TEXT: Core Sourcebook
  
  Core Sourcebook
  
  iii
  Credits
  S&S Designers: Benjamin Quiggins, Audrey Stolze
  Beta Readers: Steve Mellifont, Jared Wood
  Cover Artist: Kurt Ian Ferrer
  Interior Illustrators: Geddy Avery, Dakota Curry, 
  Emilie Kelly, Russell Kluwe, Brigita Martin, Sara Matthews, 
  Benjamin Quiggins, Rebecca Schroeder, Audrey Stolze
  Character Sheet Designer: Aaron Stolze
  Beta Testers: Geddy Avery, Nick Breakfield, Mitchell 
  Campbell, Cyd Cary, Ray Cross, Brandon Elliott, Daniel 
  Hayward, Kyle Hinterser, Gerald Holt, Russell Kluwe, 
  Michael Larson, James Marlowe, Brigita Martin, Sara 
  Matthews, Steve Mellifont, Nickolas Michael, Carl Oberle, 
  Dustin Presson, Jonathan Presson, Larry Quiggins, Robyn 
  Schroeder, Aaron Stolze, Matt Trader, Devinne Walters, 
  Melissa Wilkinson
  For my father, whose creative mind pulled me into tabletop 
  gaming when I was eight years old and has fueled my 
  imagination ever since.
   
  ~Ben
  For Rift, who told me I could write anything. For my 
  husband, without whose support and positivity I wouldn’t 
  be writing.
   
  ~Audrey
  Thank you to our friends and families who have tirelessly 
  supported us throughout this endeavor.
  Acknowledgments
  Copyright © 2017 Benjamin Quiggins and Audrey Stolze
  All rights reserved. This book or any portion thereof may not be 
  reproduced or used in any manner whatsoever without the express 
  written permission of the publisher except for the use of brief 
  quotations in a book review.
  Based on the Open Game License, version 1.0a, by Wizards of the 
  Coast. All mechanics are declared Product Identity, unless covered 
  by a different license. All setting material, art, and trade dress 
  are also declared Product Identity, including the name “Nacora 
  Galaxy”, “S&S”, and “Spaceships and Starwyrms”, world concepts, 
  background, fiction, character, and location names, associated 
  images, and the like.
  The space station images in this book are licensed for use under 
  the Creative Commons License.
  Full legal information and the Open Gaming License can be found 
  on page 374 of this book.
  First Run, 2018
  Sage Games
  For more information, visit spaceshipsandstarwyrms.tumblr.com.
  If you have an error to report, please contact us at 
  spaceshipsandstarwyrms@gmail.com.
  The creators of this supplement do not recommend contact with 
  Starwyrms and are not responsible for injuries sustained while 
  researching, fighting, or otherwise interacting with a Galaxy 
  Starwyrm like this one.
  
  4
  Forward in Space ............................................6
  Welcome to the Nacora Galaxy .................7
  Chapter One: Into the Nacora Galaxy .....8
    Homeworld Planets of Nacora ..................8
    Governments and Organizations .............23
    Notable Space Stations in Nacora.......34
    Intergalactic Travel and Regions.......37
    The Nacoran Calendar and Timeline ....40
    Religions of the Nacora Galaxy ...........45
    Mysteries of Dark Matter and Magic ..50
    Dimensional Planescapes ...........................53
  Chapter Two: Playable Species .................56
    The Brahvaasch ...............................................57
    The Eezonites .................................................59
    The Glabrau .....................................................61
    The Hanadarians ............................................63
    The Humans .......................................................66
    The Ix ................................................................68
    The Kygorans ...................................................70
    The Luonn Tua .................................................73
    The Maeshar .....................................................75
    The Piranthi ...................................................78
    The Proxy and the Curators ....................80
    The Saguarin ...................................................83
    The Wireborn ...................................................86
    The W’uther .....................................................88
  Chapter Three: Classes ................................90
    New Classes ................................................91
    Marshal ..............................................................91
    Oracle ................................................................97
    Psion ...................................................................109
    Roboticist .......................................................119
    Scientist ..........................................................130
    Augmented Classes ................................142
    Adept ...................................................................142
    Vanguard ............................................................148
    New Archetypes ........................................153
    Bard .....................................................................154
    Fighter ..............................................................155
    Paladin ..............................................................158
    Rogue ...................................................................161
    Sorcerer ............................................................163
  Chapter Four: New Backgrounds ...............169
    Character Details ........................................169
    Backgrounds .....................................................172
  Chapter Five: After 1st Level .....................189
    Multiclassing .................................................189
    Feats ...................................................................191
    Altered Feats .................................................193
  Chapter Six: Equipment ...................................194
    Starting Equipment ......................................194
    Credits as Currency ...................................194
    Magic Items .....................................................195
    Armor and Shields ........................................195
    Armor and Headgear Accessories ...........199
    Weapons ...........................................................200
    Melee Weapons .................................................201
    Ranged Weapons ...............................................203
    Area of Effect Weapons .............................205
    Cyberware ..........................................................208
    Computers and Software .............................210
    General Materials and Gear ....................213
    Tools and Kits ...............................................219
    Scanning Tools and Detectors ...............220
    Terrestrial Vehicles .................................222
    Expenses in Space ........................................226
    Trinkets in Space ........................................227
  Chapter Seven: Spaceships ..........................229
    Skills Used for Spaceships ....................229
    Spaceship Movement ......................................229
    Ship to Ship Combat ...................................229
    Actions in Space Combat ...........................231
    Spaceship Chases ..........................................235
    Building a Spaceship .................................235
    GM Spaceship Templates .............................246
  Chapter Eight: Skill & Ability Scores .......271
    Ability Scores and Modifiers ...............271
    Advantage and Disadvantage ....................271
    Proficiency Bonus ........................................272
    Ability Checks ...............................................272
  Table of Contents
  Contents
  
  5
    Using Each Ability ......................................273
    Saving Throws .................................................280
  Chapter Nine: Galactic Adventures ..........281
    Galactic Standard Measurements ...........281
    Movement ............................................................282
    The Environment ............................................283
    Vision and Light ..........................................285
    Food And Water ...............................................286
    Resting ..............................................................286
    Quirks of Location ......................................287
    The Combined Galactic Network .............288
    Interacting with Technology ..................290
    Machine Stat Blocks ...................................291
  Chapter Ten: Combat ......................................294
    Combat Step by Step ...................................294
    Movement and Position ...............................295
    Actions in Combat ........................................296
    New Combat Actions ......................................297
    Making an Attack ..........................................298
    Network Hacking ............................................300
    Utilizing Cover ............................................302
    Damage and Healing ......................................304
    Mounted Combat ...............................................307
    Underwater Combat ........................................307
    Zero Gravity Combat ...................................307
    Full Immersion Network Combat .............308
  Chapter Eleven: Spells and Inventions ..309
    Casting a Spell ............................................310
    Differences with Inventions ..................313
    Schools of Magic ..........................................313
    New Rules for Spellcasting ....................313
    Spell and Invention Lists ......................315
    New Spell Descriptions .............................320
  Chapter Twelve: Monsters ..........................324
    Dualir, Abomination ...................................326
    Knarun, Abomination ...................................327
    Sileta, Abomination ...................................328
    Urepti, Abomination ...................................330
    Yiquix, Abomination ...................................331
    Cyber Zombie ...................................................332
    Deka .....................................................................333
    Acid Elemental ...............................................334
    Debris Mephit .................................................336
    Electricity Elemental ...............................335
    Electricity Mephit ......................................335
    Metal Elemental ............................................336
    Radiation Elemental ...................................337
    Radiation Mephit ..........................................337
    Annihilator, Robot ......................................342
    Destroyer, Robot ..........................................338
    Drone, Robot ...................................................340
    Hunter, Robot .................................................343
    Needle, Robot .................................................344
    Sentinel, Robot ............................................344
    Warrior, Robot ...............................................339
    Watcher, Robot ...............................................340
    Whirler, Robot ...............................................341
    Galaxy Starwyrm ............................................350
    Nebula Starwyrm ............................................348
    Starling Starwyrm ........................................347
    Starwyrm Larva ...............................................346
    Acolyte, Veerux ............................................353
    Butcher, Veerux ............................................353
    Chanter, Veerux ............................................354
    Commander, Veerux ........................................352
    Elite, Veerux .................................................355
    Infiltrator, Veerux ...................................355
    Psychic Warrior, Veerux ...........................356
    Science Officer, Veerux ...........................356
    Soldier, Veerux ............................................354
    Sample NPC Stat Blocks .............................357
  Appendix A: Conditions ....................................366
  Appendix B: 5e Monsters in Space ..............368
  Appendix C: Recommended Media ..................369
  Contents
  
  6
  Forward in Space
  W
  elcome to Spaceships and Starwyrms, 
  a supplement created to bring science 
  fiction to the gaming table with 5th 
  edition. The frontier of outer space offers bountiful new 
  opportunities, and with it, new and alternate rules for 
  environments, combat, and skills. The vast majority 
  of 5th edition rules remain unchanged, but all the 
  new content in this guide helps to better facilitate the 
  nuances and aesthetic of science fiction. These include, 
  but aren’t limited to, new cover rules, spaceship and 
  firefight combat, network hacking, and new flavor 
  and mechanics focused on science and technology.
   
  This guide is built to be used in conjunction with the 
  basic collection of 5th edition material available. While the 
  majority of the content you will need to run a Spaceships 
  and Starwyrms game is contained within, you will also 
  need the base 5th edition rules in order to access character 
  creation, spell descriptions, and the base class features of 
  the bard, fighter, paladin, rogue, and sorcerer.
   
  We encourage you to use official 5th edition material 
  to supplement your game, with a few exceptions noted in 
  this guide. This includes magic items, spells, class options, 
  backgrounds, and monsters from official books. All of that 
  material, combined with the new material herein, will 
  provide you with a diverse set of options.
   
  S&S includes twelve new playable alien races, alternate 
  rules for some existing races, five brand new core classes, 
  two alternate core classes, new archetypes for existing 
  classes, sixteen new backgrounds, new feats, rules for 
  building and fighting with spaceships, new monsters, new 
  spells, and heaps of new equipment. Any of this material 
  can be used in regular 5th edition, but it is important 
  to note that all the content in this supplement has been 
  designed to work with the new and alternate rules laid out 
  here for a science fiction setting.
   
  In addition to new mechanics, S&S introduces an 
  entirely new setting to explore. The Nacora Galaxy is 
  a massive spiral galaxy with multifaceted planets, star 
  systems, and unsettled space. This supplement provides 
  details about some existing locations within the Nacora 
  Galaxy, as well as giving gamemasters the tools they need to 
  integrate their own locations and flavor.
  The Pillars of Spaceships 
  and Starwyrms
  As you play Spaceships and Starwyrms, you will find that 
  many familiar concepts from standard 5th edition factor 
  into the game. However, there are new elements and 
  themes that can change the feeling of the game overall. 
  The three primary facets of S&S are exploration, skill 
  encounters, and combat.
   
  Exploration. Spaceships and Starwyrms provides 
  players with the opportunity to explore every nook 
  and cranny of space itself. This includes asteroid belts, 
  minefields, stellar phenomena, space stations, ships, and 
  everything in between. Spaceship rules, located in Chapter 
  Seven, will help facilitate much of this exploration.
   
  The Nacora Galaxy is also populated with a vast variety 
  of planets, many of which can be landed on and explored by 
  players. Exploring these places will feel similar to playing 
  standard 5th edition, and is facilitated by many of the 
  same skills and abilities. This guide includes technological 
  equipment that may change the way terrestrial locations are 
  explored and may decrease the role of magic in your game.
   
  Encounters. When player characters (PCs) interact 
  with non-player characters (NPCs), there is a system of 
  skills and dice rolls that are used to determine success and 
  failure. Some characters will be skilled at these encounters, 
  and the modifiers they use to persuade, deceive, or 
  intimidate other characters will be higher than others. 
  This helps enforce a character’s core abilities and facilitate 
  roleplay. 
   
   
  Characters can also interact on networks, which are 
  described in detail in Chapter Nine and Chapter Ten. These 
  skill-based encounters can involve anything from searching 
  for information, to interacting on the galaxy-wide network 
  in Nacora, to hacking into systems. 
   
  Combat. With a whole galaxy to explore, it’s not 
  Introduction
  
  7
  uncommon to run into a combat situation in a spaceship. 
  Space combat is detailed in Chapter Seven of this guide. 
  Instead of utilizing your character’s features, space combat 
  uses a mixture of skills and technology built into your 
  spaceship. A character can have a totally different skill set 
  for dealing with encounters in space than they do when 
  fighting in person. Most S&S adventures will contain more 
  regular combat than spaceship combat, but players should 
  be prepared for both.
   
  Like standard 5th edition, combat will typically play a 
  large role in S&S gameplay and most of the features that 
  are gained through the character classes help facilitate your 
  ability to participate in these combats. Unlike standard 5th 
  edition, there is a new, more prominent focus on ranged 
  fighting.
   
  In a world of advanced gunnery, running into a fight 
  with a sword is inherently dangerous. It’s important to 
  understand how your character and their class interact 
  with guns and other ranged weaponry. The increased focus 
  on ranged attacks ties into personal energy barriers, a 
  new item which can help your character survive otherwise 
  deadly gunfire. Updated cover rules can be found in 
  Chapter Ten of this guide. Utilizing cover throughout a fight 
  is often the difference between life and death.
  Welcome to the 
  Nacora Galaxy
  In the cold vastness of space, countless galaxies play host 
  to innumerable life forms. Beyond the Milky Way and 
  Andromeda, even further into the reaches of the universe 
  than the brightest and most distant galaxies, lays a super-
  luminous spiral galaxy known to its inhabitants as Nacora. 
  The purple-blue arms, varied in size and pattern, are 
  home to star systems bursting with life, and it is here that 
  Spaceships and Starwyrms takes place.
   
  A wiry Human woman guns the throttle of a 
  contraband military vessel while navigating through an 
  asteroid field. Her copilot, a round, squat creature with 
  one eye on a long stalk, gleefully fires the ship’s plasma 
  cannon at the pursuing bounty hunters. A gnarled hunk 
  of meteorite lays in the hold. It pulses with the ultraviolet 
  glow of dark matter magic. A vaguely humanoid android 
  snaps a jeweler’s monocle into place on their optical sensor 
  to get a closer look as a feline man takes a wrench to the 
  smoking engine room.
   
  Dim neon flickers outside the windows of the space 
  station. A hulking lizard-like woman with a towel thrown 
  over her shoulder serves drinks to patrons shooting furtive 
  glances at each other. An amphibious creature sneers 
  across the room, a laser pistol cocked at his hip. The doors 
  to the bar burst open in a blast of magical flame. A trio of 
  men made of mineral and fire illuminate the doorway as the 
  bartender draws out a gleaming blade.
   
  Land speeders streak across a crystalline landscape 
  toward a cliff of green marble. At the front of the group an 
  eerily beautiful figure leans over their handlebars, urging 
  their vehicle forward. Six eyes peek out of the wriggling 
  pack on their back. The two Humans flanking the leader 
  secure their goggles over their eyes. One pulls a lever on 
  their speeder, releasing a crackling torrent of energy on the 
  ground behind them. The massive raptors in pursuit let out 
  a screeching roar as they collide with the energy trap and 
  tumble to the ground.
   
  These vignettes offer a glimpse into some of the 
  many adventures that await in the Nacora Galaxy, but we 
  encourage you to add your own spice to the setting. The 
  Nacora is a vast place, full of multitudes of star systems, 
  each with their own planets, space stations, and ships. It 
  is meant to be a sci-fi backdrop that can adapt to whatever 
  sort of adventure you’re looking to run. The possibilities are 
  as countless as the stars.
   
  We both have a lot of love for the sci-fi genre, and 
  this supplement is borne of that. We hope you enjoy the 
  possibilities provided herein and add a little touch of 
  outer space to your own table. It has been both fun and 
  challenging to build this supplement, but we are excited to 
  share it with you.
   
  Go explore the stars, friend.
   
   
  ~ Ben and Audrey
  Introduction
  
  8
  Chapter One:
  Into the Nacora Galaxy
  Nacora galaxy
  T
  he Nacora Galaxy is vast and filled with all 
  kinds of chances for adventures. It acts as 
  the base setting for games of Spaceships 
  and Starwyrms and provides the homeworlds of the 
  playable species and mysterious monsters included in 
  this guide. The galaxy is a massive place with room for 
  new creations at every turn, even within named planets 
  and places. As a gamemaster, you can choose to co-
  opt any amount of the flavor included in this book into 
  your games or start with the bare bones of mechanics 
  and build your own galaxy for players to fly through.
   
  This chapter lays out the core flavor of the Nacora 
  Galaxy, detailing the primary home worlds of the different 
  species as well as galactic governments and organizations. 
  Beyond that, it also talks about the interplay of magic in the 
  galaxy, how the planes interact, and what sorts of religions 
  are still prominent in the void of space. Ideally, this 
  information will help enhance your gameplay experience, 
  and as future galactic adventure modules are added to the 
  world of Spaceships and Starwyrms, the information here 
  will help fill out the broader universe.
  Homeworld Planets of 
  Nacora
  There are many populated planets after the millennia of 
  colonization that followed in the wake of various species 
  of the galaxy obtaining the capability of space travel. 
  However, this section focuses on the specific worlds that 
  gave rise to the playable intergalactic species. For the most 
  part, these planets are still heavily populated by their native 
  species and are often centers of governance or trade. They 
  can provide important backdrops for adventures and are 
  generally referred to by most denizens of the galaxy as the 
  primary reference points when moving from solar system to 
  solar system.
  Deru
  Predominant Native Species
  Maeshar
  Environment
  Predominantly Tropical
  Environmental Danger Advisories
  Tropical Storms and High Humidity
  Dark Matter Energy Levels: High
  Nacoran Designation
  Deru II
  Nacoran System
  Deru System
  Sector Location
  Core 3
  Orbital Year
  125 days long
  Rotational Day
  24 hours long
  Forests of Land and Sea
  Deru is a verdant world of tropical rainforests in low 
  altitude basins and expansive saltwater oceans. The 
  mountainous crags on the planet are primarily volcanic and 
  provide sources for the wide rivers that crawl through the 
  foliage of the landscape. The creatures here are adapted to 
  a high oxygen, high humidity environment and often have 
  trouble adjusting to artificial environments in space.
   
  Due to this mixed topography, the natural flora 
  and fauna on Deru are typically both amphibious and 
  euryhaline. Nowhere is this more prominent than in the 
  societies of the Maeshar, which are built up from oceanic 
  coral reefs or river mouths and onto heavily forested 
  beaches. As an advanced civilization, the Maeshar people 
  
  9
  take great care to maintain the balance of their world and 
  are sensitive to any changes that might take place there. It 
  is often surprising to inhabitants of other worlds just how 
  much nature remains completely intact on Deru.
   
  Much of the diversity of life on Deru owes itself to the 
  environment, which in turn owes itself to the short distance 
  to the planet’s sun and the thick atmosphere. This both 
  protects the life from solar radiation and traps the heat 
  more effectively. The atmosphere is a double-edged sword, 
  however, as it often means that this seemingly tropical 
  paradise is covered with storms. Regardless of where on 
  Deru you might be, it is common to experience rain for at 
  least an hour every day.
   
  The consistency of storms means that technology has 
  difficulty weathering the test of time on Deru. It is one of 
  the primary reasons that magic and magical construction 
  remains such an important part of Maeshar culture.
  Life in Paradise
  The home of the Maeshar has a rich culture that is still 
  thriving in present day Nacora. Unlike many species 
  that took to the stars to find more worlds to inhabit or to 
  escape a world uninhabitable to them, the Maeshar people 
  are very attached to their planet and have done minimal 
  colonization beyond it.
   
  Instead, they spread to the stars while keeping their 
  roots strong. Their lifestyle on Deru is one that appears 
  idyllic from afar. They require little in the way of resources, 
  as their planet provides ample sun and water for their 
  consumption and their diet consists primarily of fruit and 
  crustaceans, both of which are grown grow in domesticated 
  environments.
   
  Additionally, because of the technological restraints of 
  surface life on Deru, the levels of pollution are remarkably 
  low. Expended dark matter energy pollution, the byproduct 
  of widespread use of magic, constitutes the main waste 
  product on Deru. While this doesn’t create issues 
  planetside, it does make the space surrounding the planet 
  and throughout the Deru System a hotspot for starwyrms.
   
  Structurally, Deru is run as a singular governmental 
  entity made up of a massive senate. Each of the numerous 
  city-states that populate the planet has a representative. 
  The senate’s purpose is to govern how the planet interacts 
  with other galactic powers and any concerns that involve 
  space and planetary defense. Otherwise, the various city-
  states of Deru are ruled via meritocracies.
   
  It is important to the Maeshar that those who hold 
  political power are well proven and have the desire to 
  hold the office. Unlike many other governments across the 
  Nacora Galaxy, political figures on Deru receive almost 
  no pay for their tireless work. Instead, all their needs are 
  provided for by their city-state. The state feeds money back 
  to its artisans and people that help political figures live 
  comfortably. This method of blending resources is common 
  on Deru and many visitors find the lack of commercial 
  wealth and distribution confusing.
   
  Despite this, there is a palpable tourism trade on 
  Deru and it is a popular spot for vacationers to visit to 
  refresh themselves from a galaxy heavily inundated with 
  technology, sound, and light.
  Domos 
  Prime
  Predominant Native Species
  Human
  Environment
  Temperate
  Environmental Danger Advisories
  Veerux Seed Technology
  Dark Matter Energy Levels: Medium
  Nacoran Designation
  Empyreal III
  Nacoran System
  Empyreal System
  Sector Location
  Core 4
  Orbital Year
  365 days long
  Rotational Day
  24 hours long
  Nacora galaxy
  
  10
  Human Landscapes
  Like many planets whose development revolved around 
  technology, many of the original natural places on Domos 
  have been long since altered. Unlike planets such as Kygor, 
  however, the Human populace of Domos have taken great 
  pains to preserve space for nature even as they seek to 
  control it.
   
  Curiously enough, this conservation effort primarily 
  manifested in the preservation of their oceans, large forests, 
  and arctic circles. Much of their remaining land is covered 
  with multi-layered cityscapes and towering buildings that 
  block out the sun.
   
  The planet revolves around its star in a band of orbit 
  referred to by Nacoran scientists as the temperate band. 
  With multiple seasons and ever-changing temperatures 
  and atmospheric systems, the major cities of Domos Prime 
  use satellites and sky domes in an attempt to control these 
  often unpredictable weather conditions.
   
  Like the expansive variety of Humans that inhabit the 
  planet, the fauna and flora of Domos is likewise various. 
  Oddly enough, most forms of life that can be found on other 
  oxygen-atmospheric planets can be found on Domos in 
  some capacity, though often significantly different in form. 
  The insects on Domos are small compared to the massive 
  creatures of Selavis, and the wild lizards rarely grow larger 
  than two feet, as opposed to the lizards on Deru that can 
  span twenty feet.
   
  Much of this differentiation is caused by the type of 
  atmosphere and the middling amount of dark matter 
  energy that suffuses the planet. Worlds with greater 
  amounts of energy tend to have more fantastical creatures 
  as a result, and while Domos isn’t void of dark matter, it 
  isn’t swimming in it either.
  Veerux Seed Technology
  Like the less populated Human planets that make up the 
  Empyreal System, Domos Prime was a Veerux Empire 
  seed planet long ago. Though the Humans there achieved 
  spaceflight without Veerux interference and have since 
  become the fighting force known to the Nacoran Galaxy 
  as the Domos Collective, there are still pieces of Veerux 
  influence hidden across their planet.
  Life Looking Skyward
  Much of Domosian Human culture is focused on life in 
  space and the rediscovery of their past as a species. As such, 
  history is a significant part of life on Domos. Both museums 
  and monuments are common. Beyond some of the best 
  historical and linguistic universities in the galaxy, Domos 
  is also well known for its manufacturing centers, especially 
  for spaceship and weapon construction.
   
  Though there are factions within the primary 
  government of the Domos Collective (D.C.), especially given 
  that the collective is made up of three different Human 
  planets that evolved as societies separately, as well as 
  numerous colony worlds in frontier space, the D.C. remains 
  one of the most stalwart galactic governments in the 
  Nacora.
   
  It is interesting to note that the different original 
  Domos planets in the Empyreal System were 
  communicating with each other via satellites long before 
  they became capable of space travel. Their unity began 
  without physical contact, which wouldn’t be made until 
  almost a century later.
   
  These seed factories, or seed caves, as they’re often 
  referred to, are autonomously guarded by all manner of 
  trap, machine, and monstrosity. This, along with keeping 
  the complexes well hidden, was a way to both protect the 
  Humans grown within and to keep the Humans released 
  into the world from ever getting back into them before the 
  Veerux returned to uplift them.
   
  Occasionally, new seed caves are discovered on Domos, 
  but they are always approached with utmost caution, as it’s 
  impossible to know the dangers within.
  Nacora galaxy
  
  11
  eezon
  Predominant Native Species
  Eezonite
  Environment
  Burning Firescape/Subzero Arctic
  Environmental Danger Advisories
  Intense Heat and Cold
  Dark Matter Energy Levels: Very High
  Nacoran Designation
  Eezon
  Nacoran System
  Eclipse System
  Sector Location
  Core 1
  Orbital Year
  90 days long
  Rotational Day
  None
  Two Worlds
  Eezon is a unique place among the planets in the Nacora 
  Galaxy. Before the Eezonites achieved spaceflight and made 
  first contact with the rest of the galactic community, the 
  scientists of Nacora would have called the whole place an 
  impossibility. With its discovery, Eezon is considered a one 
  in a trillion improbability that just so happened to occur.
   
  According to Eezonite legend, the planets of the 
  Eclipse System originally played host to a form of life 
  tied to the elemental plane of fire. One day, their massive 
  red sun expanded and collapsed in on itself. Even as the 
  sun consumed the planets, one of the dark matter energy 
  storms common to that system washed through.
   
