles like bolts or bullets, weapons which do energy damage drain charges from batteries or power cells. These charges come from the voidrunnner’s Supply cache – one battery or power cell is equal to 1 Supply and is enough power for 40 shots of a light weapon, 20 shots of a medium weapon, or 10 shots of a heavy weapon.
Table: Ammunition
Ammunition |
Cost |
Weight |
Light, Medium, or Heavy Caster (20) |
1 cr |
1 lb. |
Pistol, Rifle, or Cannon (20) |
1 cr |
½ lb. |
Darts (10) |
1 cr |
½ lb. |
Fuel Canister |
5 cr |
½ lb. |
Net Cartridge |
5 cr |
½ lb. |
Explosives
When detonated, explosives such as grenades and mines create a variety of spectacular effects.
Grenades. Grenades are simple, thrown weapons that detonate upon impact. As an action, you can throw a grenade at a point you choose within 30 feet of you. The grenade explodes once it lands, creating an effect determined by its type. Most grenades require creatures caught in their area of effect to make a saving throw. Unless otherwise noted, the DC of this save is equal to your maneuver save DC.
Certain weapons, such as grenade launchers (see Ranged Weapons), allow you to launch grenades longer distances without throwing them.
Concussion. Each creature within 10 feet makes a Dexterity saving throw. On a failed save, the target takes 1d6 thunder damage and is knocked prone. On a success, the target takes half as much damage and isn’t knocked prone.
EMP. Each creature within 10 feet makes a Dexterity saving throw. On a failure, any electronic devices the creature is wearing or carrying cease to function until the end of the creature’s next turn. Unattended devices in that area automatically fail the save. Constructs in the area also take 1d6 lightning damage on a failed save.
Flash. Each creature within 10 feet makes a Constitution saving throw, and is blinded for 1 minute on a failure. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Foam. When detonated, a foam grenade fills a 10-foot-radius sphere with slippery, fire-retardant foam. Open flames in the area when the grenade explodes are immediately extinguished. For the next minute, the ground in the area is difficult terrain. A creature in the affected area or one that enters the area for the first time on a turn or begins its turn in the area, makes a DC 10 Dexterity saving throw, falling prone on a failure.
Frag. Each creature within 5 feet makes a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one.
Gas. When detonated, a gas grenade creates a 10-foot-radius sphere of poisonous gas. A creature that enters the cloud for the first time on a turn, or that starts its turn inside the cloud, makes a Constitution saving throw. Creatures that don’t need to breathe automatically succeed on the saving throw. On a failure, the creature is poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The gas spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Goo. When detonated, a goo grenade fills a 10-foot-radius sphere with a quick-hardening, adhesive foam. A creature in this area makes a Dexterity saving throw, becoming grappled on a failure (escape DC 10) For the next minute, the ground in the area is difficult terrain.
Incendiary. Each creature within 10 feet makes a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners and ignites unattended flammable objects in the area.
Smoke. A smoke grenade creates a 10-foot-radius sphere of smoke centered on the point where it detonates. The smoke spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until dispersed by a moderate wind (at least 10 miles per hour).
Stun. Each creature within 10 feet of the grenade when it explodes makes a Constitution saving throw. On a failed save, the target takes 1d6 thunder damage and is rattled until the end of its next turn. A creature that fails the saving throw by 5 or more is stunned instead of rattled until the end of its next turn. On a success, the target takes half as much damage and isn’t rattled.
Mines. Unlike grenades, which explode shortly after being thrown, mines are designed to detonate once a specific trigger occurs. As an action, you can set a mine in an unoccupied space within 5 feet of you. When you set a mine, determine the circumstances under which the mine will detonate. For example, you can set the mine to detonate on a timer, when a creature enters the mine’s space, or under other specific circumstances (such as when a door opens or a vehicle activates). You can also rig the mine to detonate remotely using a remote detonator (see below).
When detonated, a mine functions identically to the grenade it emulates.
Remote Detonator. When you set a mine, you can link it to a remote detonator, allowing any creature holding the detonator to trigger the mine as an Interact action.
Typically, a detonator’s range is limited to 1,000 feet, but a mine connected to a detonator via a computer network can be detonated from essentially any distance.