  When the collapsed star finally settled into a pale 
  white dwarf, the magically charged remnants of the planets 
  formed a single world, with an asteroid belt filling out the 
  remainder of the system. This single, tidally locked planet 
  was Eezon. The life that would come to exist there was the 
  Eezonites, beings of both the plane of earth and the plane of 
  fire, tempered by the life of the material plane.
   
  Now that the planet is tidally locked in an incredibly 
  close orbit around its star, Eezon is easily divided into two 
  parts. One side of the planet is caught in eternal daylight, 
  with temperatures on the surface reaching 400 degrees and 
  creating an environment that can only be survived by the 
  Eezonites and various magical creatures that have come to 
  dot the landscape.
   
  The dark side of the planet, always facing away 
  from the sun, is almost universally -100 degrees and is 
  a landscape of frozen wasteland filled with rich mineral 
  wealth and more terrifying magical creatures. The creatures 
  on both sides of Eezon can often be found in accounts of the 
  elemental planes, with all four planes accounted for in the 
  deadly variety of creatures.
  Culture of FLAMES
  It is difficult to talk about the lifestyle and culture of Eezon 
  without talking about the general attitude of its people. For 
  most Eezonites, their homeworld is where they are born 
  and where they die. The planet itself is worshiped as a deity 
  and their ritualistic society is built around the idea that 
  they are both born from the planet and return to it to die in 
  order to be born anew. Their religion is heavily tied up in 
  the potent magical energy that suffuses the entire Eclipse 
  System, but especially their world.
   
  Most Eezonites who live permanently on Eezon are 
  either very young or in their last ten or so years of life. It 
  is rare for an Eezonite of middling age to live permanently 
  planetside. Those who do remain are either there to teach 
  newly born Eezonites or to provide for FLAMES (Funding 
  for Lifestyles, Autonomy, and Merriment for Eezon’s 
  Scions). FLAMES serves a vital role in helping Eezonites 
  across the galaxy live full and active lives.
   
  Part government, part church, and part business, 
  FLAMES maintains the laws of Eezonite society throughout 
  the Nacora. When disputes between Eezonites occur, they 
  are the ones that make decisions upon them. They also lead 
  religious ceremonies and rituals, and are responsible for 
  maintaining the magical core of the planet itself.
   
  Perhaps the most visible aspect of the organization in 
  the eyes of the rest of the Nacora Galaxy is their business 
  endeavors. Thanks to its incredible situation and magic, 
  Nacora galaxy
  
  12
  Eezon is home to copious amounts of renewable minerals 
  inaccessible elsewhere in the galaxy. FLAMES mines 
  and collects these minerals, refines them, and sells them 
  throughout the galaxy.
   
  The wealth they gather from this industry is used to 
  help all newly born Eezonites leave home from a place of 
  advantage and to facilitate the travel of any Eezonite who 
  needs to return to the planet to pass on. They also provide 
  other forms of aid for their people throughout their lives 
  and overall stand as one of the most influential intergalactic 
  businesses in the galaxy.
  Hanadar
  Predominant Native Species
  Hanadarian
  Environment
  Temperate
  Environmental Danger Advisories
  Volcanic Activity, Extreme Tidal Shifts, 
  and Precipitation
  Dark Matter Energy Levels: High
  Nacoran Designation
  Rp72
  Nacoran System
  None
  Sector Location
  Core 4
  Orbital Year
  None
  Rotational Day
  36 Hours
  Going Rogue
  The planet Hanadar lies in a core sector, light years from 
  any solar system. It was flung from a star’s orbit long ago 
  during the formation of the galaxy. The rogue planet now 
  drifts infinitesimally through space, kept company only by 
  its three moons and the billions of distant stars visible in its 
  perpetual night sky.
   
  Unlikely though it may seem, life developed on this 
  sunless world through a combination of inner volcanic 
  activity, multiple comet strikes, and its three moons. The 
  molten core provided a sufficiently warm beginning for 
  the planet, melting its ocean of ice. Without a star to strip 
  away the atmosphere, Hanadar had the heat and pressure 
  necessary to sustain its inhabitants. There was even enough 
  light from the channels of lava and core vents to provide 
  energy for the flora and fauna.
   
  The three moons of Hanadar, in being flung from their 
  initial solar system, ended up in an orbit very close to the 
  planet, increasing tidal changes and the temperature of 
  the planet. It is in this environment that the Hanadarians 
  evolved into the proud species they are today. Dim light 
  and low gravity gave them their translucent skin and 
  lanky bodies. With no sun of their own, the Hanadarians 
  continually sought to reach the glittering stars that 
  encircled their world.
  Celestial Longing
  The Hanadar of today is a planet prone to frequent rain, 
  rapid tidal changes, and constant dusk. Despite what many 
  might consider to be extreme conditions, the Hanadarians 
  thrived. As the population developed, they built toward 
  the stars. Delicate-looking structures of metal and glass 
  stretched to the heavens. These deceptively strong buildings 
  reflected the sky, bringing starlight to the inhabitants of the 
  planet. The majority of Hanadar’s population lives in cities 
  several miles from the coastline of their singular ocean, 
  due to the fact that the tideline shifts dramatically with the 
  seasons.
   
  With no star to orbit, the Hanadarians measure their 
  years by tidal cycles. One cycle typically lasts 200 days. 
  Their days are measured by the rotation of the moons 
  around the planet, as well as the planet’s own rotation. 
  Nacora galaxy
  
  13
  Complex calculations were involved in determining 
  accurate measurements of time, but the Hanadarians 
  relished the challenge of another discovery about space.
   
  It is no surprise that a species as preoccupied with 
  outer space as the Hanadarians has a rich tradition of 
  astronomy. In the early centuries of the culture, a star-
  worship mysticism arose, often leading believers to adorn 
  themselves like the celestial bodies they loved. Over time, 
  as scientists discovered more about the nature of stars, 
  the worship fell out of fashion. The superficial traditions, 
  however, did not.
   
  Hanadarians prize beauty and knowledge above all. The 
  latter is the solid foundation upon which they built their 
  research and hopes for immortality. The former, though 
  subjective, is the pinnacle of expression of the species.
  Lovers of Art and Science
  Hanadarians have been at the forefront of several 
  important scientific discoveries, most notably the fusion 
  of dark matter magic and cutting-edge technology. This 
  combination powered the ships that brought them to space. 
  They became leaders in developing magitech, a fusion not 
  often attempted due both to the elaborate process required 
  to make such technology work and its potentially explosive 
  results.
   
  In addition to their contributions to the scientific 
  community, the Hanadarians brought a number of beauty 
  practices and body modifications to the Nacora Galaxy 
  at large. Their emergence on the galactic scene set the 
  standard for the fashion industry as an art form. Their love 
  of mystery and their flair for the dramatic changed the face 
  of the arts in the Nacora.
  Kygor
  Predominant Native Species
  Kygorans
  Environment
  Temperate, Rocky
  Environmental Danger Advisories
  Earthquakes, Smog
  Dark Matter Energy Levels: Very Low
  Nacoran Designation
  Kygor
  Nacoran System
  Kygor System
  Sector Location
  Core 2
  Orbital Year
  270 Days
  Rotational Day
  24 Hours
  A Planet-spanning City
  At first glance, Kygor appears to be an artificial planet, all 
  metal, lights, and energy fields. But upon closer inspection, 
  the foundations of the planet become visible. Kygor was 
  once a terrestrial planet with natural terrain, but millennia 
  of building and technological advancement changed the 
  landscape for good.
   
  Thousands of years of ice ages and earthquakes drove 
  the two primary species on Kygor to seek refuge, though 
  they went in different directions. The Kygad burrowed 
  underground and evolved into the large-eared species 
  known throughout the galaxy. The Kyrrov, on the other 
  hand, climbed to the heavens, taking shelter in mountain 
  homes and adapting to resist the cold. The two species 
  shaped the planet into the structural marvel it is today.
   
  The Kygad’s tunnels grew more and more extensive, 
  until they spanned the entire planet. Whole cities can 
  be found underground. Artificial lighting systems were 
  Nacora galaxy
  
  14
  installed, along with network access lines, complex 
  laboratories, and factories built in the husks of depleted 
  mines.
   
  On the surface, the Kyrrov’s towering mountain 
  structures reach to the sky like stalagmites reaching for 
  a cave’s ceiling. Over the course of centuries, these cities 
  spread down the mountains, until the entirety of Kygor’s 
  surface was one massive city of steel and neon.
   
  The planet, and the city that spans and fills it, are 
  known as Kygor. Though it is stripped of its natural 
  resources, it is far from an empty planet. The Kygad and 
  Kyrrov are constantly experimenting with new ways to 
  enhance their world and themselves.
  Cybertech Mastery
  The well of resources on Kygor long ago ran dry, thanks 
  to merciless harvesting by its denizens. The primary 
  export from the planet is research and technology. Kygor 
  perfected cybertechnology, as well as advanced weapons 
  tech, long before they achieved space travel. As such, their 
  innovations rocketed to the top of the intergalactic economy 
  in terms of demand. They are particularly known for 
  bringing military technology to the mainstream, including 
  the Vanguard Program, psion implants, organically 
  compatible metal alloys, and a slew of explosives.
   
  The factories and development labs on Kygor and 
  their affiliated space stations keep up a continuous output 
  of these technologies. The planet is also home to over a 
  hundred cybersecurity and information technology firms. 
  How many of these are fronts for more illicit activities is 
  anyone’s guess. Kygor, more than most planets, embraced 
  technology on the whole.
  Capitalistic Culture
  Kygor’s industry encompasses more than just technology. 
  The planet is home to the highest concentration of 
  businesses in the galaxy. Capitalism dominates every aspect 
  of life, with a culture that focuses on maximizing profits 
  and squeezing every last dollar out of potential industries 
  and workers. The stock exchange on Kygor is home to 
  thousands of traders and brokers who move millions every 
  day.
  Industrial Artistry
  Their inventions are not limited to the purely militaristic 
  and scientific ideologies. Kygor is home to some of the 
  most popular net cafés in the galaxy, boasting server farms 
  with astounding capacity. One such café, The Ambient 
  Occlusion, often hosts famous net stars and gamers, 
  drawing massive crowds.
   
  Other entertainment on Kygor includes a vivid 
  club scene. Holographic dancers of all types grace their 
  stages. Musicians from Kygor have a tendency to include 
  artificial and unusual sounds in their songs, sometimes 
  incorporating mathematical equations to determine the 
  tempo and frequency of the music. Light, texture, and 
  scents play as much part in Kygoran art as visual elements. 
  Creators across Kygor push the boundaries of what is 
  considered art by much of the rest of the galaxy.
  Nacora galaxy
  Capitalism and Class Divide
  Nothing is too sacred to turn a profit on Kygor. The planet 
  is famour for its rigid payment structure and vast divide 
  between the wealthy and poor. The planet itself is divided 
  into four levels based on income.
   
  The poorest of the poor live on, or just beneath, 
  the planet’s surface, where lighting is poor and living 
  conditions are cramped. The further up or down one 
  goes, the more comfortable the conditions become. The 
  wealthiest people inhabit the Sky District and the Central 
  Caverns. The Sky District consists of artificial islands that 
  float in the thin atmosphere of the planet, while the Central 
  Caverns are made up of mechanized lofts and caves that 
  interconnect in increasingly complicated ways.
  
  15
  Moiccaro
  Predominant Native Species
  Deka
  Environment
  Arid Desert
  Environmental Danger Advisories
  Sandstorms, Drought, Extreme Heat
  Dark Matter Energy Levels: Medium
  Nacoran Designation
  Moiccaro
  Nacoran System
  Bistar System
  Sector Location
  Frontier 14
  Orbital Year
  400 Days
  Rotational Day
  12 Hours
  Endless Desert
   Moiccaro is a dry world, with nearly two-thirds of its 
  surface covered in sand or brittle dirt. The pair of suns 
  it orbits keep temperatures hot, and with little water on 
  the surface, the species that exist there must be hardy in 
  order to survive. Sandstorms are a common occurrence 
  on Moiccaro, while rainfall comes only a few times a year. 
  Deep springs provide the planet’s only water. Arid wind 
  erodes the surface in places where vegetation doesn’t grow. 
  Where plants do manage to find hold, they go without 
  water and dig their roots deep into the surface to find 
  nutrients.
   
  The other creatures that inhabit Moiccaro have evolved 
  to survive the harsh climate. Many retain water for months 
  at a time. Animals have developed camouflage to avoid 
  their predators, while many of the plants on the planet are 
  poisonous or thorny to ensure their survival. Birds and 
  reptiles are plentiful on Moiccaro, and they are crucial in 
  maintaining the spread of many indigenous plants.
   
  Rarer are mammals, though one notable species, the 
  Deka, dominates the planet. Though they are not sentient, 
  the Deka spread quickly across the planet due to its size and 
  rate of consumption and reproduction. Initially, the deer-
  like species resided in a small, verdant part of the planet in 
  the south, but after the Saguarin attempted to domesticate 
  it, the Deka population quickly grew out of control.
   
  As the minimal vegetation was stripped from the 
  planet, the Saguarin became the Deka’s new food source. 
  Their lush, plant-like bodies and watery blood were ideal 
  for sustaining the species. Though Moiccaro contained all 
  the minerals the Saguarin could want, their population 
  dwindled and they took to the stars.
  Remnants of Nomads
  Saguarin settlements on Moiccaro typically consisted of 
  tents and other portable shelters. This allowed the Saguarin 
  to easily pack up and move in the event of extreme weather 
  or to relocate to a more mineral-rich area. Additionally, as 
  the Saguarin species needs sunlight and soil to grow, they 
  often spent their time in the open air. With the exodus of 
  the species from Moiccaro, the planet almost appears to 
  never have been inhabited to begin with.
   
  The exception to the emptiness is the former capital of 
  Moiccaro. Though the Saguarin didn’t have a government 
  in the sense of many cultures, their annual gathering in a 
  northern oasis served as a focal point of the planet and the 
  species. Hantarakiorna, as the oasis and the gathering were 
  both called, served as a summit for grievances to be heard, 
  disputes to be settled, and worship and celebration to be 
  expressed. Solar and wind-harnessing structures provided 
  artificial sunlight, even at night, in the form of tree-like 
  towers lit from within. These structures remain to this day.
   
  The other testament to the origin of the Saguarin are 
  their graveyards. A Saguarin dies when their soft tissues 
  are completely replaced by sediment and minerals. The 
  remains of a deceased Saguarin were typically brought to a 
  resting place in the barren desert, where the wind and sand 
  would erode them and return them to the earth. Some such 
  statues can still be found on the now-abandoned planet.
  Nacora galaxy
  
  16
  Novus
  Predominant Native Species
  Piranthi
  Environment
  Underwater Nitrogen Heated Sphere
  Environmental Danger Advisories
  Underwater and Deadly Cold Outer 
  Region
  Dark Matter Energy Levels: Low
  Nacoran Designation
  Nova VII
  Nacoran System
  Nova System
  Sector Location
  Core 1
  Orbital Year
  31,500 Days
  Rotational Day
  48 Hours
  Heated Depths
  The livable sphere of Novus lies beneath a mile of solid ice 
  and five miles of saltwater. It is a one mile deep section of 
  nitrogen-rich water, heated by the planet’s core, that spans 
  the entire globe on a central level. The primary biomes in 
  this range are even further divided by the spiderweb of 
  trenches and the heat vents that run along their sides.
   
  For such a harsh environment, the livable sphere of 
  Novus hosts far more forms of life than just the Piranthi. 
  Thousands of species of deep water plants and fungus line 
  the trench walls, floors, and vents. Crustaceans, fish, and 
  cephalopods are plentiful as well.
   
  All of these creatures have evolved around the nitrogen-
  rich atmosphere generated by populous bacteria that live in 
  the sulfuric vents that span the planet. Creatures that are 
  typically amphibious on other worlds cannot breath water 
  on Novus without an oxygenator because the percentage of 
  oxygen in the environment is less than 5%.
   
  The flip side of this is that the Piranthi and other 
  creatures native to this nitrogen-rich environment cannot 
  effectively breath in environments that contain less than 
  60% nitrogen.
   
  Beyond the wildlife and the composition of the 
  environment, Novus poses numerous other dangers, 
  especially for those traveling to the planetary surface. The 
  intense temperature change as a ship passes from the 
  outer ice sphere to the inner livable sphere is too intense 
  for average shuttles and water vehicles. Instead, when a 
  ship needs to send supplies or a crew to the cities of Novus, 
  they have to stop at one of the surface transit domes that 
  the Piranthi society has built. Once docked in a dome, the 
  government provides shuttles to the cities below.
   
  The cities that dot the trenches dominate the modern 
  terrain of Novus. The light given off by the massive 
  geothermal magma tubes that provide electrical power to 
  Piranthi society make the cities stand out against the rest of 
  the darkness and provide a natural deterrent to dangerous 
  fauna that prefer the darker reaches of the sea.
  Three Spheres of Life
  The Piranthi were one of the first species to master 
  terraforming technology, which they used on their own 
  world before testing the waters of other planets. Through 
  a system of magmatic energy towers, they created heat 
  spheres and air bubbles that sustain entire regions of life on 
  modern Novus.
   
  While the technologies are used on other planets to 
  facilitate colonization, on Novus their predominant use was 
  to spread the region of water that was considered part of 
  the livable sphere. Due to the towers, cultural life on Novus 
  is roughly split into three categories.
   
  The most well-known life is among the vents in the 
  trenches. These historic buildings and roads have secure 
  power systems built into the planet and its core, making 
  it a stable place to live. When the Nacoran community 
  considers Piranthi life on Novus, this is what they picture: 
  scientifically-enhanced cave dwellings that utilize thermal 
  power for a series of underwater systems. The caves 
  themselves are a mixture of atmospheric pockets and 
  purely underwater living. Industry and tradition dominate 
  the lives of those who reside in and around the vents. 
  Many holdovers from older Piranthi society persist here, 
  Nacora galaxy
  
  17
  including the heart of their religion, which focuses around a 
  trio of avatar deities.
   
  Moving out from the vents leads to the extended livable 
  sphere. Here is where the Piranthi construct their spaceship 
  parts and other major projects. Like the vents, living and 
  working areas are split between fabricated atmospheric 
  domes and underwater structures. Most visitors to Novus 
  who aren’t tourists or natives find this the be the preferable 
  destination, as it has the most expansive marketplaces and 
  leisure activities.
   
  The last area is built into the mile-thick sphere of ice 
  that surrounds and insulates the planet from space. This 
  entirely artificial structure is a series of tunnels, surface 
  domes, and massive synthesized caverns. The cities here 
  are primarily trade-based and industrial, with a focus 
  on intergalactic movement and docking spaceships. The 
  capital city of the Novus Federation of Planets lies within 
  the ice layer, and it is from that ice-encased city that 
  decisions are made that affect the lives of Piranthi across all 
  eleven of their colony worlds, as well as Novus itself.
  Olara
  Predominant Native Species
  Curators
  Environment
  Barren Rocky Tundra
  Environmental Danger Advisories
  Extreme Cold, Meteor Strikes
  Dark Matter Energy Levels: Low
  Nacoran Designation
  Olara, Tano-I's Moon
  Nacoran System
  Vixys System
  Sector Location
  Frontier 9
  Orbital Year
  175 Days
  Rotational Day
  None
  Beneath the Surface
  The planet known as Olara is actually a large moon orbiting 
  a gas giant. Over time, the race known as the Curators came 
  into existence in the moon’s hollow core. These beings 
  are made up entirely of liquid and communicate through 
  electrical pulses that manifest as lights within their bodies.
   
  Due to their liquid state of being, the radiation from 
  space would boil them alive if they ever set foot on the 
  surface of Olara. As such, they built their entire civilization 
  inside the rocky moon. The Curators built machines to 
  help them explore their world, and it is through these 
  instruments that they learned of the galaxy at large. In 
  time, they were able to build the first Proxy, a sentient 
  machine that was considered more child than tool.
   
  The hollowed out halls of Olara did not at first have 
  light besides the Curators’ language, but as the Proxy 
  encountered the need for visual sensors, the Curators 
  implemented a system of lighting inside the caverns. Panels 
  on the surface of Olara absorb the radiation from space and 
  convert it into light and other forms of energy, much as the 
  Curators’ senses do.
   
  Once illuminated, the greenish hue of the olivine 
  tunnels was much more visible. Over time, the Curators 
  have smoothed the walls and excavated more caverns, 
  careful not to break through to the surface. The halls house 
  cataloged information of millions of works of art, science, 
  and history.
   
  The surface of Olara is almost completely bare, save for 
  the panels that generate energy and a small docking station 
  and tunnel for returning Proxy. The Proxy have added their 
  own touches to the guest space they stay in while they visit 
  Olara, but otherwise try not to disturb their parents’ space.
  Unvisited Wonders
  Olara is not a particularly hospitable place for visitors, 
  given its cold temperatures and lack of resources. The 
  Curators do not require much in the way of sustenance, 
  and they build the Proxy to be similar. Additionally, 
  most species are unable to communicate directly with 
  the Curators, so despite their openness and wealth of 
  knowledge, not many visit the moon.
   
  Those who do are welcome to peruse the collected 
  Nacora galaxy
  
  18
  Echoes of Home
  Most Proxy do not live on Olara, even if they were born 
  there. However, it is typical that a Proxy, upon reaching 
  adulthood, will visit Olara and make their first contribution 
  to the archives there. Though some Proxy seek other 
  vocations, there are many who enjoy carrying on the work 
  of their predecessors, and even those created by other 
  Proxy are instilled with an innate curiosity and desire to 
  learn. The majority of Proxy view Olara as their ancestral 
  home.
  cultural and scientific knowledge. The Curators organize 
  their acquisitions meticulously. They attempt to 
  accommodate guests as best they can, though often they do 
  not understand the needs and desires of biological beings.
   
  In particular, they loathe weaponry and war. Their 
  defense system is for emergencies only, and they are 
  more likely to equip their children with weapons than to 
  wield them themselves. As a species singularly focused on 
  collecting beautiful and interesting things, the Curators did 
  not continue inventing after the Proxy were born. They still 
  create Proxy, though in fewer and fewer numbers each year, 
  choosing instead to let the Proxy themselves create new 
  generations.
  Raath
  Predominant Native Species
  Glabrau
  Environment
  Frozen Tundra and Taiga, Mountainous
  Environmental Danger Advisories
  Blizzards, Avalanches, Extreme Cold
  Dark Matter Energy Levels: Low
  Nacoran Designation
  PP18
  Nacoran System
  Grosnar System
  Sector Location
  Core 2
  Orbital Year
  4,380 Days
  Rotational Day
  24 Hours
  Frozen Homeland
  The planet Raath orbits a pulsar, a star that emits regular 
  bursts of radiation waves. The atmosphere is thicker than 
  that of a typical planet, which helps convert the radiation 
  into energy and heat and protects the creatures that inhabit 
  it. Despite this, Raath is a cold planet, as it is too far from 
  its star to have the majority of its water in liquid form.
   
  The surface of Raath is an icy taiga. Mountains and 
  coniferous forests dot the terrain, and a molten core keeps 
  enough ice melted to sustain life. Still, the climate is a harsh 
  one, prone to blizzards and deadly avalanches.
   
  Most plants on Raath are coniferous, but aside from 
  the fir trees, they are few and far between. The planet is 
  mostly inhabited by mammalian creatures, as their fat 
  stores and metabolism help them survive even the coldest 
  temperatures.
   
  The Glabrau are the only sentient species on Raath, 
  and their cities are often the only things breaking up the 
  Nacora galaxy
  
  19
  frozen landscape. Glabrau structures tend to be dug into 
  the earth, as the snow provides natural insulation. An 
  upper floor above the ice is built to allow fires to be lit 
  safely. Ice being the most plentiful resource on the planet, 
  it is not uncommon for these surface level buildings to be 
  constructed of it. Many Glabrau drip dyed water onto their 
  houses to create unique frozen patterns and add color to the 
  landscape.
   
  There are many mines on Raath, particularly in the 
  mountains. The Glabrau use the ores mined to create the 
  metals that make up many of their complex machines in 
  space. On the planet, however, stone and ice suffice for 
  almost every contraption they need. In particular, sledges 
  with stone runners are used to quickly traverse the ice and 
  snow that cover the planet, and icy boats are carved for 
  excursions onto liquid lakes and rivers.
  Tests of Mind and Body
  The planet’s tough environment made the Glabrau into 
  a species of inventors and survivors. No Glabrau grows 
  up without having at least a basic knowledge of simple 
  machines and the skills necessary to build them. Creativity 
  and new ideas are encouraged among the population, and 
  they readily adopt new inventions that make life less taxing.
   
  As innovation eased some of the struggles of life on 
  Raath, the Glabrau never forgot the difficulty of life without 
  machines. As such, trials of strength, speed, and endurance 
  are a regular practice on Raath. Sometimes these trials 
  require a journey to test the self, while others require 
  combat against some of the deadly predators that inhabit 
  Raath. Still others involve a period of isolation in the frigid 
  taiga. Whatever the trial may be, it is as much a proving 
  ground as any invention a Glabrau can devise.
  Kinetic Machinery
  In the scope of the galaxy at large, the Glabrau bring 
  something oft overlooked by other species: kinetic 
  engineering. Though kinetics are the building blocks for 
  thousands, if not millions, of machines and processes, many 
  species moved on to more advanced and different types 
  of technology. Not the Glabrau. Their mastery of kinetic 
  energy allowed them to create machines as complicated and 
  functional as any computer. Their reputation as inventors 
  and mechanics extends far beyond their planet.
  Selavis
  Predominant Native Species
  Ix
  Environment
  Temperate Forest
  Environmental Danger Advisories
  Landslides, Heavy Rain
  Dark Matter Energy Levels: Medium
  Nacoran Designation
  Selavis
  Nacoran System
  Buddy System
  Sector Location
  Core 3
  Orbital Year
  585 Days
  Rotational Day
  12 Hours
  Superhabitable Paradise
  Selavis is a massive terrestrial planet orbiting a star at just 
  the right distance to be considered optimal for biodiversity. 
  The oxygen-rich atmosphere not only created the perfect 
  environment for a variety of species, but also caused 
  many of those species to grow much larger than their 
  counterparts on other worlds.
   
  The vast majority of Selavis is covered in a deciduous 
  forest that shares a singular root system. The trees can 
  grow more than a hundred feet tall. Selavis is primarily 
  populated by the Ix, a race of bee-like humanoids, but they 
  are hardly the only insects on the planet. Huge ants, moths, 
  and other insects live on Selavis, in addition to birds, 
  mammals, reptiles, and fish. The abundance of resources 
  and the many rivers that flow across the planet create a 
  veritable paradise of greenery and life. There are colder 
  zones at the poles of the planet, as well as more arid areas 
  at its equator. These varied biomes are teeming with life of 
  all shapes and sizes.
  Nacora galaxy
  
  20
   
  The Ix who populate the planet live in the trees. Their 
  communities are built around the trunks and among the 
  limbs of the great forest. A combination of mud brought 
  up from the forest floor and use of the trees themselves 
  makes up the Ix’s architecture. Rather than hollowing out 
  trees or damaging them to build their homes, the Ix tend 
  to the trees and gently coax the branches to grow in the 
  right direction with a little bit of external shaping, such as 
  rope, boards, and wires. This specific gardening often takes 
  generations upon generations of Ix and is a tradition passed 
  down through the ages.
   
  The Ix are careful to preserve as much of the life on 
  their planet as they are able. Many of the non-sentient 
  species have been domesticated as pets or livestock. Great 
  care is taken to study and understand the purpose of each 
  plant, animal, or fungus on the planet. From space, no 
  evidence of the habitation of Selavis can be seen. It looks 
  every bit the wild planet that it once was.
  Inventing for a Cause
  Despite the natural landscape of Selavis, many of the 
  structures on its surface are laboratories, medical facilities, 
  and places for research. The Ix are an ingenious people, 
  always looking for ways to accommodate others and 
  provide ease of access for all people. They have an extensive 
  knowledge of nervous systems and, though they can’t 
  compete with Kygor in terms of cybertechnology, they are 
  behind some of the most inventive prosthetic limbs on the 
  market.
   
  They are particularly known for the Babel Implant, 
  which was developed after a few short years in space. This 
  universal translator allowed not only their species, but 
  others, as well as voiceless individuals to communicate 
  without language barriers.
   
  Additionally, they are ever striving to find solutions for 
  disabilities and shortcomings. Nothing is invented by an Ix 
  without a purpose. Some of their many inventions include 
  artificial wings, stabilization suits for people with shaky 
  hands, and color-change goggles that allow people to see in 
  the ways other species do.
  Bonds of Friendship
  The Ix on the whole are a friendly people. They thrive 
  on connections and bonds, and they enjoy taking care of 
  others. On Selavis, it is rare for an Ix to live alone. The 
  species has a tendency to build communities close together, 
  and rarely do their homes have doors. The Ix are quick 
  to lend a helping hand and take joy in celebrating their 
  friendships and relationships. It is not uncommon for an Ix 
  to frequently give gifts to others.
   
  While the Ix now inhabit many planets and stations 
  across the galaxy, their sense of community is no less 
  diminished. The net helps Ix congregate online, and Ix 
  adventurers and offworlders bond with their companions 
  and neighbors as readily as though they were Ix, too. 
  Though the Galactic Coalition has evolved over the years, at 
  its core lies the Ix desire for connection and understanding.
  Von
  Predominant Native Species
  Brahvaasch and Starwyrms
  Environment
  Arid Temperate Steppe
  Environmental Danger Advisories
  Dangerous Fauna
  Dark Matter Energy Levels: Very High
  Nacoran Designation
  Von Haus III
  Nacoran System
  Cradle System
  Sector Location
  Core 1
  Orbital Year
  375 Days
  Rotational Day
  24 Hours
  Nacora galaxy
  
  21
  An Ancient Magical Landscape
  Most planets capable of supporting life are billions of years 
  old, but Von is often cited as the oldest world that still 
  supports life. Its binary pair of suns, one a deep red and the 
  other a bright orange, hang over a craggy landscape that 
  spans the entire planet. Both the arctic poles and the life-
  giving equator are equal in this regard, despite their vast 
  temperature difference.
   
  Von is a dangerous world to visit, but not because of 
  environmental factors. Though the world has a wide range 
  of temperatures, none of them are particularly deadly, 
  and because the planet’s oceans and other water systems 
  are almost exclusively underground, the worst storms are 
  typically the occasional gale or dust devil. The danger lies in 
  the fact that the planet is a hotbed for monstrous creatures 
  fueled by intense dark matter energy.
   
  Magic has been explored and exalted on Von for as 
  long as history can recall. Though the average Hanadarian 
  likely finds the idea ridiculous, many common citizens 
  believe that magic itself originated from the Brahvaasch 
  homeworld. While occult scholars the galaxy over would 
  rebuff such a simple view of things, they cannot deny the 
  importance of Von and the other planets in the Cradle 
  System as nesting and gestation grounds for the starwyrms 
  that recycle expended dark matter back into the galaxy and 
  keep magic alive.
   
  This vortex of energy and magic is what makes the 
  fauna of Von so deadly. Even the smallest creatures have 
  magical powers and supernatural toughness. The base of 
  the food chain on the planet are a series of small creatures 
  that live on dark matter energy alone, a necessity born of 
  there being little to no plant life on the planet. It is these 
  pygmy creatures that convert oxygen from carbon dioxide 
  as they process magical energy.
   
  Each other creature on the planet is bigger than the 
  last and subsists on a carnivorous diet. From the lowly 
  cockatrices, basilisks, gricks, and ankhegs, to the larger 
  bulettes, chimeras, manticores, and hydras, every creature 
  on Von is dangerous in its own way. With this in mind, it 
  is not surprising how tough the Brahvaasch have had to 
  become to continue their survival as a people.
  Naturalist Societies
  One of the things that stands out to those who visit Von 
  is that the planet remains relatively unchanged from its 
  natural state. The Brahvaasch, even as far back as their pre-
  space era, strive to leave as little an environmental footprint 
  as possible. This lifestyle initially came from the need to 
  maintain the nesting grounds of their fully grown starwyrm 
  progenitors, but has since developed into a cultural way of 
  life.
   
  The idea of being an invisible observer in nature and 
  among others is central to the attitude of the Brahvaasch. 
  On their homeworld, even in present day, they maintain 
  very small cloistered societies that are centered on popular 
  starwyrm nesting areas. There, they explore magical theory 
  and knowledge while raising the pre-larval Brahvaasch into 
  adulthood.
   
  The Brahvaasch people have played a relatively large 
  role in Nacoran politics, with the creation of the Galactic 
  Coalition nearly a thousand years ago and the spreading of 
  magical knowledge, but Von itself has had very little impact 
  on the galaxy.
   
  Although it sees very few visitors, Von does offer one of 
  the best occult educations through the Drakuth University 
  of the Arcane Arts. It boasts itself as the only place in 
  the known galaxy where one can learn directly from the 
  wisdom of starwyrms. In fact, the director of the university 
  is a starwyrm named Athos, reputed to be older than the 
  Brahvaasch space program itself and in fact the progenitor 
  of it. He has never confirmed nor denied his assistance to 
  the Brahvaasch in their quest to reach the stars.
  Nacora galaxy
  
  22
  Vres’na
  Predominant Native Species
  Luonn Tua and W'uther
  Environment
  Nuclear Wasteland
  Environmental Danger Advisories
  Nuclear Radiation, Acid Rain, and 
  Atmospheric Thinning
  Dark Matter Energy Levels: Medium
  Nacoran Designation
  Vres'na 4
  Nacoran System
  Dath'ek System
  Sector Location
  Frontier 2
  Orbital Year
  687 Days
  Rotational Day
  36 Hours
  Nuclear Wasteland
  Vres’na has not been a hospitable planet in more than 1,500 
  years. The atmosphere is thin and solar radiation has pelted 
  the surface constantly. To top it off, high levels of radiation 
  from potent dark matter and nuclear powered weaponry 
  that was utilized by the Luos Aven Empire during their last 
  100-year-war permeate the planet.
   
  Traveling on Vres’na is fraught with danger and 
  requires radiation protection suits that are also resistant 
  to the intermittent acid rain. Moving over land without a 
  protective suit is ill-advised, even for species that resist 
  those environmental hazards.
   
  Though few natural creatures or flora live on the 
  surface, those that remain have been twisted by the planet 
  to be monstrous. The world is monitored from above by a 
  single outpost of the Luos Aven Empire in orbit. The empire 
  maintains their claim on the world despite its inherent 
  uselessness and lack of resources.
   
  The planet does have one thing playing in its favor. 
  Because of the radioactive conditions and dark matter 
  energy, it has become an ideal nesting and cocooning 
  ground for Brahvaasch and Starwyrms. Even now, 
  negotiations are constantly in flux for the Luos Aven 
  Empire to cede the planet to the Brahvaasch people.
  A World Left Behind
  The history of Vres’na is a cautionary tale that most of the 
  Nacoran Galaxy knows. It is taught throughout the galaxy 
  in schools, even those schools outside of the Luos Aven 
  Empire. V’resna was once the homeworld of both the Luonn 
  Tua and the W’uther.
   
  When studying the two species in depth, it becomes 
  clear that both species originated separately, rather than 
  diverging from a common ancestor like the Kygorans. The 
  primary difference between the two was their connection to 
  the dark matter energies that moved through their planet.
   
  Magic moved through the skies of Vres’na, where it 
  had a potent effect on the fauna and flora. It was here that 
  the Luonn Tua originated, while the W’uther originated 
  underground where the magic wass at its thinnest.
   
  In the earliest stages of life and civilization, the Luonn 
  Tua were at a massive advantage because of their magical 
  prowess and they utilized it to great effect in dominating 
  their world. The subjugation of the W’uther species is a 
  subject of much debate because the histories laid down by 
  the W’uther, who achieved space flight almost one-hundred 
  years before the Luonn Tua, and the Luos Aven Empire are 
  so different.
   
  If the W’uther are to be believed, they were viewed 
  as lesser; enslaved when needed and ignored when not, 
  victims of constant battle between various Luonn Tua 
  powers and the eventual victims of the nuclear fallout that 
  those wars would produce. The W’uther technological 
  society was built in secret underground and eventually 
  launched into space to escape their dying world.
   
  The Luos Aven Empire maintains that things were 
  more complex than that. Society was far more mixed 
  between the two and the divide was mostly caused by the 
  Luonn Tua’s natural talent for magic. There were once 
  many different countries on Vres’na and the country 
  that would become the Luos Aven Empire claims to be 
  Nacora galaxy
  
  23
  the Avenites, a group they maintain was against the 
  mistreatment of the W’uther.
   
  The truth is shrouded in the distant past and colored 
  by stories and propaganda on both sides of the conflict. 
  Regardless of which side a person might err on, the lesson 
  of Vres’na is one of the destruction of war and those 
  innocents caught between powers that left an entire planet 
  a wasteland.
  Nacoran Governments 
  and Organizations
  Domos Collective (D.C.)
  Primary Species
  Human and Wireborn
  Primary Region of Influence
  Core Sector 4 and Frontier Sectors 12 
  through 16
  Primary Base of Operation
  Watchtower, Space Station in 
  Empyreal System
  The organizations that span the Nacora Galaxy vary 
  in power and influence, but there are some that are 
  recognized from the center of core space to the furthest 
  reaches of the frontier. These make up the power structure 
  that ebbs and flows across civilization throughout the many 
  cultures in the Nacora. When structuring an adventure 
  within the universe provided by this guide, it’s vital to keep 
  in mind the attitudes and roles of each of these powers. 
  This section will lay out the major powers, their history, 
  motivation, and centers of influence to better facilitate a 
  GM’s ability to add them to their adventure.
  The Domos Collective is a joint government originally 
  built from the combined peoples of three different planets 
  located within the same solar system before they expanded 
  into frontier space. The history of this governing entity is a 
  curious one, in that it existed before the individual species 
  were capable of spaceflight to each other’s planets. The first 
  messages to connect the three Domos planets together were 
  received hundreds of years before the first interstellar craft 
  was finished. Instead, these planets communicated through 
  long-delayed sound waves as they each strove to be the first 
  to make it to one another’s homeworlds.
   
  Scientific study of each other’s planets was at an all-
  time high when the societies finally met at a joint effort 
  space station in the asteroid belt of the Empyreal System. 
  From this initial meeting, an agreement was struck to take 
  the three Human societies and join their efforts to explore 
  the galaxy at large. Despite some cultural differences and 
  historical shifts, the archeology, evolution, and cultural 
  advancement of each of the three Human seed worlds were 
  surprisingly similar. In all three cases, their journey into 
  space travel was facilitated by discoveries of ancient ruins 
  on their homeworlds left behind by the Veerux who had 
  seeded their planets millennia ago.
   
  Eventually, as the Domos established themselves and 
  built up their home base, the space station Watchtower 
  created from that original joint effort, they began to explore 
  the galaxy as a whole. It was this journey that revealed 
  to them the truth of their past and what they might have 
  become.
   
  The Domos Collective encountered Galactic Coalition 
  forces shortly after they began their expanded exploration. 
  After a few small skirmishes, they entreated them for 
  discussion. It was in these talks that they learned of the 
  Veerux and were able to verify the primary theory that they 
  were a collection of seeded planets by an alien species. Not 
  long after the treaty with the Coalition, the Collective came 
  face-to-face with their progenitors as a Veerux force swept 
  through one of the neighboring systems and harvested 
  a planet. The Veerux then moved to harvest the Domos 
  System, only to find the Collective ready for a fight.
   
  The Freedom War was a ten day conflict still celebrated 
  Three Worlds, One People
  Nacora galaxy
  
  24
  by the Domos Collective, as it marked the initial point 
  where the Collective fought off a Veerux advance. It was the 
  first time that a force of Humanity worked for the greater 
  good of the galaxy. It would take hundreds of years before 
  the rest of the galaxy was willing to accept the Humans fully 
  into their ranks, but this conflict was Humanity’s first step.
  Protectors and Entrepreneurs
  Over the centuries since the Domos Collective joined the 
  galactic community and began fighting the Veerux, they 
  have strived for acceptance. For many people who had 
  lived in fear of the Veerux threat, trusting any Human 
  seemed impossible. Nowadays, most view the Humans of 
  the Domos Collective as the true Humans of Nacora, while 
  the Veerux are simply called Veerux. Most consider them 
  monsters, a species separate from the Humans that live 
  peacefully among them.
   
  Still, unable to shake themselves fully from their past, 
  the Domos Collective have taken up the role as protectors 
  of the galaxy. Where the Galactic Coalition and other 
  governing forces once held the line again Veerux invasion, 
  the Domos Collective turned its impressive military force 
  almost exclusively against Veerux interference in Nacora. 
  For those that fear the red and gold ships of the Veerux, the 
  gray and blue vessels of the Collective are a force of hope.
   
  Aside from their extensive military, which acts almost 
  like an additional arm to their allies, the Galactic Coalition, 
  the Collective are also well known for their commerce and 
  trade. Thanks to the terraforming technology of the Veerux, 
  the homeworlds of the Domos are some of the most varied 
  environmentally. This wide array of environments is what 
  gives Humanity their adaptability and ability to pick up 
  new skills. In the modern age, those skills have been turned 
  toward everything from occult production, to science and 
  technology, and even to hard labor that other cultures have 
  turned over to machine operation.
   
  The Domos Collective has one of the most open trade 
  and tariff agreements across the galaxy and no specific 
  restrictions are in place against any one group or governing 
  body. This places them in a good position to act as go-
  betweens through which trade can flourish safely between 
  galactic regions.
  Outside of Humanity
  While Humans make up the predominant population and 
  military force of the DC, there are other species present as 
  citizens of the Collective. Domos welcomes all species who 
  decide to immigrate to their planets and start lives there. 
  Many Humans bring other species into the fold through 
  marriage or adoption. Due to the struggles Humanity faced 
  when proving themselves to the remainder of the galaxy, 
  they are, as a culture, unwilling to put others through such 
  trials and tribulations.
   
  It is for this reason that they act as one of the major 
  allies to the Proxy and Curators of Olara, with whom they 
  first made first contact. More poignantly in this modern 
  day, perhaps, is how the Wireborn factor into life among 
  the Collective. While Wireborn often face discrimination in 
  other societies, the Collective is one of the safer spaces for 
  them. Government censuses across the Nacora Galaxy often 
  show a higher percentage of registered Wireborn citizens 
  among the Domos than other civilizations.
  F.L.A.M.E.S. (Funding for 
  Lifestyles, Autonomy, and 
  Merriment for Eezon’s Scions)
  Primary Species
  Eezonites
  Primary Region of Influence
  All Core Sectors
  Primary Base of Operation
  Fireheart, Complex on Eezon Proper
  Nacora galaxy
  
  25
  Religious Roots
  FLAMES began as a religious organization on Eezon that 
  explored the spiritual and magical connections between 
  the Eezonites’ cycle of life and death. Then called the 
  Fireheart Church, FLAMES almost single-handedly drove 
  the advancement and cultural discoveries of the Eezonite 
  people.
   
  Eventually, as the Eezonites expanded outward into 
  space, interacting with other species and understanding 
  their place in the universe better than before, the Fireheart 
  adapted.
   
  Though it is still the central organization within the 
  Eezonite religion, over time the Fireheart Church morphed 
  into something closer to a business, bank, and government 
  than a religious body. The spiritual nature of its purpose, 
  however, has never changed.
  Passing Wisdom and Support
  Eezonites are born adults and are the shortest lived species 
  in the Nacora Galaxy. For all that they live short lives, they 
  try to live full ones. In a galaxy where monetary wealth 
  and political influence often dictate freedom of lifestyle, a 
  person who enters the community with literally nothing is 
  at a disadvantage.
   
  FLAMES helps each new Eezonite by providing them 
  with money and connections to help them achieve their 
  fullest potential as fast as possible. For most Eezonites, the 
  members of FLAMES are there when they’re born and are 
  with them again when they pass back into the fiery aether.
   
  Although not all Eezonites follow this path, the majority 
  accept the help of FLAMES and give back to the community 
  when they reach their twilight years. They record what 
  they’ve learned in life and add it to the repository of 
  knowledge kept by FLAMES.
   
  Many elderly Eezonites also work as direct employees 
  of FLAMES and a vast majority of employees and officials 
  among the organization are within only a few years of their 
  deaths as they help the youths of their species.
   
  When the average Eezonite dies, a large sum of 
  their possessions and money are given to FLAMES. The 
  organization uses the money in order to fund newborn 
  Eezonites.
  The Journey Home
  Perhaps the most important job FLAMES accomplishes 
  within Eezonite society is bringing the dying home. Eezon 
  and its people have a special bond. Eezonites are only born 
  of the swirling magics that suffuse the planet. No other 
  place in the galaxy has yet been discovered that can birth an 
  Eezonite.
   
  As such, their planet plays a central role in their 
  culture. When they die, the energy and magic they are made 
  up of slowly dissipates into nothingness. But if they die on 
  Eezon, their energy is recycled by the planet.
   
  Newly born Eezonites often have flickers of memory of 
  the lives of others that were recycled into their own soul. 
  For FLAMES, maintaining this cycle of rebirth and creation 
  is their utmost priority. They will make almost any deal to 
  bring a dead or dying Eezonite home.
  Galactic Coalition (GC)
  Primary Species
  Ix, Brahvaasch, W’uther, Saguarin, 
  Maeshar, and Proxy
  Primary Region of Influence
  All Core Sectors, Waystations in 
  Frontier and Outer Reaches
  Primary Base of Operation
  GC Headquarters, an O’Neill cylinder 
  in Sector 3 of the Core Systems
  Nacora galaxy
  
  26
  Optimistic Origins
  Alliances between spacefaring species of the galaxy 
  weren’t uncommon, but none seemed to last until the Ix 
  approached the Brahvaasch with the idea of a universal 
  alliance. Being the friendly species that they are, and 
  knowing the Brahvaasch had taken a shine to younger 
  species, the Ix hoped to create an organization that would 
  bridge differences in culture, religion, and technology 
  between species.
   
  It was thus that the Galactic Coalition was born. 
  The two founding species wasted little time in setting 
  up a base of operations in the heart of the Core Systems. 
  Communications were opened with every known governing 
  body and organization in the galaxy at the time, and many 
  were consolidated into this new alliance. Others chose to 
  retain their separate status, but signed treaties with the GC.
   
  Diplomats were next sent to all the planets known to 
  have achieved spaceflight, and even to some who were 
  on the brink. Embassies were established and more and 
  more people of all species joined the ranks of both the GC’s 
  military corps and diplomatic corps.
   
  As the Coalition grew and the Ix founders retired or 
  passed on, ambassadorial positions were filled by other 
  species. Only one position in the Galactic Coalition has 
  never been held by another species, that of the Grand 
  Ambassador. Rising to that position is the highest honor 
  in Ix society, as it presents the chance to connect with an 
  extraordinary number of people. Many Ix spend their whole 
  lives training for the chance to spend a few years as the 
  Grand Ambassador.
   
  Over time, these diplomats and the military of the GC 
  came to take on a threefold mission. First, the military 
  branch serves the function of lending aid to other militaries 
  as necessary if the threat they are fighting poses a galactic 
  level threat, in addition to being stationed strategically at 
  wormhole gates and other locations to maintain the peace 
  between various factions.
   
  Second, the diplomatic branch inhabits embassies on 
  all the major planets that consider themselves to be part of 
  the coalition, as well as at every galactic network waystation 
  and many other stations throughout the galaxy. The 
  diplomatic branch serves as the policymakers for the GC, as 
  A Universal Standard
  One of the most notable achievements of the Galactic 
  Coalition is the establishment of a standard system of 
  measurement and timekeeping. Galactic Standard Time 
  has been widely adopted across the galaxy, and even those 
  planets that maintain their own calendar can readily 
  convert units to GST. This centralization of time helped 
  further the goal of the GC to bring the peoples of the galaxy 
  closer together.
   
  Additionally, the GC popularized the use of Galactic 
  as a common language, as well as Galactic Sign Language. 
  Though every diplomat in the GC is outfitted with a 
  universal translator, in the early days of the organization, 
  these languages developed quickly and were spread to all 
  the species the GC made contact with.
  Organized and Methodical
  The Galactic Coalition boasts thousands of employees, each 
  assigned to a particular department, location, and task. 
  The hierarchy of the organization is as bureaucratic as they 
  come, with some departments separated into as many as a 
  hundred different positions. With the numerous objectives 
  of the GC, it quickly became necessary to meticulously 
  document and organize every task and personnel member.
   
  Paperwork is the backbone of the GC. Their filing 
  system, both physical and online, documents every 
  discovery, battle, treaty, and trade the Coalition has ever 
  been a part of. To some, the amount of detail and formality 
  required by the GC may be a nuisance, but it can’t be denied 
  that the Coalition runs like a well-oiled machine.
   
  Among some of the many departments in the Galactic 
  Coalition are the Department of Diplomacy, Department 
  of Languages, Department of Frontier Observation, 
  Department of Wellness, Department of Maintenance and 
  Repairs, and the Department of Morale.
  Nacora galaxy
  well as the arbiters of treaties and grievance hearings.
   
  Third, both branches of the GC serve as explorers and 
  researchers when it comes to discovering new planets, 
  peoples, and star systems throughout the Nacora Galaxy. 
  Transition between the two branches is common, and many 
  take on exploratory detail when their initial contract is up.
  
  27
  Hanadarian 
  Multiplanar Republic
  Primary Species
  Hanadarian
  Primary Region of Influence
  Core Sector 4, Frontier Sector 6
  Primary Base of Operation
  Ethereal Chateau in the city called 
  Starlight on Hanadar
  As the Hanadarians made their way to the stars, they found 
  wonders at every turn, from the strange technologies of 
  other cultures, to astronomical phenomena unknown 
  to them, to the fashions and fads of their fellow galactic 
  travelers. The Hanadarians quickly gained attention for 
  their magitech and dramatic appearances, and it wasn’t 
  long before some of the galaxy’s other denizens made offers 
  of alliance, some well-intentioned and others malicious.
   
  The Hanadarians, for their part, ignored their 
  neighbors at first, preoccupied with the immortality of 
  the stars and how they might achieve it. Over the course 
  of centuries, the people of Hanadar spread to various 
  uninhabited planets in the Core and Frontier Systems, 
  typically those with unique stars at their center.
   
  As their people spread, so did their influence. 
  Connections were established anew with peoples and 
  organizations the republic had previously spurned. A 
  chancellor was elected to unite the citizens of Hanadar, 
  spread far though they might be. The republic established 
  research academies that melded magic and technology in 
  Slow to Cooperate
  ways never seen before, most prominently the Stellar Echo 
  University for Excellence.
   
  Despite their renewed cooperation with other citizens 
  of the galaxy, the Hanadarians remained a proud people 
  with considerable loyalty to their republic. They were 
  content to maintain the planets they inhabited without 
  spreading further, as some empires did. They are a leader 
  in the magitech and entertainment industries to this day.
  Into the Planes
  Perhaps the most significant reason the Hanadarian 
  republic didn’t spread as much as other cultures is because 
  they reached in a different direction. In the course of 
  their research and experimentation, the Hanadarians 
  were among the first to intentionally open a gateway to 
  other planes. Diplomatic efforts focused on creating and 
  maintaining good relationships with the extraplanar 
  creatures of such places as the Fae Beyond, the Nightveil, 
  and the Elemental Sphere, establishing embassies and 
  small colonies in each of those planes.
   