Table: Explosives
Name |
Cost |
Weight |
Radius |
Concussion |
60 cr |
½ lb. |
10 ft. |
EMP |
80 cr |
½ lb. |
10 ft. |
Foam |
20 cr |
½ lb. |
10 ft. |
Flash |
40 cr |
½ lb. |
10 ft. |
Frag |
30 cr |
½ lb. |
5 ft. |
Gas | 40 cr | ½ lb. | 10 ft. |
Goo | 40 cr | ½ lb. | 10 ft. |
Incendiary | 50 cr | ½ lb. | 10 ft. |
Smoke | 20 cr | ½ lb. | 10 ft. |
Stun | 100 cr | ½ lb. | 10 ft. |
Remote Control | 25 cr | — |
Voidrunner's Codex Backgrounds
Voidrunner's Codex Backgrounds
How have you spent your life in the cosmos so far? What choices did you make—or were made for you—to end up here? Backgrounds detail what your character’s life was like before they took up voidrunning, their earlier jobs, crafts, and passions.
Backgrounds || Academy Graduate | Celebrity | Clone | Convict | Detective | Devotee | Diplomat | Employee | Gambler | Miner | Pilot | Preserver | Salvager | Socialite | Soldier | Space Pirate | Student
Voidrunner's Codex Cultures
Voidrunner's Codex Cultures
Cultures from the same world can be utterly different, and cultures that developed galaxies apart can be beyond comprehension to each other. Your character’s culture represents how they were raised, the type of community they grew around, and how they lived. Presented in this section are various cultures to choose from when building your character that have been designed to capture as wide of a scope of common science fiction upbringings as possible. As a Narrator, feel free to mix and match the features of these cultures as you see fit to better represent the cultures unique to your setting.
Cultures || Artificial | Backwater | Belter | Drifter | Enlightened | Honorbound | Imperium | Mercantile | Militant | Pre-Industrial | Rebel | Rustic | Stoic | Technetronic | Union | Underclass | Urbanite | Virtual | Warped
Voidrunner's Codex Journeys
Voidrunner's Codex Journeys
Land-based journeys happen in the future and on alien worlds just as much as they do back home. The regions in Trials and Treasures are applicable to strange planets, whether the voidrunners be crossing Lofty Mountains or wading through an Unrelenting Marsh. Similarly, the journey activities available to characters in Trials and Treasures are relevant anywhere.
For encounters suited to a science-fiction setting, see Sci-Fi Journey Encounters.
Mounts. A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.
Vehicles. Pre-industrial vehicles are unable to go faster than a slow pace, but motorized vehicles and more advanced vehicles move at the Vehicle pace in Table: Travel Pace.
Aircraft. Aircraft and starfighters move at the Aircraft pace in Table: Travel Pace.
Water Vehicles. Water vehicles are restricted by the speed of the vehicle and gain no benefits from a slow pace, but have no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.
Pace |
Minute | Hour | Day | Effect |
Crawl |
50 feet | 1/2 mile | 4 miles | Advantage on Survival checks to cover tracks |
Slow/wagon |
200 feet | 2 miles | 16 miles | - |
Normal |
300 feet | 3 miles | 24 miles | Unable to use Stealth |
Fast/mounted | 400 feet | 4 miles | 32 miles |
–5 penalty to passive Perception and disadvantage on Perception checks |
Gallop |
800 feet | 8 miles* | - | Disadvantage on Survival checks to track |
Vehicle | 3,000 feet | 40 miles | 320 miles | |
Aircraft | 2 miles | 125 miles | 1,000 miles |
* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.
Voidrunner's Codex Travel Scenery
Voidrunner's Codex Travel Scenery
The universe is a wondrous place and across their journeys the voidrunners are bound to see some things that are interesting or extraordinary yet pose no threat or danger. Narrators can use this scenery to heighten the sense of adventure and mystery, introduce new quests, or tweak them to help guide a wayward party back to an important task they’ve left unfinished.
For travel scenery from Trials & Treasures:
Try the Travel Scenery Tool! ⇨
Travel Scenery (d100)
1 An ancient monolith, smooth and black like marble. It seems impervious to all damage.
2 A copse of bioluminescent trees, whose colors change in response to sounds.
3 A swarm of luminescent insects which swirls in mesmerizing, colorful patterns.
4 A geothermal spring with water that changes color based on the temperature.
5 Melodic winds which whisper through the surrounding scenery, creating eerie but beautiful music.
6 A field being farmed by a group of autonomous farming robots.
7 A large digital billboard projecting advertisements and news. It informs the voidrunners of something of interest to them.