  Not satisfied with just these closer planes, the Republic 
  has spent a great deal of energy and money attempting 
  to find physical paths into the Celestial and Infernal 
  planes. Though portals to these locations have yet to be 
  permanently constructed, messengers are commonly sent 
  forth into both planes seeking information and power.
   
  Due to these combined efforts, it is shockingly common 
  to see powerful extraplanar creatures in the Eternal 
  Chateau on Hanadar, the capital of the Republic. Of all the 
  different species across the galaxy the Hanadarians are 
  the most likely to birth children that have bloodlines of 
  extraplanar descent.
  What’s in a Name?
  Where most governments or organizations have a few, or 
  only one, name they are known by and use to spread their 
  influence, the Hanadarian Multiplanar Republic has nearly 
  as many names as it has citizens. As Hanadarians change 
  their own names to reflect their concepts of beauty and self, 
  so too do they refer to the republic by a variety of names 
  that reflect its importance to them. Some examples include 
  the Glittering Republic, the Republic of Eternal Justice, the 
  Republic of Magical Brilliance, and the Mystifying Republic 
  of Hanadar.
  Nacora galaxy
  
  28
  Kygoran-Glabrau 
  Conglomerate
  Primary Species
  Kygoran (Kyrrov and Kygad), Glabrau, 
  and Wireborn
  Primary Region of Influence
  Core Sectors 1 and 2, Frontier 
  Sectors 6, 7, and 8.
  Primary Base of Operation
  The City of Kygor on Kygor and 
  Tarthus, Capital of Raath
  KGC
  Drawn by Technology
  During the time that the Glabrau and Kygoran peoples 
  first made contact with the galactic community at large, 
  it was apparent that magic was the most widely accepted 
  form of space travel and technology. Even with the 
  advancements brought on by the W’uther, Ix, and Piranthi, 
  the general disposition of the market leaned toward magical 
  advancement and research.
   
  Given their almost magicless existence, it is little 
  wonder that the Glabrau and Kygorans were quick to push 
  back against this status quo. Both were invited to join the 
  Galactic Coalition, but neither felt at home there. Kygor’s 
  society was too focused on its economic growth to mesh 
  with the social constructs of the Galactic Coalition, while 
  the Glabrau found little merit in being unable to earn their 
  own place through their own work. Instead, both branched 
  out alone.
   
  After a particularly treacherous scuffle with the Luos 
  Aven Empire and Hanadarian Republic, the Kygorans and 
  Glabrau realized that they needed one of two things to 
  stand up to the powers that currently threw their political 
  weight around the stars: time or manpower.
   
  Since they didn’t have time to wait until their 
  populations grew to match their foes, they instead made 
  a pact and formed the Kygoran-Glabrau Conglomerate, 
  despite repeated attempts by the W’uther to bring them and 
  their technological power into the Galactic Coalition.
  Changing the Face of Nacora
  Once the two nations joined together, they became a force 
  to be reckoned with. Between them, they advanced network 
  technology, wormhole travel, spaceship stability, and every 
  facet of war. Only a hundred years after their formation, 
  they were able to directly challenge empires that had 
  been roving the stars for centuries, or even more than a 
  millennia, in the case of the Hanadarians.
   
  While their strides in technology changed how people 
  lived their lives across the galaxy, the two factions also 
  changed each other. The materialism of Kygor began to 
  bleed into Glabrau life for those both on and off the planet 
  of Raath, while the self-improvement and challenging 
  attitude pervaded the youth of Kygor throughout Nacora. 
  Although the two cultures are still clearly different, most 
  obviously so on their two home worlds, centuries of mixing 
  have created a new culture that can often be seen on the 
  various colony worlds and space stations of the KGC.
  Nacora galaxy
  On space stations and frontier colonies which have grown 
  out of the joint custody of the Kygorans and Glabrau, a 
  sort of technological paradise can be found. These small 
  communities often yield the highest quality of life among 
  outer colonies or stations, all provided by constant scientific 
  advancement and a socialist dynamic unheard of on Kygor.
   
  Though they are sometimes the envy of other cultures 
  and species, these colonies are looked down upon by those 
  from Kygor and even those from Raath. The Glabrau 
  believe that the easy life of these isolated places creates 
  weakness, while the Kygorans feel the lack of ownership 
  means a lack of control. Despite these opinions, such 
  colonies are quickly growing into their own galactic force 
  among the frontier systems. Many suggest that it may only 
  be decades before another galactic superpower rises up and 
  splits off from the KGC that spawned it.
  KGC in the Frontier
  
  29
  Luos Aven Empire
  Primary Species
  Luonn Tua
  Primary Region of Influence
  Core Sectors 2 and 3, Frontier 
  Sectors 1 and 2.
  Primary Base of Operation
  Ravos Pallus, Capital of the Empire 
  on the planet of New Vresna
  Centuries of Militarized Colonies
  The history of the Luos Aven Empire is one of conflict and 
  expansion. On their homeworld of Vres’na, the empire 
  began with conquest of the planet. It was a goal at which 
  they succeeded, but at the cost of the health of their world.
   
  When the empire achieved interstellar travel, chasing 
  the W’uther with whom they once shared a world, they 
  found new purpose. There were new planets to conquer 
  and their population growth ceased to be a problem with 
  unlimited potential space. Outside of Veerux invasions 
  and the military response to those attacks, the Luos Aven 
  Empire was the first major military space force in the 
  Nacora Galaxy.
   
  They spread into the core systems and took planet 
  after planet for their own. The empire established colonies, 
  regardless of the inhabitants and environment of the world. 
  Their sole goal at the time was to spread their influence and 
  establish a base of power that could not be easily undone.
   
  They made many enemies during this time and 
  precious few allies. During their centuries of colonization 
  and expansion, the empire became just as feared as the 
  Veerux invaders, though for different reasons.
   
  The histories outside of the Luos Aven Empire rarely 
  speak of them in good light, except for those times when the 
  impressive military power of the empire pushed the Veerux 
  out of core and frontier space.
  Treaty of 100 Worlds
  One of the first things the Galactic Coalition did when it was 
  formed was take a stance against the Luos Aven Empire 
  and its expansionist ways. The two great governing bodies 
  fought in a war that lasted for a century.
   
  The losses were catastrophic and in the end, both sides 
  lost countless ships, soldiers, and credits. The conflict 
  ended with a treaty that was born out of a coup within the 
  imperial families of the empire.
  The Ravos Dynasty
  The empire has seen its share of dynasties, reaching back 
  to the Maivel Dynasty that completed the conquest of their 
  homeworld, Vres’na. Since then, the empire has suffered 
  coups and civil wars over the centuries. Power has changed 
  hands five times.
   
  The throne moved from Maivel to Esteria on Vres’na, 
  and then from Esteria to Avris during the early years of 
  space colonization. The Tymia Dynasty rose to power from 
  the Avris. Now, the Ravos family rules the empire in a 
  peaceful age known as the Ravos Dynasty.
   
  The Ravos took power during the century-long war 
  with the Galactic Coalition as part of an internal peace 
  movement within the empire itself. The culmination of that 
  coup was the Treaty of 100 Worlds laid out between the GC 
  and the empire.
   
  Ever since that treaty, the Ravos family rulers have 
  been changing how the galaxy views the Luonn Tua and the 
  Luos Aven Empire. No one can question that they possess 
  one of the most powerful militaries among the Nacora, but 
  now that military is used for protection instead of invasion.
  Colonization efforts have long since trickled to a stop, 
  except in certain frontier areas where the planets 
  in question have been agreed upon through lengthy 
  negotiation with other galactic powers.
   
  This all began hundreds of years before present day 
  Nacora, and despite their dark and bloody history, most 
  Nacora galaxy
  
  30
  people in the modern age know the Luos Aven Empire for 
  their yearly Imperial Sports Festival and the multitude of 
  interesting games they have culturally exported to the rest 
  of the galaxy.
  Novus Federation
  Primary Species
  Piranthi
  Primary Region of Influence
  Core Sector 1 and Frontier Sectors 3, 
  4, and 5.
  Primary Base of Operation
  Novus Prime (Nova VII)
  Peaceful Expansion
  When asked, most historians would note it interesting 
  that the basic directive of both the Piranthi’s government 
  and that of the Luonn Tua were the same, yet one is 
  remembered with fondness by the galaxy and the other 
  as a scourge. Aside from the W’uther’s political and social 
  campaigns against the Luos Aven Empire, what separates 
  the two the most are their targets and methods.
   
  The Novus Federation sought unpopulated, unwanted 
  worlds with primarily nitrogen-rich atmospheres. Worlds 
  that lacked enough oxygen to support other species would 
  become Novus colonies through the use of terraforming 
  technology.
   
  Unlike the Empire, which was seen as an antagonistic 
  force, these terraformed worlds - open to other species in 
  addition to the Piranthi - created new resources and space 
  that benefited the galactic community as a whole.
  Isolated Diplomacy
  The Novus Federation often meets alongside other major 
  galactic governments, most commonly the Galactic 
  Coalition, but choose to remain a separate entity. They 
  prize their autonomy and privacy. So much so that their 
  influence, outside of trade goods, is rarely felt beyond the 
  star systems that their planets reside in.
   
  The Novus Federation has the most star systems under 
  its direct control of all the governing bodies in the Nacora 
  Galaxy, second only to the Luos Aven Empire. They also 
  have simple immigration procedures and laws that do not 
  reinforce prejudice against other species. The fact that some 
  of their controlled planets are almost exclusively Piranthi 
  is only because those worlds provide an environment too 
  difficult for other species to live in.
  Leading the Way
  While many other governments are content to keep 
  expanding in the well-documented core sectors, the
  Piranthi are moving ever outward in search of new worlds 
  to terraform and populate. To date, there are forty-two 
  Nova planets hosting colonies, the vast majority of which 
  are in the frontier. Each terraformed colony world is 
  different in resources, size, and landscape, though many of 
  them have vast oceans
   
  Part of the Novus Federation’s exploration of frontier 
  space and the outer reaches involves an extensive fleet of 
  scientific vessels. The primary objective of the Nova Seeker 
  Division is to find new worlds upon which to practice 
  terraforming techniques. They also catalog and document 
  new forms of life, from the smallest amoeba to the largest 
  leviathan. Their discoveries of flora and fauna, as well as 
  spatial anomalies, are oft discussed in academic circles.
   
  In keeping with the rest of the Novus Federation’s 
  stance on colonization, the Seekers never bring terraform 
  technology to planets that already sustain living beings, 
  sentient or not. The entire Federation holds a strong belief 
  that if a planet already has the capacity for supporting 
  life, it may someday evolve its own ecosystems and 
  environments and is better left unmolested.
  Nacora galaxy
  
  31
  Veerux Empire
  Primary Species
  Human
  Primary Region of Influence
  Outer Reaches, Unknown
  Primary Base of Operation
  Pinnacle of Truth, Location Unknown
  A Galaxy Away
  To the species of the Nacora Galaxy, the Veerux are worse 
  than any summoned devil and more dangerous than any 
  single government. They have been roaming the void of 
  space for thousands of years, before even the Brahvaasch 
  achieved spaceflight while observing starwyrms.
   
  Not only did the Veerux already have interstellar 
  travel, they had the capability to travel between different 
  galaxies in a timely manner. How the Veerux accomplished 
  this is hotly contested and many scholars hold that their 
  homeworld is actually somewhere in the outer reaches of 
  the Nacora. There is, after all, no technological proof that 
  has been recovered from destroyed Veerux vessels that any 
  such intergalactic travel is possible.
   
  Still, those Veerux who have been interrogated, through 
  magic and torture and technology, have all corroborated the 
  same tale. They have traveled to many galaxies, the Empire 
  is as infinite as space itself, and someday the true force of 
  believers will take the Nacora Galaxy.
   
  Hopeful Nacoran natives tell themselves that this is 
  brainwashing and conditioning, but most assume that what 
  has been seen of the Veerux is nothing compared to their 
  true strength. This is especially daunting because their 
  technology always seems to be a step ahead of the native 
  species of the Nacora, though never more than a step, 
  despite their long years in the void.
   
  Regardless of where they hail from, their place of origin 
  has never been found and is referred to only as the Pinnacle 
  of Truth.
  The Theocratic Empire of Xaldin
  Through extensive study of Veerux ruins and captured 
  Veerux soldiers, the scholars of the Nacora Galaxy have 
  gleaned some understanding into what motivates the 
  Veerux Empire: Xaldin the Truthspeaker.
   
  At the core of the Veerux power structure are the 
  Chanters, a group of mysterious priests that hold the 
  scriptures of the deity known as Xaldin. Every major 
  Veerux vessel has at least one Chanter, and in many ways 
  they are more politically powerful than the captains and 
  commanders of those vessels.
   
  The will of the Chanters and their god Xaldin is carried 
  out by divinity-infused warriors known as Butchers. The 
  Butchers carve up the flesh of living or dead species for 
  consumption. They are also known for stopping to eat their 
  foes raw and seemingly growing more powerful for it.
   
  The litany of Xaldin’s religion is one of truths, though 
  these truths may not seem like verity to the victims of the 
  Veerux invasions. Few of the scriptures survive to fall into 
  the hands of the Veerux’s foes. It is Veerux belief that the 
  words of their god are only for Human ears and eyes. When 
  the Veerux lose a battle, their minds are purged and their 
  bodies prepared for death, while the texts are burned away 
  so as to not fall prey to their foe’s eyes.
   
  The Veerux use texts, not digital information. Nothing 
  about Xaldin is ever written digitally among the Veerux, 
  and so it cannot be hacked or traced. Those pieces of 
  information disseminated among the intergalactic network 
  are often targeted by Veerux hackers and eventually eroded 
  away until they can no longer be found.
   
  Xaldin’s truths, as the Veerux call them, are simple: 
  Humanity alone has a soul. All other forms of sentience are 
  facsimiles and lies. The soulless but mindful have strength 
  that can be taken in through the ritual of the feast. The 
  Nacora galaxy
  
  32
  universe belongs to Xaldin and is of him, and someday will 
  return to him. The ritual of pain can cleanse the body and 
  soul of corruption and renew faith. The words and truths 
  of Xaldin are not for the soulless. Humanity is chosen by 
  Xaldin, created of him, to assimilate the universe under a 
  single truth.
  Veerux Ruins
  The Veerux have roamed the galaxy for a long time and 
  in that roaming, they have created many small bases of 
  operation. These bases are more prominent around planets 
  that were scheduled to become seed worlds, like Domos, 
  but they can be found in other locations as well.
   
  Even abandoned, they are full of traps that allow only 
  Humans to enter. For Humans, different dangers await, 
  as it is said that the essence of Xaldin and the truths that 
  turn normal Humans into the Veerux can be found there. 
  It is not unheard of for a Human who walked the halls of a 
  Veerux ruin to end up Veerux themselves.
  Power Structures
  Although information is difficult to ascertain, the sheer 
  volume of time that the people of the Nacora have spent 
  opposed to the Veerux has naturally given them some 
  insight into the operation of the Veerux government and 
  military body.
   
  The populace of the Veerux seem divided into four 
  castes: citizen, soldier, priest, and noble. From what little is 
  known about their society, it appears possible to move from 
  one caste to another with time and effort, as their society 
  seems focused on merit and connection to their deity 
  over money and other concerns. Likewise, despite their 
  vile treatment and opinions of other species, there is no 
  apparent pattern of discrimination within their own kind 
  for any of these positions.
   
  Veerux invading forces are almost exclusively soldier 
  and priest caste individuals, but during major events, 
  nobles have been seen and even parlayed with. In some 
  ways, it is easy to determine caste, as the Veerux soldier 
  class all have a uniforms dictating rank. They also 
  universally have a tattoo on their right temple in the form 
  of a red vertical line with four diagonal lines crossing it.
   
  The priest caste dresses differently than the soldier 
  caste, wearing robes. There are two paths one might take in 
  the priest caste. Those who perform the duties of Chanters 
  are very different than those known commonly as Butchers. 
  Butchers bear the same mark as soldiers, but on both 
  temples, while Chanters only have the mark on their left. 
  This is typically considered to be the mark of Xaldin’s truth.
   
  Each noble that has had dealings with the galactic 
  community has been recorded to be entirely unique from 
  others of their caste. They bear the red line with four 
  diagonal lines crossing it down their forehead, trailing 
  between their eyes. Outside of this marking, they seem 
  much like any other Veerux Human except for the usual 
  trappings of a higher quality of life.
  Very Few Defectors
  Now that the Domos Collective is an active defense force 
  among the Nacora Galaxy, there have been countless 
  attempts to capture and turn Veerux Empire Humans away 
  from their previous loyalties and beliefs. In most cases, the 
  divine magics that seem woven into every Veerux’s body 
  tear the mind of the human apart even as they are healed. 
  Any attempt to dispel or otherwise affect the divine magic 
  has ended in similar results. In a few rare cases, Veerux 
  survive capture, interrogation, and rehabilitation, but they 
  are typically left heavily mentally unwell, often left unable 
  to take care of themselves.
   
  That’s not to say no one has ever turned on the Veerux 
  Empire.  A few individuals across history, usually those who 
  defected when they were young or new to the soldier caste, 
  have managed to come out of the healing process with their 
  minds intact. However, their memories of their homeland 
  are often so garbled that they cannot make heads nor tails 
  of them.
  Nacora galaxy
  
  33
  Wildstars
  Primary Species
  Any
  Primary Region of Influence
  All Frontier Sectors
  Primary Base of Operation
  Sundry Station, located in Sector 10 
  of Frontier Space
  F
  r
  E
  e
  D
  o
  M
   
  A
  b
  O
  v
  E
   
  A
  l
  L
  Pirates in Space
  For every society and organization in space, there are those 
  who don’t quite fit in. They linger at the fringes, hover 
  in the shadows, and try to find their way on their own. 
  Inevitably, such outcasts come together. The most well-
  known group of misfits in the whole of the Nacora are the 
  Wildstars.
   
  The original Wildstars were a few separate unaffiliated 
  spaceship crews who made a pact to share the spoils of their 
  less-than-legal jobs and to help those who, like them, found 
  themselves outside society. Unsurprisingly, their numbers 
  grew until the Wildstars were large enough that they 
  decided to co-opt a private research space station as their 
  headquarters. The original owners of the space station, 
  having long since run out of funding from their benefactors, 
  were more than happy to collect rent from their new guests. 
  The pretense of legitimacy provided a safe space for pirate 
  vessels to refuel and offload their wares. When the original 
  owners passed on, a governor was elected to remain on 
  the station and field potential threats from legitimate 
  organizations.
   
  Over time, the Wildstars continued to grow, accepting 
  all manner of people from across the galaxy. Some were 
  looking to escape criminal pasts or mistreatment, others 
  were unsuited for normal civilian life, and still others 
  simply liked the promise of adventure and riches in open 
  space.
   
  Though the group thrives on freedom, a pseudo-
  government sprang up to help maintain the peace as 
  numbers swelled, and to prevent the group from drawing 
  the attention of unwanted governing bodies. The governor, 
  assisted by a small council of veteran captains, wrote a code 
  that all Wildstars now swear by.
  Code of Honor
  The code of the Wildstars is based on five basic tenets.
   
  The first: Freedom above all. It is understandable, 
  given the backgrounds of many members of the Wildstars, 
  that being able to bend or break rules, set your own course, 
  and choose death over imprisonment is of the utmost 
  importance.
   
  The second: Brutality is unnecessary. Though they are 
  pirates, and many are criminals, the Wildstars look upon 
  unnecessary cruelty and violence as barbaric and likely to 
  draw the wrath of the rest of the galaxy. This tenet is so 
  important that captains who hear of others perpetrating 
  horrible crimes in the name of the Wildstars often take it 
  upon themselves to eliminate those enacting the brutality. 
  This does not, of course, preclude the possibility of crews 
  who do tend toward violence as a first resort.
   
  The third: Share the spoils. The Wildstars are as much 
  a family as one borne of bloodlines, and as such, they care 
  for each other in ways that society does not. This includes 
  sharing the profits of any job a crew takes on. Some crews 
  even go so far as to defend Frontier Space outposts when 
  other entities try to prey on them.
   
  The fourth: Parlay. If a Wildstar, or any other prisoner, 
  invokes the right to converse with the captain before any 
  punishment or captivity can be administered, you must 
  honor that request. Post-conversation, the captain is free 
  to choose whatever fate they deem appropriate for the 
  prisoner.
   
  The fifth, and final: Act judiciously. Not all prizes are 
  worth the trouble, and not all bounties are worth collecting. 
  Nacora galaxy
  
  34
  It is important to the Wildstars to maintain their own 
  integrity and determine if the target of their theft or capture 
  would be better brought into the fold than capitalized on.
  A Galactic Garage Sale
  Despite the often shady nature of the Wildstars, curious 
  law-abiding citizens and collectors of all kinds occasionally 
  find themselves on Sundry Station for one very specific 
  reason: Whatnaught Market.
   
  An entire wing of Sundry Station houses vendors, 
  Wildstars, and traders seeking to sell or trade all manner 
  of goods. If it’s unusual, illegal, or dangerous, it can be 
  found at the market. If you can’t find anyone else to buy 
  it, someone there will. If you don’t mind picking things up 
  second hand, Whatnaught Market is the place for you.
  Notable Space Stations 
  in Nacora
  Like the uncountable planets filled with life and societies 
  across the Nacora Galaxy, there are countless space stations 
  that support life in both the core and frontier systems. 
  Included here are some of the well known space stations 
  that can be found in the Nacora and that can act as hubs for 
  adventure for a GM looking to structure their campaign.
  Dauntari Resorts and 
  Timeshares
  Location
  Frontier Space
  Affiliation
  Varies
  Type
  Bishop Ring
  Many wealthy citizens of the galaxy invested their resources 
  in real estate. In particular, the Dauntari chain of hotels 
  and resorts has made a name for itself in its massive torus-
  shaped vacation properties. Boasting a massive 750 mile 
  radius, these luxury resorts can house an estimated 20 
  million people.
   
  The station is ring-shaped and rotates to create 
  artificial gravity. What is unique about the Dauntari resorts 
  is their ‘roofless’ design. With walls nearly 150 miles tall 
  and a thick artificial atmosphere, the inner side of the ring 
  is completely open to outer space.
   
  These luxury vacation destinations and similar copycat 
  resorts are typically located in frontier space to allow people 
  time away from the high traffic, crowded planets of the core 
  systems. A range of housing is available on the station, for 
  both long term and short term visitors.
  Galactic Coalition 
  Headquarters
  Location
  Core Systems
  Affiliation
  Galactic 
  Coalition
  Type
  O'Neill Cylinder
  The Galactic Coalition has space stations throughout the 
  galaxy, but none are so prominent or well-known as their 
  headquarters. Located in the Unity solar system, the station 
  consists of two counter-rotating cylinders that face the sun. 
  The two cylinders are connected by a rod at either end. 
  Nacora galaxy
  
  35
  Their rotation creates the necessary artificial gravity.
   
  Each cylinder consists of six strips in its interior: three 
  gigantic window panels and three strips of habitable land. 
  The strips are alternated. The land strips primarily host 
  housing, agriculture, and official government campuses.
   
  The GC Headquarters functions as a meeting place for 
  diplomats, military leaders, and other government officials. 
  Its central chambers house the GC General Council in 
  legislative sessions.
   
  In addition to the government areas of the station, 
  many high-up GC officials call the station their home. 
  Similarly, embassies for nearly every known galactic species 
  exist on the station, as well as central information servers 
  and a physical library and museum.
   
  Like any Galactic Coalition station, the headquarters 
  are open to the public, though there are security 
  checkpoints. Guided tours and public meetings are held 
  multiple times a week.
  KGC Alpha 
  Business Park
  Location
  Core Systems
  Affiliation
  KGC
  Type
  Lagrange Point Colony
  The Kygoran-Glabrau Conglomerate has multiple 
  campuses established across the Nacora, but they all have 
  the same layout. The Alpha Business Park is located in 
  an uninhabited solar system midway between Raath and 
  Kygor. Rather than being a singular station, these KGC 
  business parks are a series of five stations built at specific 
  points around and between the sun and a planet in the solar 
  system.
   
  The strategic location of these stations allows for 
  massive collection of solar energy and radiation, as well as 
  ease of access to laboratories on the nearest planet. This is 
  crucial, as the majority of workers in a KGC business park 
  are housed on the planet and commute via a space elevator 
  to their workplace.
   
  Each of the five stations is a spheroid structure with 
  artificial gravity, regardless of whether it houses corporate 
  offices, laboratories, or engineering facilities. These stations 
  orbit the planet they are located at. The KGC is careful to 
  maintain a controlled environment for their research and 
  employees.
   
  At any given time, up to five thousand employees 
  might be spread across the five stations. Visitors to these 
  stations are common, and they are often located in systems 
  near a wormhole waystation to ensure ease of access for 
  customers, clients, and business partners alike.
  Moonworld
  Location
  Core Systems
  Affiliation
  Privately owned
  Type
  Artificial Moon
  Nacora galaxy
  
  36
  Some space stations don’t look like stations at all. 
  Moonworld looks, from the outside, like any other tidal-
  locked moon: gray, rocky, and barren. But if you fly to its 
  dark side, you’ll see the multitudes of ships parked on the 
  surface and the bright pink letters of its sign.
   
  Moonworld is an amusement park housed entirely 
  inside an artificial moon. The metal structure’s drab surface 
  hides the bright lights and cacophony of its patrons. With 
  half of its interior set to zero gravity and half set to normal 
  gravity, there are rides, games, and refreshments for 
  anyone to enjoy.
   
  An average of ten thousand visitors come through the 
  park each day, some from as far away as the outer reaches. 
  At any given time, there are close to four thousand guests 
  in the park. Moonworld is open 24 hours a day, galactic 
  standard time, with a rotating staff who are the only 
  permanent inhabitants of the station.
  Outer Reach 
  Rest Stop
  Location
  Outer Reaches
  Affiliation
  Varies
  Type
  Asteroid terrarium
  Settlements are few and far between in the outer reaches, 
  but even in the desolate parts of space, there are places 
  for travelers to rest. A typical station in the outer reaches 
  is home to, at most, ten or so creatures who maintain the 
  systems and facilities on these stations.
   
  Most of the rest stops in outer reach sectors are built 
  on asteroids at the edge of asteroid fields. This is so that 
  travelers have a way to locate the stations, as there are no 
  convenient road signs in space. In addition, outer reach 
  rest stations broadcast a constant radio signal with updated 
  coordinates and a list of amenities.
   
  In general, an outer reach rest stop will have the same 
  basic structure and facilities. The inside of the asteroid is 
  hollowed out and used to create an artificial environment 
  for the growing of plants and keeping of livestock. The 
  interior also houses electrical and emergency mechanical 
  systems. The outside of the asteroid is surrounded by 
  an energy barrier, which creates enough atmosphere for 
  survival. An airlock system lets passersby in and out of the 
  rest stop.
   
  Refueling cells are a necessity on any rest stop, as is a 
  restaurant and general store for supplies. Shipments come 
  infrequently, so it’s not uncommon for the proprietors 
  of these stations to accept payment in trade goods rather 
  than credits. Some owners have online businesses to help 
  sustain their needs. Occasionally, a more unusual business 
  will settle on one of these rest stops in the hope of making a 
  decent profit. No matter what the establishment includes, it 
  serves as a much-needed docking station for travelers in the 
  outer reaches.
  Nacora galaxy
  Sundry Station
  Location
  Frontier Space
  Affiliation
  Wildstars
  Type
  Amalgam
  Sundry Station was originally a privately owned small 
  space station meant to house no more than fifty individuals 
  
  37
  Wormhole Waystation
  Location
  Throughout the Galaxy
  Affiliation
  Varies
  Type
  Stanford Torus
  The average wormhole Waystation is two ring structures, 
  each a mile or so in diameter. The first ring circles in orbit 
  around the wormhole, while the second is typically in a 
  wider orbit and provides a place for people to live, dock, 
  trade, and refuel.
   
  Each Waystation’s power source and general 
  appearance varies because upkeep of a Waystation is the 
  responsibility of whichever galactic power controls the 
  system that waystation lies in.
   
  Most Waystations are run and managed by the Galactic 
  Coalition since they were the first to make a push to 
  expand travel capability and network connectivity across 
  the galaxy. Each Waystation acts as a stabilizing force for 
  wormholes as well as an extension of the Combine Galactic 
  Network.
   
  These Waystations often support city-sized populations 
  and act as trade ports, especially in less populous areas of 
  the galaxy.
  Nacora galaxy
  as they conducted research. It fell under Wildstar control 
  when the original owners struck a deal after a Wildstar raid 
  in their solar system. The station was towed further into the 
  frontier, outside of any solar system, where it became the 
  Wildstars’ home base.
   
  In the years that followed, additional chambers and 
  compartments were attached to the original station. Some 
  were as small as single person satellites, while others 
  were whole ships. Energy cores were added to sustain the 
  growing size of the station.
   
  The result of this hodge podge construction was Sundry 
  Station: a cobbled together space station made of ships and 
  parts from all over the galaxy. In this way, it reflected the 
  members of the Wildstars.
   
  Sundry Station is under the rule of a governor, who 
  periodically has a council gathering with longstanding 
  captains of the Wildstars at the station. At any given time, 
  upward of a few hundred crews might be docked and 
  staying at the station, which contains lodging, food, and 
  entertainment accommodations, in addition to mechanical 
  assistance. The proprietors of these establishments are 
  some of the only permanent residents of Sundry Station.
  Intergalactic Travel 
  and Regions
   
  The Nacora Galaxy is a big place, and like all of space, 
  it is expanding inch by inch every year that it exists. Space 
  travel is a marvel of technology and/or magic that spans 
  multiple cultures and defines the lives of the people who 
  choose to live in space rather than on a planet. As time 
  passes and technology and magic grow more apt for 
  interstellar travel, the time it takes to move from one place 
  in the galaxy to another shrinks bit by bit. Places that were 
  once considered far from each other become first more akin 
  to a vacation destination and eventually a day trip.
   
  Chapter Seven and Chapter Nine both discuss the in-
  game mechanical time required to traverse different parts 
  of the galaxy, be it across a single star system, between 
  those systems, or from one sector of space to another. 
  This section delves deeper into the structure of the Nacora 
  Galaxy itself and the proponents that allow for movement 
  and communication among them.
   
  The Nacora Galaxy, during a galactic summit some 
  1200 years ago, was divided into sectors, and groups of 
  those sectors were given names. Each of these groupings 
  and the sectors within are detailed here in this section. 
  The galaxy is essentially divided into three parts: the core 
  
  38
  Wormholes and Faster than Light
  Flying directly from star system to star system is a long and 
  tedious process that takes days, or even weeks, depending 
  on the distance between systems. In a galaxy where you 
  might have a business meeting on a planet in Sector 3 of 
  the core systems and then dinner the next day on a totally 
  different planet in Sector 2, expedient travel is a must.
   
  The connection between faster than light travel (FTL) 
  and wormholes was discovered fairly early in the grand 
  scheme of Nacora’s history. By utilizing specific coordinates 
  and conditions, a ship could launch itself into a wormhole 
  and appear like clockwork in a specific place somewhere 
  else in the galaxy. For those in the ship, a few hours would 
  pass and they would arrive at their destination mere 
  minutes after departure. Seizing upon this initial discovery, 
  early space travelers experimented with coordinates and 
  calculations in an attempt to codify how the wormholes 
  operate. They were met with mixed success, as some 
  wormholes are more stable than others, but the most 
  stable wormholes would go on to create the basis for the 
  Waystations.
   
  As technology and magic advanced interstellar 
  travel, the galactic governments came together and 
  began constructing special space stations around stable 
  wormholes. These stations sought to monitor traffic and 
  regulate travel through the wormholes. They also contained 
  the codes that would help safely transfer ships to their 
  desired location. Over time, these stations were connected 
  to each other, until a web of Waystations connected most of 
  the core systems.
   
  Eventually, these stations also began to act as the core 
  for the transfer of data and networks to the populated 
  regions of space.
   
  Wormhole Locations
   
  Although wormholes of varying stability exist in almost 
  every sector of the galaxy, most legal travelers choose to 
  utilize the Waystation gates, as they are both safer and 
  more convenient than using rogue wormholes. In fact, 
  the very art of calculating wormhole coordinates and 
  trajectory is lost, practiced only by experts who maintain 
  the Waystations themselves. Most pilots and navigation 
  specialists on normal ships only know the barest theories of 
  how to calculate their way through a rogue wormhole.
   
  In the core systems, regulated Waystation wormholes 
  are very common. Not only are there multiple major 
  Waystation wormholes for each of the four sectors, most 
  star systems with a populated or colonized planet have 
  at least a small Waystation-controlled wormhole. While 
  within the core systems, travel is relatively easy.
   
  In frontier space, there are only sixteen fully 
  operational Waystation gates, one for each of the sectors. 
  As the population of certain frontier systems grow, the 
  question of whether or not to increase the number of gates 
  in order to facilitate ease of access is hotly debated. Travel 
  in the frontier takes much longer, and Waystations are 
  much more populated than in core sectors.
   
  The outer reaches are officially divided up into eight 
  sectors, each of which touches a portion of frontier space. 
  One wormhole Waystation per sector is located on the 
  border of the outer reaches and the frontier. These serve as 
  the last bastion of civilization before the uncharted regions 
  beyond. Though there are wormholes further into the outer 
  reaches, they are unstable and often untested. Travel in 
  the outer reaches can take decades if you don’t want to risk 
  using an unregulated wormhole.
  Nacora galaxy
  systems, frontier space, and the outer reaches. The core 
  systems are divided into four sectors and contain both the 
  galactic core and the majority of heavily populated planets 
  and colonies. The frontier is the next layer, divided into 
  sixteen sectors with less populated areas and colonies. 
  The outer reaches are divided into eight sectors with a 
  single wormhole gate per sector. They are the relatively 
  unexplored and most dangerous spaces in the galaxy.
  The Core Systems
  Named for their position relative to the galactic core as 
  well as being the central hub of life and culture in Nacora, 
  the core systems contain tens of thousands of star systems. 
  Most are not populated, but the core houses the most 
  populous planets and star systems in the galaxy. Planets 
  and peoples within the core systems enjoy unfettered access 
  to the intergalactic network and resources that make life 
  easier.
   
  Stories and adventures that take place in the core 
  
  39
  systems will almost always be high tech and high magic. 
  Access to the network and resources inherent to core 
  systems means that your party will have numerous options 
  to deal with most problems they encounter. Adventures 
  here often involve facing other people or robots as the 
  primary antagonists. It is rare to see the Veerux moving 
  within the core systems, though not impossible, and on the 
  surface, the various governments like to keep up a peaceful 
  facade within the core.
   
  In addition to the space around them, there are many 
  culturally and environmentally varied worlds in the core 
  systems that can provide an exciting backdrop for a tale 
  relegated to a single planet (or just a few).
   
  At the center of the core galaxies is the actual core of 
  Nacora, an unlivable zone filled with dark matter storms 
  and black holes. In many ways, it has more natural danger 
  than any other part of the galaxy. The numerous black 
  holes create gravity wells that shred matter, while the 
  intense radiation burns through ships and living creatures 
  alike. Rumors abound about the place, but none, no matter 
  person or machine, have ever journeyed in and escaped. 
  While some sensory techniques have yielded information 
  on what lies within, the thickness of the dark matter 
  storms there make most techniques fail before they begin. 
  It is known that most wormholes throughout the Nacora 
  Galaxy point to that place and failed calculations or natural 
  wormhole jumping will more often than not send the ship 
  to its death at the galactic core. It’s just one more reason 
  that most ships stick to the regulated waystation wormholes 
  for travel.
  Frontier Space
  Beyond the core systems lies frontier space, where star 
  systems are further apart and the population is minimal. 
  Aside from the Wildstars, who proudly call the frontier 
  home, there are a few planets, such as Moiccaro and 
  many of the Domosian colony worlds, that play host to 
  inhabitants of the frontier. With only one wormhole gate 
  per sector, travel can take a long time across the vast 
  openness of frontier space. The GC presence on the frontier 
  is far less than in the core systems, and other organizations 
  and empires have struggled to keep much of a foothold.
   
  Campaigns and sessions that take place in frontier 
  Nacora galaxy
  space are almost always going to focus on exploration, 
  survival, and planetside wilderness. Access to the network 
  is on a slight delay, due to the scarcity of relay stations, and 
  oftentimes your party will have to use their wits and skills. 
  Resources may be limited in frontier space, especially in 
  sectors that are not heavily populated. Some of the most 
  high-tech weapons and gadgets are not as readily available 
  on the frontier, so ballistic weapons are very common.
   
  In addition to the void of space, there are a multitude 
  of planets and stations your players might enjoy exploring. 
  Frontier space provides a plethora of uninhabited, untamed 
  planets, as well as a few inhabited ones. A story told in this 
  space could explore a fledgling colony on a rough world, or 
  a mystery on a remote outpost. The KGC, Wildstars, and 
  Domos Collective are some of the most likely factions you 
  will encounter in frontier space. Otherwise, antagonists in 
  this area are most commonly the dangerous flora and fauna 
  that can be found in the untouched wilderness.
  The Outer Reaches
  At the far edges of the Nacora Galaxy lie the outer reaches. 
  There are no complete maps of the area beyond a vague 
  notation of where the Nacora Galaxy ends. Few venture 
  out so far, and fewer still live in the outer reaches for any 
  significant amount of time. Those who do call such a remote 
  space their home are almost completely self-sufficient and 
  rarely leave the outer reaches in their lifetime. With only 
  eight wormhole gates to span the entire vastness of the 
  reaches, and at the very border of frontier space, no less, a 
  lifetime could be spent crossing the reaches. Travel takes 
  decades, if not longer, and supplies are limited when they 
  are available at all.
   
  The Galactic Coalition maintains a presence in the 
  outer reaches, but only insofar as they regulate and 
  maintain the wormhole gates in each sector. Occasionally, 
  research vessels and stations venture into the void, and 
  some of the most daring Wildstar crews sometimes explore 
  the reaches, hoping to find an abandoned derelict to 
  scavenge. Otherwise, operations in the outer reaches are 
  nearly always illicit, dangerous, and secret.
   
  Veerux seeding missions and flybys are not uncommon 
  in the outer reaches - yet another reason most inhabitants 
  of the Nacora avoid the area. Adventures in this space are 
  
  40
  The Nacoran Calendar 
  and Timeline
  This section divulges the historical timeline and official 
  calendar that has been officiated by the Galactic Coalition 
  for the last ten centuries. The timeline included here 
  is by no means comprehensive, but focuses instead of 
  some major events that have shaped the galaxy and are 
  referenced by other sections within this guide.
  Timeline of Major Events
  The following table describes a number of major events that 
  occurred in the Nacora Galaxy. Events are marked by the 
  standard year according to the Nacoran Calendar laid down 
  by the Galactic Coalition more than 1000 years ago. Year 0 
  N.C. marks the founding of the Galactic Coalition and the 
  starting of the year counting up towards the present, while 
  time before the foundation of the GC count down as things 
  get older and are marked with P.C.
  Year
  Event
  2173 P.C.
  Oldest known evidence of Veerux presence 
  in the Nacora Galaxy.
  1072 P.C.
  Brahvaasch culture achieves interstellar 
  spaceflight.
  868 P.C.
  First major conflict between Veerux and 
  Brahvaasch.
  788 P.C.
  Hanadarian culture achieves interstellar 
  spaceflight.
  713 P.C.
  Hanadarian Multiplanar Republic 
  established.
  608 P.C.
  Piranthi culture achieves interstellar 
  spaceflight.
  557 P.C.
  The Maeshar culture achieves interstellar 
  spaceflight.
  526 P.C.
  Novus Federation established. First 
  planetary terraform completed.
  Nacora galaxy
  likely to focus on survival, mystery, and horror. Primary 
  antagonists in the outer reaches are abominations, the 
  Veerux Empire, and even the occasional starwyrm. All 
  manner of undiscovered creatures and terrains are sure to 
  be found in the most desolate stretch of the galaxy.
  Year
  Event
  511 P.C.
  Second major Veerux conflict during 
  attempted seed planet collection.
  365 P.C.
  Luos Aven Empire on Vres’na embroiled in 
  magical nuclear war.
  351 P.C.
  W’uther culture achieves interstellar 
  spaceflight and escapes Vres’na.
  270 P.C.
  Luos Aven Empire achieves interstellar 
  spaceflight.
  264 P.C.
  Luos Aven Empire begins aggressive 
  colonization.
  108 P.C.
  Third major Veerux conflict, first true 
  invasion force.
  26 P.C.
  Ix culture achieves interstellar spaceflight.
  0 N.C.
  Galactic Coalition is founded. Standardized 
  units and times established.
  64 N.C.
  Anti-Expansionist War between Galactic 
  Coalition and Luos Aven Empire.
  81 N.C.
  Active war between GC and LAE end and a 
  cold war begins.
  120 N.C.
  The Wormhole Gate Consolidation project 
  completed by the GC.
  192 N.C.
  Glabrau culture achieves interstellar 
  spaceflight.
  388 N.C.
  Kygoran corporations achieve interstellar 
  spaceflight
  439 N.C.
  GC and LAE end cold war with a 
  longstanding treaty.
  449 N.C.
  Kygor and Raath form the KG 
  Conglomerate.
  472 N.C.
  The Network Waystation Project is 
  completed by the GC.
  503 N.C.
  Various Human seed planets achieve short 
  range spaceflight and become Domos 
  Collective.
  527 N.C.
  Domos Collective makes 1st contact with 
  the Galactic Coalition and makes peace 
  following a short conflict.
  535 N.C.
  The first wave of Frontier space exploration 
  commences. The GC funds numerous new 
  space stations.
  
  41
  Year
  Event
  561 N.C.
  F.L.A.M.E.S. achieves interstellar 
  spaceflight.
  566 N.C.
  The Veerux Invasion War begins as 
  multiple fleets arrive.
  582 N.C.
  Veerux Invasion War ends officially; 
  splinter remains of Veerux go to ground. 
  New human colonies form around Veerux 
  remnants in Frontier space.
  648 N.C.
  The Proxy makes 1st contact with the 
  Domos Collective and then the remaining 
  galactic community.
  677 N.C.
  The founders of the Wildstars co-opt a 
  private space station in the Frontier.
  714 N.C.
  Saguarin nomads achieve interstellar 
  spaceflight.
  796 N.C.
  Morenkain Industries debuts the Vanguard 
  Project.
  824 N.C.
  Breakthroughs in A.I. features change 
  computers and culture across the Nacora.
  853 N.C.
  Summit of galactic governments creates 
  new artificial intelligence laws.
  906 N.C.
  Statute of limitations on Vanguard 
  Patents end and other companies begin 
  development and distribution.
  919 N.C.
  First recorded birth of a Wireborn child.
  937 N.C.
  Veerux incursion of the Outer Reaches 
  of the Nacoran Galaxy begins. No direct 
  conflict occurs.
  958 N.C.
  The cerebral implantation project 
  completes and goes into circulation.
  1004 N.C.
  Wireborn Rights and Freedom Act agreed 
  upon by summit of galactic governments.
  1079 N.C.
  Present Day
  The Nacoran Calendar
  When the Galactic Coalition established standardized units 
  of time and measurement, they also reached out to the 
  other galactic governments and organizations in order to 
  compile important calendar dates for their yearly calendar. 
  While not all planets included in the societies of the galactic 
  community have internal year lengths that match up with 
  the galactic standard year, most cultures have adjusted 
  their own holidays to the Nacoran Calendar. Despite this, 
  there will always be certain types of celebrations that 
  cannot cross to the standard calendar, such as harvest 
  festivals and events that only happen every so many years 
  rather than every year.
   
  The following charts describes the names of the 15 
  months used in the Nacoran Calendar, an example month 
  of the calendar laid out, and a list of official holidays by 
  date.
  Nacora galaxy
  Month Name
  Month Number
  Genkiir
  1
  Daavkiir
  2
  Sookiir
  3
  Chetkiir
  4
  Estkiir
  5
  Torkiir
  6
  Kaashkiir
  7
  Vokiir
  8
  Reevkiir
  9
  Yinkiir
  10
  Maarkiir
  11
  Jiekiir
  12
  Paakkiir
  13
  Nuukiir
  14
  Ashkiir
  15
  Months of the Year
  
  42
  Shu
  Galla
  Vek
  Tiva
  Nol
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  Example: Month of Genkiir
  Official Nacoran Holidays
  Month/Day
  Holiday
  Cultural Origin
  01/01
  New Year
  -
  01/25
  Celestial Saturnalia 
  Days (Monthly)
  Hanadarian
  02/05
  Clement’s Day
  Ix
  02/21 - 2/25
  Domos Holy Festival 
  Week
  Human
  03/12
  Heart Day
  Kygoran
  03/16 – 3/20
  Warming Jubilee
  Glabrau
  03/21
  Ascension Day
  W’uther
  04/03
  Vaschera Life Day
  Brahvaasch
  04/11 - 04/15
  Starwyrm Festival
  -
  04/17
  Worldsoul Day
  Maeshar
  05/08
  Bank Day
  Kygoran
  05/12
  Curators’ Birthday
  Proxy
  05/22
  Armistice Day
  Galactic Coalition
  06/01
  Unification Day
  Human
  06/11 – 06/20
  The Roaming
  Saguarin
  07/01
  Rano’s Day
  Luonn Tua
  07/16 – 07/20
  Week of Silence
  W’uther
  07/25
  Eru’s Day
  Luonn Tua
  Nacora galaxy
  Day Name
  Day Number
  Shu
  1
  Galla
  2
  Vek
  3
  Tiva
  4
  Nol
  5
  Days of the Week
  Month/Day
  Holiday
  Cultural Origin
  08/07
   Coalition Day
  Galactic Coalition
  08/19
  Remembrance Day
  Galactic Coalition
  09/02
  Founding Day
  KG Conglomerate
  09/12
  Liberation Day
  Human
  09/14
  Day of Growing
  Maeshar
  10
  Triad’s Feast (weekly 
  on the 5th day)
  Piranthi
  10/20
  Eezon’s Day
  Eezonite
  11/15
  Friendship Day
  Ix
  11/24
  Creator’s Day
  Maeshar
  12/11
  Day of Ancestry
  Saguarin
  12/23
  Vaschera Passing Day
  Brahvaasch
  13/12-13/14
  Carnival of Masks
  Luonn Tua
  13/19
  Sellout
  Kygoran
  14/13
  Defender’s Day
  -
  14/22
  Feast Day
  Kygoran
  15/04 - 15/06
  Festival of Trials
  Glabrau
  15/07
  Resting Day
  Glabrau
  15/16 – 15/20
  Imperial Games 
  Festival
  Luonn Tua
  15/21
  Gift Day
  Kygoran
  Nacoran Holiday Descriptions
  Holidays across the Nacora are as varied and colorful as the 
  inhabitants themselves. Ranging from solemn occasions 
  to week-long celebrations, there’s always something 
  happening on the calendar.
   
  Armistice Day. In honor of the treaty signed between 
  the Galactic Coalition and the Luos Aven empire, the GC 
  created this holiday. It is both cause for celebrations of 
  peace, as well as remembrance of those who lost their lives 
  to make such a thing possible.
   
  Ascension Day. The W’uther commemorate their 
  exodus from Vres’na with parties, feasting, and celebratory 
  joyrides.
   
  Bank Day. All Kygoran banks are closed on this day. 
  After many years of this tradition, it was adopted by most of 
  the culture as a general day of rest from business affairs.
   
  Carnival of Masks. This three day Luonn Tua 
  
  43
  celebration features parades, music and dancing, and of 
  course, masquerades. Participants pride themselves on the 
  three masks they create to wear during the carnival, just as 
  Rano Eru, their god, has different faces. On the first day, 
  a victory mask is worn. On the second, a somber mask of 
  shame. On the third, the most intricate and elaborate mask 
  is worn, a reflection of the person a Luonn Tua hopes to 
  become in the coming year.
   
  Celestial Saturnalia Days. Each month, on the 
  twenty-fifth day, Hanadarians everywhere bask in the 
  majesty of the heavens. Typical celebrations involve star-
  inspired makeup and clothing, prolonged viewings of the 
  skies, and stories of the stars through the ages. On this day, 
  in each Hanadarian settlement, a person is chosen to serve 
  as the Starsoul Monarch, the arbiter of festivities for the 
  day.
   
  Clement’s Day. This Ixian holy day celebrates their 
  spider deity, the Clement, and the connections she creates 
  between all living things. Conservation is important to the 
  Ix on this day more than any other, and oftentimes they 
  celebrate by planting new seeds and tending to local flora 
  and fauna. Additionally, the Ix go out of their way to check 
  in with the people they care about on this day.
   
  Coalition Day. The founding of the Galactic Coalition 
  is widely celebrated throughout the galaxy, as it represents 
  all the things the GC has accomplished.
   
  Creator’s Day. This holiday celebrates art of all kinds 
  and encourages new creators, whatever their talent may be, 
  to share their creations with the world. The Maeshar often 
  host talent shows and gallery openings on this day.
   
  Curators’ Birthday. Once every year, Proxy from 
  across the Nacora travel back to Olara to witness the birth 
  of a new generation of Curators. Even those who can’t make 
  the journey home celebrate the day, either with a small, 
  symbolic birthday cake, or by calling Olara to give their best 
  wishes.
   
  Day of Ancestry. This Saguarin festival focuses 
  on those who have passed on and is marked by hours of 
  storytelling about each Saguarin’s progenitor. On Moiccaro, 
  this day was celebrated in graveyards where the effigies of 
  ancestors were present among the living. Now that they 
  roam the stars, however, art has been incorporated into the 
  storytelling aspects of the celebration.
  Nacora galaxy
   
  Day of Growing. Before they took to the heavens, 
  the Day of Growing was a day for Saguarin on Moiccaro to 
  dig their feet into the soil and turn their faces to the suns. 
  Those Saguarin who still live on terrestrial planets often 
  celebrate in this way. For those who are on spaceships, it is 
  more often treated simply as a day of rest and indulgence in 
  the finest soils the Nacora has to offer.
   
  Defender’s Day. Everyone in the galaxy observes 
  the anniversary of the first Veerux invasion being rebuffed. 
  Most planets and stations throw huge parties and feasts in 
  honor of the occasion.
   
  Domos Holy Festival Week. Humans across the 
  galaxy celebrate their primary pantheon of gods with this 
  week long holiday. Each day is devoted to one of the five 
  gods, beginning with Prostasia, god of protection, and 
  ending with Nimi, god of remembrance. Celebrations and 
  worship during this time vary from day to day.
   
  Eezon’s Day. Primarily a day of prayer, this day 
  is one on which every Eezonite in the galaxy spends two 
  hours in contemplation while facing the general direction 
  of Eezon (or a depiction of the planet). Afterward, they 
  celebrate the night with wild parties and new experiences.
   
  Eru’s Day. At the end of the month of Kaashkiir, the 
  Luonn Tua people celebrate one of the faces of their god. 
  Eru, the face of shame, is honored through masks of their 
  face worn throughout the day. Many Luonn Tua take this 
  day as an opportunity to air grievances or reflect on losses 
  they have suffered so that they may move forward.
   
  Feast Day. The epitome of Kygoran indulgence, this 
  holiday involves three multi-course meals and plenty of 
  desserts. Even the lowest-income households make every 
  effort to have a sumptuous feast. Imported deka venison is 
  the main dish of choice.
   