8 A column of automated taxis moving slowly along the road.
9 A holographic street performer, juggling fire.
10 A holo-pet–a dog, cat, or small alien.
11 An interactive wall mural featuring street art which changes constantly.
12 Unusual looking graffiti showing some kind of symbol.
13 A crashed starship. It looks like it’s been there for years, now overgrown with vegetation.
14 A crashed starship. There’s still smoke–it crashed recently.
15 An amphitheater carved into a mountainside, designed with perfect acoustics. When the wind blows through it, faint echoes of ancient performances can be heard.
16 A ruined observatory with a large, damaged telescope and star maps etched into the walls. It shows a sophisticated understanding of astronomy.
17 A circular arrangement of colossal stone pillars, each inscribed with unknown symbols and positioned to align with specific astronomical events.
18 Large earthen mounds containing tombs of ancient alien leaders, covered with hieroglyphics depicting their lives and achievements.
19 Large stones covered with glowing runes scattered across the landscape, possibly used as markers or for mystical purposes by the ancient civilization.
20 Stunning auroras caused by the planet’s strong magnetic field, with vibrant colors and dynamic shapes that dance across the sky, visible even during the day.
21 Fog that emits a soft, ambient glow, creating an otherworldly atmosphere. This phenomenon often occurs in areas with high concentrations of bioluminescent microorganisms.
22 Rain that crystallizes upon contact with the ground, forming beautiful, intricate patterns of crystalline structures that shimmer in the light.
23 A waterfall that is perpetually frozen in time, with ice that glows softly from within due to unique mineral properties.
24 Rocks that slowly move and grow over time, sometimes forming new shapes or merging with others, suggesting a form of geological life.
25 A large swathe of land blackened and charred from intense heat or energy weapons, with the remnants of structures and vehicles scattered throughout.
26 Wreckages of advanced starships and fighter craft littering the ground, some still smoldering or emitting faint signals, indicating recent aerial battles.
27 Extensive networks of trenches and fortifications, hastily dug and now deserted, filled with discarded equipment and supplies.
28 A small settlement reduced to ruins, with homes and buildings partially collapsed or burnt, showing signs of hasty evacuation and fierce fighting.
29 Open fields dotted with large craters from explosions, with debris and fragments of weapons or armor scattered around, testifying to intense bombardment.
30 An area where all electronic devices and vehicles are non-functional, affected by recent electromagnetic pulse attacks, leaving machinery and robots frozen in place.
31 Monuments and statues defaced or destroyed in a conflict, symbolizing both cultural loss and the rage of warfare.
32 Streets and paths blocked by hastily constructed barricades made from debris, vehicles, and whatever materials were available, indicating desperate defensive efforts.
33 Sculptures that seem to defy gravity, hovering in the air or balanced on impossibly small points of contact, creating a sense of wonder and disbelief.
34 A small urban oasis with plants genetically modified to thrive in the city environment, featuring unique colors and patterns that stand out amidst the concrete jungle.
35 The body of a giant, hundred-foot tall robot, overgrown with weeds.
36 A flock of alien-looking birds with bright colors wheeling in the air.
37 A tree decorated with the skulls of some kind of alien species.
38 Distant flashes and booms, the signs of a far-off conflict.
39 Flashes of light in the sky, the signs of an orbital conflict.
40 A seemingly bottomless pit.
41 A meticulously cultivated garden full of exotic alien plants.
42 A mysterious metal archway; it was clearly once a technological device but it no longer works.
43 A petrified forest, where all the trees are made of stone.
44 A distant spire stretching impossibly high into the sky.
45 Fragments of pottery, tools, or sculptures from a long-lost civilization.
46 Small chunks of rock from space, possibly containing rare minerals or elements. They have a charred exterior and a metallic sheen.
47 Small, cylindrical devices are scattered on the ground. They could contain maps, logs, or messages from the planet’s inhabitants or visitors.
48 The remains of alien mollusks or crustaceans, with shells that have intricate patterns and iridescent surfaces.
49 Large, flat leaves with glowing veins running through them. These leaves might have medicinal properties or be used in local cuisine or rituals.