  Festival of Trials. The three-day Festival of Trials 
  is a pillar of Glabrau society. All young Glabrau, and many 
  older seeking to regain honor participate in a myriad of 
  physically demanding trials in order to prove their ongoing 
  prowess, or reestablish themselves.
   
  Founding Day. The Kygoran-Glabrau Conglomerate 
  commemorate the initiation of their union with this 
  holiday. It is a day off work for all KGC employees, and 
  their affiliates and partners typically send them gifts and 
  well wishes.
  
  44
   
  Friendship Day. This holiday is an opportunity for 
  the Ix to express their appreciation of each and every one of 
  their friends. Sometimes there is even an exchange of gifts.
   
  Gift Day. In a society that often focuses on the 
  materialistic, this Kygoran holiday emphasizes handmade 
  and heartfelt gifts over expensive ones. Close family 
  members, lovers, and friends exchange gifts.
   
  Heart Day. This holiday is for lovers. Kygorans all 
  across the galaxy show their love to the object of their 
  affections. Lots of proposals are made on this day.
   
  Imperial Games Festival. The Luonn Tua host this 
  week-long series of athletic competitions for participants 
  across the galaxy. Cultures from every planet come to take 
  part in the games.
   
  Liberation Day. This holiday is the counterpart to 
  Unification Day. It celebrates the major victory against the 
  Veerux that set the Domos Collective apart from the Veerux 
  Empire in the minds of the Nacora Galaxy.
   
  New Year. At the start of the year according to the 
  Galactic Standard Calendar, people across the galaxy 
  celebrate. Many of these celebrations begin the night before 
  to count down to the new year.
   
  Rano’s Day. At the start of the month of Kaashkiir, 
  the Luonn Tua people celebrate one of the faces of their 
  god. Rano, the face of victory, is honored through masks 
  of their face worn throughout the day, as well as fierce 
  competitions and sparring.
   
  Remembrance Day. The Galactic Coalition 
  instituted this holiday as a way to remember the bravery 
  of those who had fallen in the many conflicts against the 
  Veerux. It is widely observed across the galaxy.
   
  Resting Day. After the Festival of Trials, all Glabrau 
  spend the next day on recovery and rest. No work is done, 
  even if a Glabrau didn’t participate in the trials. Food is 
  eaten cold and uncooked, and some Glabrau even sleep all 
  day.
   
  The Roaming. On this Saguarin holiday, it is 
  traditional that Saguarin take a trip to a place they have 
  never been before, no matter how near or far away it is. The 
  day commemorates the first foray into space travel for the 
  species.
   
  Sellout. This holiday became a fixture on the Kygoran 
  calendar after stores across the planet started marking 
  Nacora galaxy
  down their prices in anticipation of Gift Day. Customers 
  sometimes camp out all night in the hopes of getting the 
  best deal.
   
  The Starwyrm Festival. People across the galaxy, 
  especially those in magically-inclined cultures, spend 
  a week in honor of the unarguable kings of the void, 
  starwyrms. The festival includes a variety of celebrations, 
  including lavish parades, games, costumes, and starwyrm-
  themed meals.
   
  Triad’s Feast. This three-day celebration devotes one 
  day each to the Ice, the Ocean, and the Deep of the Piranthi 
  Holy Triad. Extravagant meals are eaten and decorations 
  and costumes are commonplace.
   
  Unification Day. This holiday celebrates the 
  formation of the Domos Collective as each of the different 
  Domos planets joined together to unite Humanity.
   
  Vaschera Life Day. The Brahvaasch believe that 
  Vaschera created magic itself and that she governs the 
  cycle of magic as it is expended and recharged throughout 
  the galaxy. Life Day is a celebration of new magic that 
  culminates in festivals across the galaxy, where new and 
  inventive spells are shown off.
   
  Vaschera Passing Day. Like Life Day, Passing Day 
  is a celebration of the goddess Vaschera that represents the 
  cycle of magic. During this holiday, the Brahvaasch and 
  other magic-users refrain from using magic for the entire 
  day. Instead, they view the galaxy as if magic didn’t exist, in 
  order to reflect on their gratitude that it does.
   
  Warming Jubilee. This week-long celebration 
  coincides with the coming of spring on Raath. Though the 
  planet is always in some state of cold, temperatures rise 
  enough for some ice flows to melt and certain hardy crops 
  to be planted. The jubilee includes time spent outdoors, 
  sometimes swimming or fishing, and Glabrau across Raath 
  set new snares for emerging game and fish, as well as 
  planting crops. Glabrau who live off-planet typically mark 
  this change of seasons by cutting their mane shorter to 
  reflect the warmer temperatures that would be present on 
  Raath.
   
  Week of Silence. During this week, W’uther across 
  the galaxy light a candle and leave it burning throughout 
  each day of the week to remember their time as an enslaved 
  species. They focus a great deal on deceased family and 
  
  45
  Religions of the 
  Nacora Galaxy
  Religion plays a smaller role in the gameplay experience 
  of Spaceships and Starwyrms than it does in standard 
  fantasy 5e play. This is primarily felt when dealing with 
  the environments and with the notable lack of the cleric, 
  as well as the changes to the sources of paladins’ powers. 
  Still, even in the science fiction future in which S&S takes 
  place, religion persists in multiple cultures as a subtheme. 
  Some cultures are more deeply attached to their magic 
  than others, and it is more common for cultures with a 
  deep connection to magic to also have a deep religious 
  connection.
   
  If celestial beings such as gods exist, they rarely seem to 
  interact with the creatures of the galaxy outside of the scope 
  of the Eternal Prism where angelic hosts and demonic 
  hordes reside. Opinions vary wildly on the origin of each 
  of the deities and whether or not they were a construct of 
  created mythos or real people and events.
   
  Included in this section, besides the primary deities 
  of the cultures of the Nacora Galaxy, is a list of domains 
  that might be associated with those deities. This is 
  primarily a thought exercise, but if utilizing the cleric class 
  is something that a player and GM decide is important 
  to them, it will help determine from which deity a cleric 
  might pull power. Alongside the listed domains, a list of 
  oracle mysteries and paladin oaths are also included, in 
  case a player desires to connect their oracle or paladin to 
  a religious figure. This can help enrich the story of that 
  character and ground them in the setting.
  Nacora galaxy
  their older generations during this week.
   
  Worldsoul Day. The worldsoul is an ephemeral spirit 
  elemental that is said to reside within Deru. Though the 
  Maeshar do not worship it as a god, they do pay homage to 
  it as part of their spiritual belief system. It’s important to 
  make a wish and plant new life on Worldsoul Day. Children 
  conceived or born on this day are said to be very lucky.
  The Clement
  Though the Ix are a six-limbed people, they worship an 
  eight-legged entity known as the Clement. This spider-
  like being has a body that is segmented in two parts. On 
  the front, she has six eyes on her pincered head, and on 
  the back, an appendage that emits magic, light, and silk 
  threads. It is said that she spun the world from magic after 
  she grew lonely in the darkness of space.
   
  She is known to be a benevolent goddess and motherly 
  figure for Ix believers everywhere. They believe she is 
  an omnipresent, omniscient goddess of life, joy, and 
  connection between people and lifeforms. Though many Ix 
  don’t devoutly worship her, all hold some degree of respect 
  for the forces of the universe that allow them to form 
  meaningful bonds with others.
   
  The worship of the Clement is not relegated to a specific 
  church or location. Rather, worshipers tend to offer her 
  their joy at the end of each day by speaking aloud three 
  things that they found happiness, contentment, or delight 
  in throughout the day. Additionally, it is not uncommon for 
  an Ix to thank the Clement after meeting a new person or 
  making a new friend.
  Eezon
  As the name might signify, Eezon is a deified planet. Its 
  very existence in surviving the celestial processes that 
  created the Eezonites is nothing short of a miracle. Beyond 
  that, the planet is a key part of what it means to be an 
  Eezonite, so naturally it garners worship from them. Only 
  on Eezon are new Eezonites born, and only those Eezonites 
  that die on Eezon have their energy recycled to create new 
  Eezonites. That the planet is so inherently connected to 
  its people’s cycle of life and death is central to how it is 
  worshiped.
   
  Even the least religious Eezonites admit that the planet 
  is unique and special. The connection to it is ingrained into 
  the core of their very existence, after all. It is rare for non-
  Eezonites to worship Eezon in any capacity, but the planet’s 
  power is often respected among scholars of magic and 
  classical science alike.
   
  Eezon is represented by the symbol of a black sphere 
  with a gold corona around it. Inside the sphere is usually 
  
  46
  Deity
  Domains
  Mysteries
  Oaths
  The Clement
  Knowledge, Life, Nature
  Blood, Life, Time
  Ancients, Devotion, Unknown
  Dimiorgo
  Light, Nature
  Life, Time
  Exploration, Preservation
  Eezon
  Life, Light, Tempest
  Dimensions, Life, Time
  Devotion, Exploration, Preservation
  Emphytos
  Knowledge, Tempest
  Blood, Time
  Ancients, Preservation
  Evimar
  Nature, Trickery
  Dimensions, Life
  Exploration, Unknown
  Nimi
  Death, Knowledge
  Conflict, Dimensions
  Ancients, Unknown
  Prostasia
  Life, War
  Conflict, Life
  Devotion, Vengeance
  Rano Eru
  Tempest, Trickery, War
  Blood, Conflict, Dimensions
  Ancients, Exploration, Vengeance
  Spiritualism
  Any
  Any
  Any
  The Triad
  Any
  Any
  Any
  Vaschera
  Light, Nature, War
  Blood, Dimensions, Life
  Ancients, Devotion, Preservation
  Xaldin
  Death, Knowledge, Life, War
  Blood, Conflict, Time
  Entropy, Exploration, Vengeance
  a symbol of twisting red magma that appears reminiscent 
  of a strand of DNA. It’s common for Eezonites to wear 
  the symbol of Eezon somewhere on their person, often 
  combined with the symbol for the FLAMES organization 
  that also acts as the church of Eezon.
   
  Worshiping Eezon is a simple process, as the 
  personified planet asks little of the Eezonites. It thrives 
  on the experience of those who perish on its lands and 
  delights in giving those experiences to people born anew 
  there. Aside from gaining new experiences and keeping 
  the tradition of dying on Eezon’s surface, devout Eezonites 
  spend an hour each week in thoughtful meditation facing 
  Eezon’s direction.
  Nacora galaxy
  The Pantheon of Domos
  With a species as populous and widespread as Humanity, 
  there are a plethora of deities to be worshiped. However, 
  while many of these gods fall out of fashion or are renamed, 
  the primary pantheon of Domos remained the same 
  throughout the ages.
   
  The five gods of the pantheon are said to live in and 
  around the star at the center of the Empyreal System, 
  keeping an ever-watchful eye on mortals. According to 
  legend, they created the first Humans by mixing stardust 
  with some of their blood, sweat, and tears.
   
  Each of the five gods holds domain over different 
  principles, elements, and parts of a star. Some Humans 
  worship all five, while others choose to focus on a singular 
  god that resonates with them.
  Prostasia, She Who Protects
  At the head of the pantheon sits Prostasia, god of 
  protection, conservation, and healing. She is typically 
  depicted as a tall woman with bronze skin, garbed in a 
  knee-length tunic of green. She carries a tower shield in one 
  hand and a simple blade in the other. In some more warlike 
  depictions, she wears a golden helm and sandals.
   
  Legends say that Prostasia once appeared to be a 
  man, but upon the creation of Humanity, she changed her 
  physical form to reflect who she truly was. Her demesne is 
  the heart of the central star in the Empyreal System. It is 
  there that she forges armor for her brothers and sisters, as 
  well as concocting healing magics.
   
  Believers pray to Prostasia when they are injured, 
  facing terrible odds, or in need of aid. Many parents make 
  an offering to Prostasia when a child is born, in the hopes 
  that she will help the child grow well and remain healthy. 
  She is the patron god of doctors, gardeners, warriors, and 
  sailors.
  Evimar, He Who Prospers
   
  The god of prosperity, generosity, and architecture is 
  called Evimar. He is generally pictured as a stout man with 
  black hair and fair skin. Most art shows him wearing a long 
  yellow coat and holding an apple in one hand and a paper 
  fan in the other. His expression in nearly every portrait is 
  jovial.
   
  Common belief says that Evimar was born fully-formed 
  from the first solar flare from the sun, unlike his siblings. 
  
  47
  Nacora galaxy
  His domain is the corona around the Empyreal System’s 
  star and is only visible during an eclipse. His architectural 
  plans can be seen as constellations in the sky, and he 
  invisibly watches over Humanity.
   
  Believers pray to Evimar when they are in need of good 
  luck, a fair harvest or profit, or before erecting a structure. 
  Many people at the fringes of society look to Evimar. He 
  is the patron god of mechanics, gamblers, thieves, and 
  astronomers.
  Emphytos, They Who Think
   
  Emphytos sits at the center of the pantheon. As the 
  god of intuition, intellect, and weather, they are often 
  considered the wisest of the gods. They appear as a slim 
  individual with an abundance of freckles and curly brown 
  hair. Religious iconography often dresses them in a flowing 
  set of crimson robes, holding a pencil in their right hand 
  and wearing a golden bracelet on their left.
   
  According to Domosian mythology, Emphytos and 
  their siblings emerged from the core of the same star. While 
  their sister Prostasia remained there, Emphytos took to the 
  chromosphere of the star, basking in its red light. In this 
  location, they are able to see all of their siblings, as well as 
  Humanity, and they can write their manifestos in peace.
   
  Believers pray to Emphytos when conducting research, 
  hoping for good weather, or needing help in making a 
  decision. Oftentimes, students look to them for help 
  in school, and those who believe in fate often choose 
  Emphytos as their object of worship. They are the patron 
  god of scientists, diviners, lawyers, and diplomats.
  Dimiorgo, He Who Creates
   
  The fourth god of the pantheon, Dimiorgo, is the god of 
  creativity, freedom, and passion. He is usually depicted as 
  a muscular man with green eyes and tanned skin, wearing 
  an open vest and simple blue pants. Though the objects 
  associated with him vary, he often appears to be holding 
  paintbrushes or casting a spell.
   
  Domosian legend tells the story of how Dimiorgo was 
  born in the flames of a star with the body of a woman. 
  Using those same flames, he changed his body to a 
  shape more fitting for himself. It is in those flames in the 
  convective zone of the sun that he resides, frenetically 
  painting masterpieces and sparking ideas in the minds of 
  Humans.
   
  Believers pray to Dimiorgo when performing creative 
  endeavors, looking for love, or trying to escape a bad 
  situation. Inventors and artists alike look to Dimiorgo 
  for guidance. He is the patron god of musicians, dancers, 
  artists, prisoners, and romantic couples.
  Nimi, She Who Remembers
   
  The final member of the pantheon is Nimi, god of 
  memory, optimism, and perseverance. She is typically 
  pictured as a plump woman with fair hair and many scars, 
  dressed in a long orange dress. Though accounts differ as 
  to what she is holding in the original mural depicting her, 
  many interpret it as a skull or child. The most commonly 
  accepted interpretation has her holding a tiny planet.
   
  Stories say that Nimi’s scars came from reaching 
  into the flames of the star to pull out her siblings. As the 
  firstborn, she was afraid they would not make it, and so she 
  bore incredible pain in order that they might come to life. 
  Though she never forgot the experience, the pain of it drove 
  her to live separate from her siblings in the void around the 
  star. There, she observes all existence and holds it safe in 
  her memory.
   
  Believers pray to Nimi after the death of a loved one, 
  during immense suffering, and they offer her their hope 
  for the future. She is sometimes viewed as a sorrowful god, 
  and many believers shy away from her worship. She is the 
  patron god of historians, victims of crime and violence, and 
  families.
  Throughout the Luos Aven empire, worship is directed at 
  a singular but twofold deity: Rano Eru. The god is typically 
  depicted as a genderless, smoky gray Luonn Tua with no 
  face. Two masks hang around the neck of the deity. In 
  this faceless state, the god represents the potential of each 
  individual Luonn Tua.
   
  The Luonn Tua believe that Rano Eru fought a war 
  against the stars themselves in order to create habitable 
  planets. Worship of the god was most fervent in the years 
  of colonization. Rare was the occasion when a Luos Aven 
  army went into battle without first invoking the name of 
  Rano Eru
  
  48
  Rano Eru.
  Rano, Face of Victory
   
  When Rano Eru dons the mask of victory, they become 
  known as simply Rano. In the event of a successful battle 
  or campaign, Rano’s name was praised endlessly. In the 
  current, more peaceful days, Rano’s name is often called 
  upon after a victory in competition of any kind, or after a 
  challenge has been overcome.
   
  The mask of victory appears to be the face of a hawk 
  with a determined and proud expression. A streak of red 
  crosses its brow and down its cheek on the left side of the 
  face.
   
  For certain fanatical sects of the religion, Rano is often 
  representative of relentless, merciless aggression in pursuit 
  of victory.
  Eru, Face of Shame
   
  Opposite of Rano is Eru, who wears the mask of shame. 
  Whenever a Luonn Tua suffers a loss or setback, they turn 
  to Eru to reflect on what occurred. Eru is said to help guide 
  their believers through feelings that many perceive as 
  negative, such as anger, sadness, and of course, shame.
   
  The mask of shame appears to be the face of a falcon 
  with a solemn and sympathetic expression. A streak of blue 
  runs down the right side of its face, from under its pupil-
  less eye down to the chin.
   
  Fanatical sects of the religion look to Eru to justify their 
  self-flagellation and punishment in the face of failure.
  The Triad
  The Piranthi people worship a group of deities known 
  collectively as the Triad. Each of the three entities is one 
  layer of their homeworld made manifest in a physical body. 
  It is widely believed among the species that these bodies 
  are incredibly difficult to construct, even in a person’s 
  dreams, so having a vision or dream of one of the Triad is a 
  miraculous occurrence, and all three, nigh unheard of.
   
  Each of the three suffuses a different part of the planet, 
  rarely if ever interfering with mortal affairs. Rather, they 
  are observers who cannot help their nature or change it.
  Nacora galaxy
  The Ice
   
  The thick layer of ice around the Piranthi homeworld 
  insulates it from radiation and helps create a habitable 
  environment. It also had to be broken in order for the 
  Piranthi to reach space. In its physical form, the Ice often 
  appears as a frigid, jagged humanoid with a blue color. It 
  stands nearly ten feet tall and leaves a residue of frost on 
  everything it touches. Those who dream of the Ice often 
  wake feeling a chill that lingers for hours.
   
  Worshipers of the ice recognize it as a deity who 
  protects and embraces its followers. It is also representative 
  of stubbornness and can’t help the harm it does. Priests of 
  the Ice typically make an annual journey to that layer of the 
  planet to carve prayers and praise into the ice.
  The Ocean
   
  The ocean of Novus provides all that the Piranthi and 
  other species need to survive in conjunction with the other 
  two layers of the planet. Though only one mile of the waters 
  are naturally inhabitable, the ocean covers the majority of 
  the planet. In its physical form, the Ocean typically takes 
  the shape of a massive water elemental, almost fifty feet 
  tall. Those who have visions of the Ocean often come to 
  consciousness soaking wet or crusted in salt, barnacles, and 
  other debris.
   
  Believers who focus on the Ocean do so because it is a 
  life-giving entity. It can be unforgiving and desolate as part 
  of its nature. Priests of the Ocean leave the habitable zone 
  often, in order to feel closer to the deity.
  The Deep
   
  The core of Novus creates the thermal energy 
  that allows the Piranthi to thrive. It is mysterious and 
  unknowable to many Piranthi beyond its use as a power 
  source. In its physical form, the core, known religiously as 
  the Deep, appears as a shadowy figure radiating heat from 
  within. It is rarely larger than the average Piranthi, and 
  it has a tendency to melt or overheat anything it comes 
  into contact with. Those who see the Deep often awaken 
  running a fever or with a slight burning on their skin that 
  doesn’t fade for hours.
   
  When worshiping the Deep, followers focus on its 
  warmth and power. It is usually viewed as the most 
  
  49
  powerful of the Triad, but is also the most elusive and 
  difficult to understand. Priests of the Deep venture as close 
  to the core as anyone dares for prolonged periods of time in 
  order to better acquaint themselves with the entity.
  Vaschera
  In the histories of the Brahvaasch, Vaschera is known as the 
  first and most powerful Vascheim (starwyrm). From her, 
  all other starwyrms were born. Her birth coincided with the 
  beginning of the universe and catalyzed the power that is 
  now called magic.
   
  She is depicted as a platinum-scaled starwyrm as big as 
  an entire star system, with piercing purple eyes. According 
  to her followers, as the source of all magic, paying homage 
  to her resonant spirit brings better understanding and 
  magical skill.
   
  According to the histories, she battled another primeval 
  starwyrm known as Taolirek ages ago, and it was from the 
  blood shed during this battle that terrestrial dragons and 
  the lesser star drakes were born. Upon her foe’s defeat, she 
  is said to have retreated to the center of the Nacora Galaxy, 
  where she now resides and watches over all of magic and 
  creation.
   
  The worship of her comes in the form of daily prayer, 
  but little other ceremony. There is increased reverence for 
  ancestors and all of dragon-kind. The way of Vaschera is 
  the way of wisdom, and therefore, most who follow her 
  religiously also attempt to act as a guide for others, leading 
  them to better lives.
   
  The cult of Taolirek is an underground movement 
  within the Vaschera faith that seeks to bring back the spirit 
  dragon Taolirek. The power inherent to magic is most 
  important to them and they believe that dragons of every 
  kind should be the only creatures with access to the magic 
  of their deity’s creation.
  Xaldin
  The worship of Xaldin, also known as the Voice of Truth, 
  is incredibly rare among the native species of the Nacora 
  Galaxy. This is as much because of the origin of the Church 
  of Xaldin as it is because of how little is known about the 
  mysterious deity.
   
  Xaldin’s primary base of worship is the Veerux Empire, 
  Nacora galaxy
  where the church originated. The entire doctrine of Xaldin 
  is built on the idea of Humanity as the sole species of 
  sentience in all of existence. The core of the worship of 
  Xaldin is tied up in the military, culture, and rule of the 
  Veerux as a whole.
   
  Because of how closely guarded knowledge about their 
  deity is, those outside of the Veerux struggle to understand 
  much about him. That said, there are cults of aspiring 
  Veerux or similar splinter groups that worship the god, 
  who is typically represented in other cultures as the deity 
  at the core of evil in the universe, even as cults and Veerux 
  worship him as a paragon of law and order.
   
  What is clear about Xaldin is that every act the Veerux 
  perpetrate seems to be an act of worship built around him. 
  Being a follower of this deity is to give yourself over to a 
  doctrine that dictates every facet of your life.
  Non-Deity-Specific Religions
  Not all religions that exist across the Nacora Galaxy revolve 
  around deities. Those that don’t are more often than not a 
  type of creed or way of life laid down by a particularly wise 
  person in a culture’s past.
   
  Others, though, bear more interest and description as 
  they are complex with rituals and often tied to the nature of 
  magic.
   
  Maeshari and Saguarin Spiritualism
   
  Although these religious ideas developed separately, 
  they are placed here together because of the similarities 
  between them and the cultural connection they have made. 
  For species whose cultures developed around magic, the 
  idea that spirits dwell in everything living or nonliving is 
  commonplace.
   
  It is hardly unbelievable, considering what people are 
  capable of, and even modern scholars cede the fact that the 
  dark matter particles that suffuse every living and nonliving 
  thing can bequeath certain qualities into those things.
   
  As such, on Deru and Moiccaro, long before either 
  culture reached the stars, they began to pay homage 
  and respect to the spirit within everything. Spiritualism 
  lies somewhere between a religion and a way of life. It 
  focuses more on how a person interacts with their world 
  respectfully and cherishes life, but also has many prayers 
  
  50
  and rituals tied to it. Honoring the dead is an important 
  component in spiritualism, as they believe strongly in 
  existence after death.
   
  Modern forms of spiritualism are mixed, with those 
  practitioners on planets being more common than those 
  in space. At this juncture in time, the Saguarin people and 
  the Maeshar have spent centuries coming together and 
  discussing the finer points of ritual and spirits. Therefore, 
  within spiritualism there lies three doctrines, that of Deru, 
  that of Moiccaro, and one mixed between the two.
   
  The general belief of spiritualism is that everything 
  is possessed with a spirit. That spirit can bring fortune 
  or misfortune to those around it depending on how it is 
  treated by those same people. 
   
  Star Worship
   
  Before the Hanadarians took to the skies, their 
  adoration of the stars and other celestial bodies gave rise 
  to a religion centered around the concept of stars as the 
  entities that exert control and influence over the lives of 
  mortals. Practitioners of this religion on Hanadar hosted 
  nightly services under open skies, during which they 
  enumerated the properties of the stars that all life should 
  seek to emulate. Furthermore, long lists of names were 
  assigned to stars and constellations, and reading one’s 
  fortune among them was commonplace.
   
  As the Hanadarians learned more about the scientific 
  nature of stars and magic, this religion fell out of fashion 
  among their people. There are still pockets among the 
  culture who ascribe to this system of belief, but the reason 
  it persists is due to those species who developed similar 
  systems that revolve around fate as dictated by the stars.
   
  There is no organized system of star worship, but the 
  similarities between believers across the galaxy cannot be 
  denied. Basic tenets of most of these bodies of worship 
  include star reading, fortune telling, and superstitions 
  involving the position of certain stars.
  Nacora galaxy
  Mysteries of Dark 
  Matter and Magic
  Occult scholars across the galaxy constantly debate and 
  deliberate on the finer points of magic. Its history and 
  intricacies are riddled with theories that make the study 
  of magic just as convoluted as that of any hard science. 
  One thing remains clear, however. Magical power and the 
  manipulation of reality that it allows owes itself to dark 
  matter particles that pervade every place in the galaxy.
   
  The process of channeling these particles, and the 
  energy they continuously generate, into actual magical 
  effects varies from person to person. Magic is classified 
  in a number of ways according to the Academy of Occult 
  Sciences (AOS). The divisions are further separated by 
  occurrence and how they operate. The three primary 
  categories are how the spellcaster is transferring dark 
  matter energy into magic, the school of magic that defines a 
  finished spell, and the tier of power a spell is channeling.
   
  Spell tier is the easiest to quantify, according to the 
  AOS, as it relates purely to the amount of dark matter 
  energy that is being channeled. This amount of energy 
  is divided into ten levels of power, with the lowest being 
  tier 0 and the highest being tier 9. According to most 
  governments and the AOS, spellcasters capable of casting 
  tier 7, 8, or 9 spells must be registered, as these spells can 
  wreak havoc on a global level if mishandled. This hardly 
  means that all those capable of this level of power are 
  registered, but failing to register with the AOS or local 
  government is typically illegal.
   
  The second classification method, the magical school, 
  divides all magical effects into eight categories: abjuration, 
  conjuration, divination, enchantment, evocation, illusion, 
  necromancy, and transmutation. Some spells are still 
  being contested on their official classification, but the 
  schools themselves generally boil down to specific facets. 
  Abjuration spells create protection and disrupt other magic. 
  Conjuration spells summon facsimiles of real things from 
  nothing and cross dimensional thresholds. Divination 
  spells see the unseen and grant foresight. Enchantment 
  spells affect the minds of creatures. Evocation spells 
  generate sudden and grand effects that are almost always 
  instantaneous or elemental in nature. Illusion spells deceive 
  the senses of creatures and machines. Necromancy spells 
  deal directly with the life force of living and dead matter. 
  Transmutation spells alter what is already present and deal 
  primarily with the physical world.
   
  Part of the reason certain spells are contested is 
  because of the visibility of magical schools when a 
  
  51
  Nacora galaxy
  spellcaster is using detect magic. Each of the schools 
  appears as a different color, but many flicker between 
  multiple colors or contain a mix of both. Spells that 
  resonate strongly with the individual schools are easily 
  identified. Abjuration spells are blue, conjuration spells are 
  orange, divination spells are white, enchantment spells are 
  purple, evocation spells are red, illusion spells are yellow, 
  necromancy spells are black, and transmutation spells are 
  green. These colors appear when using mage sight goggles, 
  detect magic, arcane eye, or other similar spells.
   
  The last method the Academy of Occult Sciences 
  categorizes magic by has more to do with the spellcasters 
  themselves than with individual spells. Compared to the 
  other categories, determining how spellcasters draw in 
  and manipulate dark matter energy is the least defined 
  and most hotly contested criteria. Even within specific 
  schools of thought, the argument of the origins of power 
  never seems to cease. Still, there are four broad categories 
  of magic and pseudo-magic that the AOS has agreed define 
  the basic usage of magic.
   
  Divine magic is said to utilize a connection to the 
  universe. Wielders of this type of magic, such as oracles 
  and paladins, have a deep connection with some innate 
  power that runs through all dark matter across Nacora. 
  Studies on how these casters draw energy from dark matter 
  particles into spells show that they exert will in the form of 
  a request, even if they are doing so subconsciously. They 
  present their desire to the universe and mysteriously, the 
  universe responds in kind. Though some users of divine 
  magic still use prayers and rituals to connect to their power, 
  the name “divine magic” is a holdover from a time when 
  those customs were commonplace. In present day, the 
  scientific community no longer holds the connection to be 
  entirely accurate. 
   
  Arcane magic, on the other hand, involves directly 
  interacting with dark matter particles using one's own 
  will. Sorcerers and bards are generally considered to be 
  the primary wielders of arcane magic (alongside certain 
  rogues and fighters). In order to use arcane magic, the 
  wielder is required to have unique dark matter particles 
  within their own body. These special particles are theorized 
  to be generated by genomes that a person is born with. 
  Occasionally, however, certain events related to dark matter 
  particles and energy storms can cause otherwise normal 
  individuals to begin generating these unique particles. The 
  particles created within are connected to the will and mind 
  of the individual, and through their internal particles they 
  affect the dark matter around them to generate spells and 
  magic. The underlying difference between bardic arcane 
  magic and that of sorcerers lies in how the power develops. 
  Almost anyone has enough base dark matter within them 
  to become a bard, but learning bardic magic requires 
  study, practice, and self-chosen specialization. Sorcerers, 
  however, are born with power that comes to fruition on its 
  own as they age. Using that power will make it stronger and 
  ignoring it will weaken it over time. A sorcerer doesn’t need 
  to approach their magic academically.
   
  Psychic magic is a newer discovery related to a very 
  old practice. Adepts have long practiced a unique form of 
  self-reflection, perfection, and discipline that allowed them 
  to access a power source called ki. This was reportedly a 
  sort of internal energy that allowed them to accomplish 
  near impossible feats of wonder. Modern research shows 
  that the ki that adepts utilize is itself a form of magic, albeit 
  an undefined one. Ki is created by drawing dark matter 
  particles into the body and converting them into an internal 
  pool of power through the application of will and discipline. 
  In the last few centuries, technology has allowed people 
  to take this to the next level. Combining the disciplined 
  focus of the adept with special brain implants that enhance 
  a person’s ability to affect dark matter in specific forms, 
  the psion was born. The psion is the primary wielder of 
  what the AOS calls psychic magic. They use intense mental 
  focus and study, paired with implants, to directly affect the 
  dark matter particles around them and use magic. They 
  aren’t able to replicate many of the higher tier spell effects 
  of arcane and divine spellcasters, and their implants limit 
  their access to specific schools of magic, but they are the 
  first of a new wave of mortal-made magic wielders.
   
  The last type of magic is classified by the AOS as 
  pseudo-magic, and is the subject of much scorn among 
  occult communities (although it is viewed with a great 
  deal of interest by certain scientific communities). 
  Technomagic is a term used to refer to the use of a 
  strange device called a Dark Matter Core. These special 
  power sources are rare and difficult to construct, so 
  
  52
  The Cycle of Universal Energy
  One of the best studied fields of dark matter particle 
  and energy theory is the cycle of magic. Dark matter is 
  invisible, and individually so infinitesimal that it can move 
  through solid objects and suffuse entire solar systems 
  without making itself known. It requires very specific 
  equipment or spells to actually see the particles, as they do 
  not exist on the electromagnetic spectrum. Despite this, 
  it simultaneously provides enough mass to maintain the 
  structural integrity of the various systems and the galaxy 
  itself. Theories postulate that without dark matter particles, 
  the galaxy would unravel.
   
  These subatomic particles serve a much more visible 
  purpose beyond the structural integrity of the galaxy. 
  According to the accepted theories of the AOS, dark 
  matter particles exist in two primary states: charged 
  and dormant. Charged dark matter particles are full 
  of untapped energy. This power is so potent that, when 
  accessed, it can change reality itself. The expression of this 
  energy as directed by the will of a creature is called magic.
   
  Once a dark matter particle has expended all of its 
  energy it becomes a dormant particle. Dormant particles 
  still have mass and still fill the physical role of dark matter 
  in the galaxy, but they do not interact with magic. Although 
  there is currently no known way to separate dormant dark 
  matter from charged dark matter, it is theorized that if 
  someone capable of spellcasting were trapped in a place 
  with only dormant dark matter particles, magic would be 
  impossible. This is best viewed in specific solar systems 
  which have a lower dark matter density or a lower density 
  of charged particles. In such places, magic is significantly 
  less effective.
  Nacora galaxy
  difficult, in fact, that there is no one way to make them. 
  Many guides exist on the galactic network describing how 
  one can go about making a Core, but with decades of study 
  it has become painfully obvious that every Core is unique 
  in some way. Technomagic uses a theory similar to arcane 
  magic, in that it focuses the dark matter particles unique 
  to the Core to manipulate and enforce will on the particles 
  of the world around it. The difference is that the “will” is 
  that of an invention or creation that has a very specific and 
  constant purpose that must be painstakingly planned out.
   
  There are many observations of dormant dark matter 
  particles becoming charged once again. Study of black 
  and white holes show that black holes have an abnormally 
  large amount of dormant particles, while white holes are 
  almost entirely constructed of charged particles. The idea 
  that these spatial affectations somehow recharge dormant 
  particles is a popular one. Regardless, it is well documented 
  that magic is more powerful near white holes and difficult 
  near black holes.
   
  Easily the most commonly observed recharging of 
  dark matter particles comes from watching starwyrms. 
  Starwyrms are massive creatures that are entirely 
  comfortable in both the vacuum of space and in an 
  atmosphere. They appear unconcerned with the various 
  forms of radiation or the deadliness of the environment 
  around them. Most curiously, they are known to feed on the 
  mass of dormant dark matter particles. The exact process 
  of this digestion is still unknown despite numerous studies, 
  but the fact remains that starwyrms are drawn to areas with 
  a high density of dormant particles and expel charged dark 
  matter in their wake.
   
  It is believed that the pervasive power of magic in the 
  Nacora Galaxy owes itself to the constant cycle of dormant 
  to charged and that not every galaxy has so delicate a 
  balance as to allow magic to exist. This is further supported 
  by evidence that the Veerux Empire’s home galaxy has a 
  very limited scope of magic and Nacora’s magical potential 
  is part of what makes it desirable to the invading forces. 
  In every governing society, there are laws surrounding the 
  preservation of this cycle, both in regards to starwyrms 
  and to black and white holes, as well as other hotspots of 
  activity.
  Dark Radiation and Shorter Lifetimes
  One of the more interesting facets of using dark matter 
  energy to empower magic is how it affects magical attacks. 
  In most cases, with the elements or other physical effects, 
  dark matter is altering reality or creating something 
  harmful. When a type of magic or power is dealing radiant 
  or necrotic damage, however, that is not necessarily the 
  case. According to the accepted theorems of Infinity, the 
  lauded Hanadarian occultist from 134 P.C., radiant damage 
  is the direct transfer of power into electromagnetic energy 
  
  53
  from charged dark matter. In other words, it is charged 
  dark matter being deployed directly into the target and 
  exploding. Conversely, necrotic damaging spells move 
  dormant dark matter particles into a foe, where they decay 
  the life force and body of the target in order to attempt to 
  recycle themselves. This is further evidenced by the amount 
  of necrotic energy swirling in black holes, and likewise for 
  radiant energy in white holes.
   
  With this in mind, it is easy to understand why 
  creatures that utilize magic tend to have shorter lifespans 
  than their peers. The stronger a creature’s magic is, the 
  shorter the creature’s life becomes. This relationship has 
  been studied extensively and proven time and again, though 
  the exact shortening is debated. Most scholars agree that 
  the shortening of the lifespan is somewhere between 5% 
  and 25% of the original lifespan of the creature, depending 
  on the tier of magic the creature utilizes, as well as the 
  biology of the creature. For example, Eezonite lifespans are 
  barely affected by magic and Hanadarian biology has long 
  since adjusted to minimize the effect.
   
  The supposed cause of this shortening of life is the 
  constant strain placed on the body by the mixture of 
  dormant and charged dark matter particles and the 
  radiation they give off. Dark matter radiation doesn’t have 
  the same mutagenic effects that other radiations cause. 
  Instead, the radiation accelerates the decay of the body 
  over time by introducing more and more necrotic energy. 
  Although transforming oneself into a lich is illegal in 
  most places, it is one of the only known ways to arrest this 
  breakdown, as a lich is supported by dormant dark matter 
  instead of being decayed by it. Other undead creatures 
  with physical bodies are also wellsprings of dormant dark 
  matter energy, and their physical forms are manipulated 
  by moving the dark matter’s mass. This is why undead 
  creatures are often vulnerable to radiant damage, as the 
  explosion of charged particles disrupts the solidarity of the 
  dormant dark matter within the corpses’ bodies.
   
  More science and occult research goes into solving the 
  issue of the shortened lifespan every year, but the answers 
  are inconclusive. What is known is that having magic 
  worked upon you does not appear to have a significant 
  effect on how long you live; only using it yourself. Aside 
  from this, pseudo-magic and psychic magic are purported 
  Nacora galaxy
  to have markedly less impact on the body than directly 
  manipulating the forces of the universe with divine or 
  arcane magic.
  Dimensional Planescapes
  For those societies that progressed and developed while 
  depending entirely on scientific advancement instead of 
  magic, the idea of a series of dimensions that run parallel 
  to the universe is a theory that inevitably came into being. 
  Through observation and calculation, it became apparent 
  to those who cannot directly interact with the veil that 
  these places must exist. For societies of magical origin, it 
  was never in question that other planes existed. As long as 
  magic has been studied and utilized, there have been spells 
  crafted to pierce through the barriers that separate the 
  planescape of the universe.
   
  In the modern Nacora Galaxy, with its blend of 
  technology and magic, the various planes are fact, not 
  theory, and in many cases are studied as extensively as 
  any new planet might be. Each of these planes carries with 
  them different purposes and answers many questions about 
  the natural order of existence and magic across the galaxy. 
  Occult and scientific scholars have placed the various 
  planar landscapes into four distinct categories, drawing 
  from ancient lore to name each of these.
  The Infinite Overlay
  The Astral and Ethereal planes are commonly considered 
  the least complex planes. They are often referred to as 
  overlaid planes because of how they interact with the 
  Material Plane. They act as a natural barrier between the 
  material realm and the other planes. To travel between 
  them or open a portal to them requires moving through one 
  of these barriers. Generally, it is easier to leave the Material 
  Plane than to enter it from the other planes, and the infinite 
  overlay is responsible for that.
   
  The Ethereal Plane, when experienced directly, 
  appears as a misty and soundless landscape of muted grays. 
  For every specific location and place in the Material Plane 
  there is an equivalent construct on the Ethereal, but unlike 
  the Material Plane, the things you feel and interact with on 
  the Ethereal are universally smooth. They are facsimiles 
  that move and mimic the Material Plane perfectly without 
  
  54
  actually being those things. On the Ethereal Plane you can 
  move from one place on the Material Plane to another, 
  effectively transporting yourself to a new location. You 
  can also observe visually things that are happening on the 
  material plane, but cannot otherwise interact with them. 
  Fine details such as lips are impossible to make out on the 
  Ethereal Plane.
   
  The Astral Plane on the other hand, is a sort of dream 
  realm, where visitors move as disembodied souls. Like the 
  Ethereal Plane, it creates a facsimile of the material realm 
  around you, but it builds this from clouds and silvery water. 
  When mortals dream, they create small sections of vivid 
  memory within the Astral Plane, and through the Astral 
  Plane it is possible to interact with people’s thoughts and 
  souls on a very intimate level. Unlike the Ethereal Plane, 
  you cannot take your body with you when you project into 
  the Astral, and therefore it cannot be used to move from 
  one place on the Material Plane to another.
  The Mirrored Heart
  After the Astral and Ethereal Planes, the next easiest 
  planescapes to reach are the Fae Beyond and the Nightveil. 
  These two planes are often termed as a multiverse of planes 
  because of their metaphysical behavior. While other planes 
  span a near infinite amount of space, these planes are finite 
  and separate. For every planetary body in the universe, 
  there is a distinct Fae Beyond and Nightveil. The Fae 
  Beyond of one planet might be similar to the fae beyond of 
  another, but they are not the same place. They are distinct 
  planes connected only by purpose and certain powerful 
  creatures that always exist, such as the faerie queens. Many 
  of these powerful creatures even maintain memories from 
  every version of themselves, but the destruction of one 
  version does not destroy the others. Making an enemy of 
  a powerful denizen of the Fae Beyond or Nightveil is often 
  a way to obtain an enemy on every planet in the galaxy. 
  These planes do not extend past the planets themselves and 
  cannot be accessed from space. Moving from one place on 
  a single planet to another using these planes is possible, 
  but crossing between planets is not. They are known as the 
  mirrored heart because they exist only around the heart of 
  the material world: life-giving planets. Unlike most planes, 
  Mirrored Heart planes have multiple natural portals that 
  Nacora galaxy
  lead to them from the material plane, skipping past the 
  ethereal gateways altogether.
   
  The Fae Beyond may vary from world to world but it 
  has some constants that consistently tie into its purpose. 
  It is a plane of life and emotion. Feelings are often more 
  intense here, uncontrollably so, and many of the denizens 
  feed off of the emotions of mortals. The favorite foods of 
  the fae are lust, happiness, excitement, anger, fear, despair, 
  and sorrow. Faeries can oft be categorized by what sort of 
  emotions they prefer to consume. The plane is typically 
  seen as a verdant landscape, though the terrain of the Fae 
  Beyond always mimics the most extreme places of the 
  planet that it is connected to. The Fae Beyond of Moiccaro, 
  a desert world, is a rugged desert itself. While there is no 
  way to be certain of the purpose of the Fae Beyonds that 
  span the galaxy, stories of the faeries often speak of the 
  plane being tied into the natural order of the world and its 
  ability to sustain life. Indeed, a planet with little to no life 
  on it usually has a nearly nonexistent Fae Beyond.
   
  The Nightveil is generally more universal than the Fae 
  Beyond and maintains a more obvious purpose that has 
  been observed in multiple scholarly accounts. The Nightveil 
  is a world of shadow and darkness where necrotic energy 
  flows more freely and the magic and life of mortalkind 
  is weaker. Mortals heal only half as well in this realm of 
  monsters, and the very air makes people more susceptible 
  to fear. Regardless of the individual Nightveil on a specific 
  planet, the plane is full of creatures that mimic the greatest 
  subconscious fears of mortals. Yet this nightmare realm has 
  a noble purpose in service to the material. The creatures 
  of the Nightveil stand ever vigilant against the invasion 
  of creatures from the outermost planes, beyond even the 
  Eternal Prism. They fight night in and night out against 
  horrible monstrosities and eldritch horrors that attempt to 
  push their way into the material realm. Why they fight this 
  eternal battle is unknown even now to mortal scholars, but 
  it has been observed and is well documented.
  The Elemental Sphere
  The planes of fire, earth, water, and air are often considered 
  the most expansive plsnrd. Unlike the Mirrored Heart 
  planes, they span a size equal to the universe itself, both 
  individually and as a whole. The sphere lies beyond the 
  
  55
  The Eternal Prism
  Beyond the Elemental Sphere lies the Eternal Prism, 
  accessible through the Astral Plane instead of the Ethereal. 
  Traveling to these lands is done wholly as a soul or spirit 
  without a physical body. Once there, one’s spirit becomes 
  their physical body. Unlike other planes of existence, 
  death within the Eternal Prism is not so easy to combat 
  with magic or science as it can be in the material realm. 
  The knowledge of these planes has played a large role in 
  the destruction of the foundation of many religions, not 
  because they are places where souls go after death, but 
  because they aren’t. These realms are home to celestial and 
  fiendish creatures, but outside of trapped or taken mortals, 
  there is no evidence of destination after death.
   
  The Eternal Prism is divided between the Celestial 
  Skies and the Infernal Pits, each more simply referred 
  to by most as the Heavens and Hells. The creatures of 
  purest good, both lawful and chaotic, exist in the Celestial 
  Skies of Heaven, while the creatures that walk the Infernal 
  Pits of Hell are evil at their core. While most of the universe 
  exists in a sort of moral gray area, constantly in flux in 
  Nacora galaxy
  Ethereal Plane’s barrier, but close enough that parts 
  of it bleed into the Material Plane in areas with a large 
  concentration of charged dark matter particles. Places such 
  as Eezon often have direct magical ties to one or more of 
  the planes within the elemental sphere. On worlds or parts 
  of space like that, there are portals where one can traverse 
  directly into one of these planes, but otherwise traveling 
  there requires a great deal more energy than planar travel 
  to the Mirrored Heart or Infinite Overlay.
   
  Each of the planes within the Elemental Sphere, the 
  plane of fire, plane of earth, plane of water, and 
  plane of air, embody their elemental affinity. Their 
  landscape adheres to that affinity entirely. Even the major 
  settlements within those places are mostly uninhabitable to 
  mortal creatures. The plane of fire, for example, is home to 
  rivers of lava, constant volcanic ash, and unbearable heat. 
  The plane of air has no solid ground, only clouds of varying 
  solidity and constant storms that move across the endless 
  sky. Slightly more hospitable, the plane of water is an ice 
  cold limitless ocean, filled with glaciers. The plane of earth 
  is a mixture of desert and mountain without any flora or 
  fauna in sight, only elemental monstrosities.
  regards to hundreds of thousands of factors, the Eternal 
  Prism is cut starkly into white and black. Every dimensional 
  plane trembles when one half of the divide bleeds into the 
  other. When the creatures of Heaven and Hell begin to act 
  in ways contrary to their cores, the Eternal Prism shifts 
  and splits and redevises itself. Few such events have been 
  logged in recorded history with any amount of certainty.
  Other Special Planes
  There are a few other planes and pseudo-planes that 
  merit mentioning. The first is the Outer Plane, a place 
  not dissimilar to the Mirrored Heart planes in that it is 
  restricted to specific material regions to which it connects. 
  Specifically, the Outer Plane is a plane that lies alongside 
  open space itself. It is illegal in most societies to open 
  portals or summon creatures from the void within the outer 
  plane, because these reality warping creatures, known 
  as abominations, act against the sanctity and stability of 
  reality itself. The barriers between the Material Plane and 
  the Outer Plane are strong throughout most of space, but 
  weaken near planetary bodies and great sources of life 
  and dark matter particles. Fortunately, in these places 
  the plane of Nightveil is close enough to repel any access 
  abominations from the outer plane might seek. The system 
  of eternal conflict is not perfect, and abominations make 
  their way into the galaxy, but across written history there is 
  no recorded event of a mass invasion of abominations.
   
  The other important type of special plane to speak 
  of is the demiplane. These planes are created by magic 
  or science and vary in both size and features. Some 
  spells of great power can make large spaces that are 
  hospitable to living creatures, while others, like the bag 
  of holding, contain only a small pocket of space capable 
  of holding a few hundred pounds. Almost no demiplanes 
  are permanent, but certain powerful spellcasters and 
  spellcasting creatures have been known to create 
  permanent planes connected to the Material. Within these 
  demiplanes, most of the laws of the material world hold 
  true. Because they are artificial planes, they lie alongside 
  the Ethereal Plane instead of on the other side of it. This 
  makes them even easier to travel to than the Fae Beyond 
  and Nightveil. Most demiplanes have a single fixed portal 
  from which to enter and exit.
  
  56
  Chapter Two: Playable Species
  T
  hroughout the history of tabletop gaming, races 
  have been a cornerstone of character creation. 
  A focus on the universe at large brings with it 
  a slew of new playable races. However, in a postmodern 
  society with new ideologies, denizens of the many and 
  varied planets of the galaxy have come to be known as 
  species rather than races. Each species detailed in this 
  chapter hails from its own unique planet and culture.
   
  Gamemasters and players will find twelve brand new 
  species, as well as an adapted version of humans. While 
  these encompass the species used in the S&S base setting 
  (the Nacora Galaxy), if your table is looking to add more 
  variety, we encourage you to use standard 5e species and 
  invent new worlds and setting pieces.
   
  There are two primary questions regarding the 
  development of species that are a running theme in the 
  Nacora Galaxy: did they evolve alongside dark matter 
  magic, or did technology play the formative role in their 
  history and livelihood? This supplement addresses both 
  magic and machines in the current intergalactic community 
  and the species that have learned to utilize them.
  Ability Score
  Species (Potential Bonus)
  Strength
  Brahvaasch (+1), Glabrau (+1 or 2), Kyrrov 
  (+2), Luonn Tua (+0 or +1), Piranthi (+1)
  Dexterity
  Eezonite (+2), Glabrau (+1 or +2), Ix (+1), Kygad 
  (+2), Maeshar (+1), Luonn Tua (+0 or +1)
  Constitution
  Brahvaasch (+1), Glabrau (+1 or +2), 
  Saguarin (+1), W’uther (+1)
  Intelligence
  Eezonite (+0 or +1), Hanadarian (+1 or +2), Ix 
  (+1), Kygoran (+1), Proxy (+2), W’uther (+1)
  Wisdom
  Brahvaasch (+1), Hanadarian (+1 or +2), 
  Luonn Tua (+2), Maeshar (+1), Saguarin 
  (+1), Piranthi (+1), W’uther (+1)
  Charisma
  Eezonite (+0 or +1), Hanadarian (+1 or +2), Ix 
  (+1), Maeshar (+1), Saguarin (+1), Piranthi (+1), 
  Any
  Human (+1 to three abilities of choice), 
  Proxy (+1 to any ability score), Wireborn 
  (+1 to three abilities of choice)
  Ability Score Increase
  Size
  Speed
  Languages
  Age
  Every species increases one or more of a character’s ability 
  scores. The chart in this section shows which species 
  increase which ability scores.
  Characters of most species are Medium, a size category 
  including creatures roughly 4 to 8 feet tall. Members of a 
  few species are Small (between 2 and 4 feet tall) or Large 
  (between 8 and 12 feet tall), which means that certain rules 
  of the game affect them differently. The most important of 
  these rules are that Small characters have trouble wielding 
  heavy weapons and Large creatures take up more space on 
  the battlefield, in vehicles, and in spaceships.
  The age entry notes the age when a member of a species 
  is considered an adult, as well as the species’ expected 
  lifespan. This information can help you decide how old 
  your character is at the start of the adventure. You can 
  choose any age for your character, which could provide an 
  explanation for some of your ability scores. For example, 
  if you play a very old character, your age could explain a 
  particularly low Strength or Constitution score.
  Your speed determines how far you can move when 
  traveling and fighting. Some species have special movement 
  speeds such as fly, swim, or climb speeds, which help them 
  in other movement situations.
  By virtue of your species, your character can speak, read, 
  and write certain languages inherent to that species’ general 
  culture. You are encouraged, if your character wass perhaps 
  raised in the environment of another species or culture, to 
  use a different set of initial languages. All species begin play 
  with Galactic, the common language of the Nacora Galaxy.
  Playable Species
  
  57
  The Brahvaasch
  Ancient and strange, the species known colloquially by 
  the galaxy as the Brahvaasch are actually the larval stage 
  of starwyrms, called Vascheim in the native tongue of the 
  species.
   