50 A shimmering, multifaceted natural crystal structure.
51 Small, discarded playthings from an alien culture, possibly resembling animals, vehicles, or abstract shapes.
52 The discarded exoskeletons of giant alien insects, with intricate patterns and durable, chitinous structures.
53 An energy vortex swirling high in the atmosphere.
54 An abandoned alien market with stalls and remnants of various goods.
55 Strange metallic orbs that float a few inches above the ground and emit a faint hum.
56 An ancient sundial that aligns with multiple celestial bodies.
57 A small, portable shrine with offerings from an unknown religion.
58 A collection of bones from various alien species, arranged in a deliberate pattern.
59 Alien fruit that emits a sweet fragrance and glows faintly.
60 Fragments of an alien flag or banner, tattered and faded.
61 A grove of trees with bark that resembles polished metal.
62 A cluster of alien eggs, some of which are beginning to hatch.
63 An alien painting depicting a scene from the planet’s history.
64 An old, rusted machine partially buried in the ground.
65 Alien hieroglyphs etched into the rock face of a cliff.
66 Alien fossils embedded in a rock formation.
67 A stone well filled with a shimmering, unknown liquid.
68 An ancient alien tomb, half-buried and overgrown with vegetation.
69 A large metallic sphere, about 4 feet across, perfectly smooth. It’s function is unknown.
70 A patch of flowers that open and close in response to nearby movement.
71 An expensive, luxurious space yacht guarded by a sole robot.
72 A solar flare which causes wondrous aurora in the sky.
73 An intense plasma storm with lightning bolts which illuminate the sky.
74 Rain made of tiny crystalline particles which shimmer as they fall, refracting light into dazzling rainbows.
75 A temporal thunderstorm which disorients travelers with brief time skips and moments of slow-motion.
76 Electrically charged hailstones which spark and crackle as they fall.
77 A shooting star which grows quickly closer, crashing to the ground as a meteorite nearby.
78 A dense fog imbued with a bright, unusual color.
79 The burned-out remains of a robot, its circuits clearly fried, blaster fire scorching its body.
80 A smoking crater, hundreds of feet across. What could have crashed here?
81 An errant automated piece of farm machinery, wandering on its own down the road.
82 A malfunctioning combat drone hovering 5 feet in the air, sparks shooting from its damaged body.
83 An area of ground which has been superheated and now resembles glass.
84 A giant symbol scorched into the ground across the width of a large field.
85 A small, robotic chicken.
86 A holographic message on loop, repeating a warning over and over.
87 An empty escape pod.
88 An escape pod containing a small child, perhaps two years old.
89 A corpse with a visible blaster burn in its chest.
90 A half-dozen spotlights in the distance, probing the sky.
91 A crudely made sign with a helmet atop it, the words ‘Keep Away” spray painted on to it.
92 A herd of large alien bovines wandering across the landscape.
93 A bonfire upon which has been thrown the armor of a number of soldiers.
94 The skeleton of a void dragon, hundreds of feet long.
95 A graveyard, with 24 unnamed graves lined neatly in 4 rows of 6.
96 A 30-foot long tusk.
97 A probe. It has been blasted, and lies broken on the ground. Its origins are mysterious.
98 An ancient stone bridge, full of holes. The holes have been replaced by glowing forcefields.
99 A series of interconnected, shimmering pools that contain the collective memories of the planet’s inhabitants. When touched, the water reveals glimpses of the past.
100 A vast, bioluminescent botanical garden where every plant and tree glows with a different color, creating a breathtaking, everchanging landscape of light and shadow.
Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.
Warped
Warped
The vicinity of a black hole is a strange place. Just like stars, black holes can have planets– entire systems–orbiting them, and civilizations can rise on some of these worlds. However, the effects of the black hole make these cultures a little different. Visitors to those worlds often suffer hallucinations, their sleep disturbed by nightmares, but those native to such regions have adapted.
People from a warped culture can often seem unnerving to others. They talk with strange cadences, and sometimes seem to address people who aren’t there. They have odd mannerisms, and can twitch unnervingly, seemingly at random. The warped claim they can see ghosts, but it is debatable whether these are real or some kind of shared hallucination.
Characters raised in a virtual culture share a variety of traits in common with one another.
Mindwarps. Nobody quite understands how warped minds work. Creatures attempting to make Intimidation or Persuasion checks vs. a creature from a warped culture do so at disadvantage.
Ghostly Allies. The ghosts which the warped interact with are able to impart information. You may ask the Narrator one yes/no question, which they will answer truthfully. Once you have used this feature you cannot use it again until you take a long rest.
Warped Psionics. Choose one psionic reflex. You are able to use this reflex even if you have no psionic class features. Once you have used this feature you cannot use it again until you take a long rest.
Languages. You can read, sign, speak, and write Common and one other language.
Warstorm
Warstorm
Weaken
Weaken
Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.
Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].