  When Humans first made contact with the Brahvaasch, 
  they called them dragonmen for their reptilian features. 
  Some consider this name prophetic, for the Brahvaasch are 
  draconic in the later stages of their lives.
  Primeval and Solitary
  The first stage of a Brahvaasch’s life moves quickly, 
  lasting only five to ten intergalactic calendar years before 
  they reach the developmental stage referred to as the 
  Brahvaasch. They begin life as a worm-like creature with 
  limited mobility that nests in a pile of mucus and silk 
  created by their progenitor. While in this caterpillar-like 
  form, they are either cared for by nearby Brahvaasch people 
  or grow up wild without supervision. Most would not 
  consider them sentient during this stage of their life, as they 
  are driven almost entirely by instinct.
   
  After their time as larvae, they will cocoon up for a few 
  years and emerge as a youthful Brahvaasch. A Brahvaasch 
  grows incrementally for centuries upon reaching this stage, 
  and in rare cases can continue growing for upwards of a 
  millennium.
   
  At the end of this stage of their lives, they undergo 
  another metamorphosis. After departing for a solitary 
  place, typically on their homeworld, they build a cocoon 
  in which their body can continue to grow in a dormant 
  state for decades before they emerge as a starwyrm. This 
  transformation, similar to the one they undergo in early 
  life, is a dangerous and volatile process that results in death 
  approximately half the time.
   
  Between premature death and their inability to 
  reproduce until their final stage of life as a starwyrm, the 
  Brahvaasch are not a populous species. Despite this, they 
  are generally revered and respected due to their long lives, 
  as well as their future forms. The starwyrm retains the 
  memories of its Brahvaasch self but typically identifies 
  itself as a different individual. Like dragons of yore, they 
  are capricious and self-absorbed at best, though they serve 
  the vital purpose of recycling used dark matter energy 
  throughout the galaxy.
  Draconic Features
  Brahvaasch are bipedal creatures that stand between seven 
  and nine feet tall and weigh up to a thousand pounds. They 
  tend to be thick in body and are covered in heavy-plated 
  scales. Their eyes are set under a heavy brow bone and 
  they have holes on the sides of their head covered by a thin 
  membrane that allows them to hear. Though they only have 
  three fingers on each hand, they have deadly claws. These 
  claws, coupled with pointed teeth, lend themselves to a 
  primarily carnivorous diet. Brahvaasch scale patterns and 
  colors vary wildly and often act as a tell for the lineage of 
  the individual.
  Playable Species
  
  58
  Curators of Magic
  Given the magical nature of their parentage, it’s no surprise 
  that the Brahvaasch are masters of the arcane. Their society 
  was built on foundations of magic, and they eventually 
  chased their ancestor starwyrms to space itself.
   
  The Brahvaasch are the original pioneers of dark matter 
  energy-powered spacecraft. Their starwyrm heritage allows 
  even the most arcanely inept Brahvaasch to harness some 
  of the threads of magic that run in their blood.
  Chroniclers of History
  As the first species in the Nacora Galaxy to reach the stars, 
  the Brahvaasch often consider themselves the parents of 
  the intergalactic community. Their lengthy lifespans and 
  dominating presence tend to put them at the center of 
  events that shape the galaxy and the worlds within. The 
  Brahvaasch enjoy lending their experience to younger 
  species by acting as historians.
   
  Their homeworld, Von, remains a bastion of historical 
  information from across the galaxy and also acts as the 
  nesting grounds for many starwyrms. Despite the fact that 
  Von is populated, it is a dangerous planet with few civilized 
  places by most species’ standards. Brahvaasch prefer the 
  company of young and energetic species to their own.
  Brahvaasch Names
  Brahvaasch are not given names by their starwyrm 
  progenitors. When a Brahvaasch survives the 
  metamorphosis and moves on to the bipedal stage of 
  their life, a name is bestowed upon them by their primary 
  caretaker.
   
  Titles are of the utmost importance to the Brahvaasch. 
  They find it vital to their identities to collect surnames, 
  superlatives, and descriptors throughout the entirety of 
  their bipedal stage. Some Brahvaasch have as many as a 
  dozen names by the time they shed their identity to become 
  a starwyrm.
   
  Sample Names: Zurhev, Duulrahn, Wesck, Ravo, 
  Brynnha, Palk, Muschenn
  Brahvaasch Traits
   
  Ability Score Bonuses: Your Strength, Constitution, 
  and Wisdom scores each increase by 1.
   
  Size: Brahvaasch are either Medium or Large creatures 
  that range from 7 to 9 feet tall (your chosen height 
  determines if you are Medium or Large), and can weigh up 
  to 1000 pounds.
   
  Age: The Brahvaasch reach adulthood within 1 year of 
  their transition from the newborn larva stage. They can live 
  upward of 500 years before needing to form a cocoon for 
  the next stage of their life.
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You can speak, read, and write Galactic 
  and Brahvish.
   
  Hardened Scales: You gain a +1 bonus to your armor 
  class thanks to the tough plates of natural armor across 
  your body.
   
  Starwyrm Lineage: Your ancestry gives you access 
  to innate magic and power. You are resistant to force 
  damage and know one sorcerer cantrip of your choosing. 
  Starting at 3rd level, you may cast floating disk once and at 
  5th level you gain the ability to cast levitation once. Your 
  casting ability score for these spells is your Wisdom and 
  you regain the ability to cast each after completing a long 
  rest.
   
  Tooth and Nail: Your claws are considered melee 
  weapons that deal 1d6 slashing damage and your teeth are 
  melee weapons that can deal 1d6 piercing damage. You are 
  proficient in these natural weapons.
  Playable Species
  Starwyrms and the Brahvaasch
  The starwyrms that roam the galaxy 
  retain the memories of their lives 
  as Brahvaasch, but view those 
  memories secondhand, as though they 
  belong to another person. Thus, they 
  rarely keep the connections they 
  had as a Brahvaasch. Despite this, 
  they still care a great deal for 
  the Brahvaasch in general, and most 
  hesitate to kill them. Brahvaasch 
  are oft called to negotiate with 
  starwyrms when necessary.
  
  59
  The Eezonites
  Life can find a way in the strangest of places, and the 
  Eezonites are the proof. A concurrence of catastrophic 
  circumstances, any one of which could have ended their 
  planet, turned out to be the perfect storm to create 
  something entirely new. As a dying sun subsumed the 
  planet Eezon, a dark matter energy storm wracked the solar 
  system. The ensuing reaction was explosive.
   
  When the dust settled and the energies faded, a planet 
  still remained. Orbiting a white dwarf, far closer than what 
  would normally sustain life and completely tidally-locked, 
  Eezon was reborn. Against all odds, life persisted there.
  Living Flame
  Though the Eezonites are humanoid in shape, they are 
  made entirely of inorganic material like so much of the 
  flora and fauna on their planet. Fire and stone are fused 
  into their very body and blood. Their skin appears as dark 
  stone with veins of fiery light. In place of organic organs, 
  a burning core of magma warms their chest and circulates 
  fire throughout the body. The color of this inner fire varies 
  depending on the minerals an Eezonite smelts in their core 
  as sustenance.
   
  Eezonites stand from three to nine feet tall and can 
  weigh up to five hundred pounds, due to the density of 
  mineral in their bodies. After centuries of change and 
  intermingling with the rest of the galaxy, their bodies have 
  come to resemble humans more closely, favoring two legs, 
  two arms, and a head with sockets of flame that allow for 
  a range of facial expressions. Rather than hair, Eezonites 
  sport a gout of flame on their heads.
  A Short Wick
  Eezonites rarely pass up the opportunity 
  to experience something new. This culture 
  of ever-changing interest and risk-taking 
  is due to their short lifespans. Eezonites 
  live only 30 to 50 years, depending on the 
  lifestyle they live. Every fire eventually 
  burns out.
   
  When an Eezonite feels their time has come, they 
  return to the magically charged atmosphere of Eezon, their 
  homeworld. Their form crumbles to dust as the fire inside 
  rejoins the atmosphere so that their essence can rejoin the 
  cycle of magical rebirth as a wholly new individual. When 
  an Eezonite is “born”, their body and mind are fully formed 
  and they retain a great deal of ancestral memory from the 
  essences that came before them.
   
  Even when Eezonites leave Eezon to traverse the galaxy 
  and its wonders, they retain the bonds of community via an 
  organization knowns as FLAMES. This organization collects 
  wealth from the millions of Eezonites across the galaxy, 
  which are used to fund whatever lifestyle the short-lived 
  Eezonites wish to live.
  Eezon, the Burning Sphere
  Eezon is a small planet orbiting very close to a white dwarf 
  in a tidally locked formation. One side of this gravity-light 
  planet is constantly warmed to a scorching 400 degrees 
  with continuous sunlight, while the other is always below 
  freezing and frozen over. The Eezonites live on the bright 
  Playable Species
  
  60
  side of Eezon, but often travel to the dark side in order to 
  secure potent minerals and materials for trade throughout 
  the galaxy. Due to the circumstances of Eezon, the dark side 
  is rife with solidified crystalline dark matter.
   
  This extreme proximity to dark matter and its energies 
  means that the Eezonites are highly proficient with the use 
  of magic. Though they do not need to breath in the classical 
  sense, Eezon does have a thick oxygen atmosphere, which 
  is important for the continuation of their flames. Thus in 
  the openness of space they require spacesuit gear much like 
  everyone else.
  Living Life to the Fullest
  Because their time is limited, the typical Eezonite spends 
  the first 15 to 20 years of their life traversing the galaxy 
  and experiencing as much as they can before preparing for 
  the next generation. They lean heavily on their ancestral 
  memory and seek unique experiences to add to the pool of 
  knowledge for their people.
   
  With the whole breadth of the galaxy at their fingertips, 
  Eezonites don’t want for new opportunities. They rarely 
  turn away from danger, instead finding it exciting. Although 
  they do not reproduce in the traditional sense, they revel 
  in romantic and deep platonic relationships. Sharing one’s 
  heart and mind with another is almost always a singular, 
  one-of-a-kind experience.
  Eezonite Names
  Eezonites are observed for the first few weeks of their 
  life before a name is bestowed upon them by their fellow 
  Eezonites. The descriptive style of their names often means 
  their names change as their personality does, but most 
  Eezonites take pride in fulfilling their name to the letter. 
  They typically go by a shortened version of their name for 
  the sake of ease.
  Sample Names: Watches-the-Stars, Burns-like-the-Fire-
  of-a-Thousand-Suns, Fidelity-and-Integrity-in-the-Night, 
  Lost-but-Finding, Pulled-from-Darkness-and-Turmoil, 
  Seeking-Clarity-til-the-End-of-Days
  Eezonite Traits
   
  Ability Score Bonuses: Your Dexterity score 
  increases by 2 and either your Intelligence or Charisma 
  score increases by 1.
   
  Size: Eezonites range from 3 to 9 feet tall and can 
  weigh up to 500 pounds. This means that you might be a 
  small or large creature.
   
  Age: Eezonites are born with an adult intelligence 
  and body. They live between 30 and 50 years before they 
  disintegrate back into the magic from which they are born.
   
  Speed: Your base walking speed is 40 feet.
   
  Languages: You know Galactic and Eezonese.
   
  Burning Heart: You are resistant to fire damage and 
  know the firebolt cantrip. Starting at 3rd level, you may 
  cast burning hands once. At 5th level you know how to cast 
  scorching ray once. You regain the use of these spells after 
  completing a long rest. Charisma is your casting score for 
  these spells.
   
  Fear of Water: While submerged in water without a 
  protective suit you take 1 point of damage every six seconds 
  you are submerged. Attacks and spell effects that utilize 
  water to deal damage deal twice as much damage against 
  you.
   
  Stone Body: Your body is made of nonliving matter. 
  You are immune to poison damage, the poisoned condition, 
  diseases, and sleep effects. In addition, instead of eating 
  you must consume minerals by smelting them within your 
  core. You do not require sleep, but instead rest your mind 
  through a period of meditation that takes 4 hours. In order 
  to benefit from a long rest, you must still be doing restful 
  tasks for the required 8 hour block of time.
  Eezonite Speech
  Playable Species
  Given that they are, in 
  essence, a living fire, it 
  surprises many that Eezonites 
  have no issues speaking. 
  Through intensive research, 
  the Intergalactic Academy on 
  the primary Galactic Coalition 
  Space Station determined that 
  the Eezonites speak by bending 
  dark matter particles into 
  their flames and using them to 
  emit sound.
  
  61
  The Glabrau
  Each species in the galaxy has overcome its own challenges 
  to rise to the stars. While some were escaping predators 
  or overcoming instinct, others were fighting against the 
  harshness of their environment.
   
  The Glabrau hail from a frozen world of mountains 
  and snow where temperatures are so low that solid state 
  technology has difficulty being effective. Their path to space 
  utilized kinetic machines, leading them to be viewed as 
  some of the most skilled engineers in the galaxy.
  Strong and Resilient
  In order to combat the extreme cold of Raath, the Glabrau 
  have evolved to maintain a higher body temperature. They 
  have a thick layer of insulating skin and a thin layer of 
  water-resistant fur. This fur is matted close to the skin so 
  that liquid rolls right off of it. The mane of hair around the 
  head and neck of the Glabrau keeps the most sensitive areas 
  of their body free of both cold and moisture.
   
  In addition, the Glabrau have an incredibly slow 
  metabolism, allowing them to retain energy from their 
  carb-heavy diets for prolonged periods of time. They 
  Constant Kinetics
  To the ignorant eye, the Glabrau may appear primitive 
  compared to other intergalactic species, but this couldn’t be 
  further from the truth. Despite never inventing computers, 
  the Glabrau developed a technological society based around 
  kinetic machinery. From power sources, to vehicles, to 
  weaponry, they specialize in the use of gravity, simple 
  machines, and old-fashioned muscle power.
   
  The ships that first reached the stars from Raath 
  were powered by explosive fuel for the first leg of their 
  journey, then hands-on power for the rest. Glabrau in 
  space eventually adopted the computer technology of other 
  species into their own ships, but many still use the kinetic 
  systems and physical power that brought their species to 
  space.
   
  Glabrau are typically adept at mathematics and 
  problem solving, making them excellent engineers and 
  mechanics on any ship. Additionally, the deadliest single-
  man fighter ships were created by the people of Raath. 
  With no computer to fly these ships, the pilot has the task 
  of navigating, steering, and firing the guns. Their ships are 
  faster than most, but infinitely harder to pilot.
  Playable Species
  typically eat a single meal at midday that will sustain them 
  no matter how active they are. This energy retention helps 
  satisfy the body’s naturally high temperature of about 117 
  degrees.
   
  The pent up heat and energy pairs well with bodies 
  built for speed, strength, and endurance. The Glabrau have 
  a complex and extensive musculature. Every movement 
  stores up kinetic energy to be used elsewhere in their bodily 
  processes. Glabrau are in constant motion when not on 
  their homeworld, and some of their earliest inventions 
  keep their muscles moving as they sleep to keep themselves 
  warm.
   
  The Glabrau have a prominent mouth filled with teeth 
  for tearing flesh and ears close to the top of their head that 
  poke out of their mane. Most Humans would say their 
  ears look like cat or dog ears. Their mane covers a great 
  deal of their shoulders, chest, and upper back and usually 
  continues down the center of their back to their tail. They 
  range between 4 and 5 ½ feet tall and are sturdily built.
  
  62
  A World of Ice
  Raath is an unkind world of frigid climate and deadly 
  terrain. Millennia of evolution on this frozen rock gave 
  the animal-like Glabrau their daunting physical abilities. 
  Without this world they would not have come to be, but 
  it is a cruel world which leads many in the intergalactic 
  community to question why Raath is still the major 
  population hub of the Glabrau species.
   
  There is something to be said about the connection 
  one feels to the planet that birthed their species, but other 
  species, such as the Saguarin, show that is often not enough 
  to make a people willing to return.
   
  Truthfully, despite its harsh environment, Raath 
  has some of the richest resource veins in materials that 
  the intergalactic community use in their day-to-day 
  constructions. As long as the Glabrau people lay claim to 
  this as their homeworld, by intergalactic law, they control 
  those resources.
  A Trial of Self
  The Glabrau have a tradition of individuals testing their 
  own strength through the use of the world around them. 
  On their homeworld of Raath, this tradition comes to 
  fruition as trials of strength, endurance, and speed in the 
  deadly cold. For some, this is the first test of many. Glabrau 
  are inclined to seek out challenges throughout their lives, 
  regardless of where they were born. The mysteries inherent 
  to the depths of space are a perfect place to test one’s 
  mettle.
  Glabrau Names
  Glabrau names vary depending on the region an individual 
  was born in. Given the shape of their mouth and lips, their 
  unique language can be hard for other species to accurately 
  use, but most of their names translate to intergalactic 
  common easily enough.
  Sample Names: Nephiran, Tolomy, Hazrel, Kierna, 
  Atzani, Ishtep
  Glabrau Traits
   
  Ability Score Bonuses: Choose two from Strength, 
  Dexterity, or Constitution. One of the chosen two ability 
  scores increases by 2 and the other increases by 1.
   
  Size: Glabrau are medium creatures ranging from 4 
  to 5 and a half feet tall and weighing between 130 and 300 
  pounds.
   
  Age: The Glabrau reach adulthood at around 17 years 
  of age. On their homeworld of Raath, their lifespan typically 
  ends around 90 or so years, but in space where their slow 
  metabolism works more in their favor they often live up to 
  150 years or more.
   
  Speed: Your base walking speed is 30 feet and your 
  base climbing speed is 30 feet.
   
  Languages: You know Galactic and Glabraunish.
   
  Darkvision: You can see in dim light within 60 feet 
  of you as if it were bright light, and in darkness as if it were 
  dim light. You can’t discern color in darkness, only shades 
  of gray. You lose this feature if you have cyber eyes.
   
  Kinetic Mind: Due to the evolution of your species, 
  you are adept at mathematics and problem solving that 
  would normally require advanced computers. You gain 
  proficiency in the mechanics skill. When you would make 
  an Wisdom (Mechanics) check you may instead make it as a 
  Dexterity (Mechanics) check.
   
  Slow Metabolism: Your metabolism is slow and 
  plodding, meaning that you need only about one meal a 
  day and that meal should be primarily carbs and meat. This 
  metabolism means that your internal body temperature is 
  high and you gain resistance to cold damage. You also take 
  much longer to tire. You always act as though you have 
  one less level of exhaustion than you have (so if you have 2 
  levels of exhaustion, you only have the penalties of 1 level).
  Playable Species
  
  63
  The Hanadarians
  The Hanadarians are an ancient species, but their fervor 
  for the stars remains undimmed. Their culture has long 
  focused on the secrets of immortality and beauty. Despite 
  their centuries-long lifespans, the Hanadarians seek to 
  emulate the timeless celestial bodies that populate the 
  universe for millions, and even billions, of years. These 
  lovers of all things beautiful are ever searching the infinite 
  expanse to uncover new secrets.
   
  Born of a sunless world, the Hanadarians light the 
  cities on their home planet, Hanadar, with colorful lights 
  and mirrors. They adapted quickly and built toward the 
  heavens, seeking to reach the serene and alluring stars.
  Appearance Above All
  For a Hanadarian, there is no virtue higher than beauty. 
  One can say just as much, if not more, with a perfectly 
  tailored overcoat and complementary makeup than with 
  words. No respectable Hanadarian goes anywhere without 
  a stylish wardrobe for every conceivable occasion. In all 
  aspects of life, they garb themselves in ways that mimic 
  nebulas, stars, comets, even space itself.
   
  It is rare to see a Hanadarian without their 
  accoutrements. Their skin is naturally colorless and  nearly 
  translucent, regardless of solar radiation. Likewise, their 
  eyes are pale, akin to a blind creature’s. With long, thin 
  limbs and bodies, as well as perfectly symmetrical faces, 
  they often appear unsettling to other races.
   
  Most Hanadarians stand at nearly six feet or taller, 
  though they rarely weigh more than a hundred and fifty 
  pounds. The species recognizes a variety of genders, but 
  most Hanadarians have a similar body type, lending even 
  more uncanniness to their appearance.
   
  Lacking the color of the distant heavens, the 
  Hanadarians utilize the material world to change their 
  appearance. Oftentimes their skin and hair are dyed from a 
  young age. Makeup is worn liberally. Custom clothing and 
  jewelry is a must, and some Hanadarians even go so far as 
  to utilize temporary body modification or cyberware in the 
  pursuit of magnificence.
   
  The Hanadarians create bold looks with the finest 
  materials the universe has to offer. Buying accessories of 
  Playable Species
  Hanadarian make almost guarantees that all eyes will be 
  on the wearer. They favor glittering colors, clear shapes 
  and silhouettes, and mixed textures. In their encounters 
  with Humanity, they are often described as ‘glam rock 
  aliens’. Function is always secondary to fashion for the 
  Hanadarians.
   
  As far-flung as the species is, there are natural divisions 
  in what is considered beautiful. Some focus solely on the 
  stars while others adopt the fashions of those around 
  them to better blend in. Trends come and go, but every 
  Hanadarian knows that their body is a canvas upon which 
  they create a beautiful work of art every single day.
  
  64
  Forbidden Fusion
  It’s common knowledge in the intergalactic community 
  that magic and technology only mix with a delicate hand 
  and sufficient preparation. Whether the combination is 
  explosive or merely nullifying, many planets avoid using 
  both together. Not the Hanadarians.
   
  Willing to risk everything in the search for immortality, 
  the Hanadarians ignored the innate challenges in melding 
  magic and technology. The resulting union was dubbed 
  magitech and utilized the benefits of both components. 
  Though there have been a few discoveries of working 
  magitech across the galaxy, the majority were created by 
  the Hanadarians.
   
  Even their spaceships run on magitech. No one knows 
  whether it was bravery, recklessness, or a belief that they 
  are above the potential consequences that caused the 
  Hanadarians to push the limits of science and magic. 
  Regardless, they have knowledge of both subjects, unlike 
  many species that focus solely on one or the other.
  Seekers of Knowledge
  Immortality may be at the top of the list for the 
  Hanadarians, but it is hardly the only secret of the universe 
  they seek. They are always on the lookout for more hidden 
  wonders, large or small, and the desire to discover the 
  unknown spurs many Hanadarians to set off on any 
  spacefaring vessel they can find. Their predisposition for 
  mysteries and forbidden knowledge is the reason many 
  Hanadarians are oracles and sorcerers, drawing on the dark 
  matter of the universe for power.
  Hanadarian Names
  Just as their appearance makes a statement, so does a 
  Hanadarian name. Their surnames are typically the names 
  of celestial bodies or constellations, revered and recognized 
  by any Hanadarian of note. When a Hanadarian is born, 
  their parents give them a pet name to be used until the 
  child is old enough to choose their own name. These pet 
  names are often reflective of the parents’ hopes for the 
  child.
   
  As a Hanadarian ages, they may change their name as 
  often as their appearance until they find something they are 
  content to be called. Hanadarian names are nearly always 
  something the individual finds beautiful, seeks to emulate, 
  or a trait they feel they embody. Hanadarians take names 
  from their own and other languages without concern, so 
  long as the name is suitably beautiful.
  Sample Names: Dazzle, Hyacinth, Nebula, Baroque, 
  Sapphire, Silk, Effervescence, Cheer, Melody
  Playable Species
  Eternally In Flux
  The Hanadarians understand better than most the 
  importance of adaptability. The stars, despite their 
  apparent constancy, do change, and the Hanadarians pride 
  themselves on their capacity for fluidity. Their talent with 
  makeup and mannerisms lends itself to subterfuge. Many 
  Hanadarians get work as infiltrators and decoys. Those who 
  find such sneaky work distasteful often take up positions 
  with acting agencies or in the fashion industry.
   
  In the course of a few centuries, one person can run 
  through a vast number of appearances. Some Hanadarians 
  find a guise they enjoy and change only subtle aspects of 
  it, but others take centuries to discover the look that best 
  reflects their inner self. It is expected that a Hanadarian 
  who has undergone a major life change or event will 
  make equally dramatic changes in their appearance. Few 
  people remain truly unchanged in their lifetimes, and the 
  Hanadarians believe their exterior should be reflective of 
  internal change. Uncovering the mysteries of the universe is 
  tantamount only to uncovering the mystery of oneself.
  Changing Identities
  With Hanadarian proclivities for 
  changing names and faces, it 
  is crucial for every Hanadarian 
  to keep their identification 
  updated as they change. Some 
  Hanadarians prefer to maintain a 
  single legal name for paperwork 
  and other legalities, while 
  others opt to go through the 
  lengthy process of changing 
  their ID for every name change.
  
  65
  Hanadarian Traits
   
  Ability Score Increases: Choose two from 
  Intelligence, Wisdom, or Charisma. One of the chosen two 
  ability scores increases by 2 and the other increases by 1.
   
  Size: The Hanadarians range in size from 6 feet to 
  almost 8 feet tall and weigh between 90 and 150 pounds.
   
  Age: The average Hanadarian reaches adulthood 
  in their 50s and can live upward of 300 years if they 
  participate in all of the rituals, technology, and magic the 
  culture has invented to extend their lifespan. Without this 
  extra assistance, a Hanadarian only lives a century or so.
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You know Galactic, Hanadaran, and one 
  language of your choice.
   
  Singular Obsession: The Hanadarian people oft 
  find niche subjects which they explore in excruciating detail 
  over the course of their long lives. Choose an Intelligence 
  skill that isn’t Investigation. You gain proficiency in that 
  skill.
   
  1000 Faces: Cosmetics and acting are part of 
  everyday life for you. You are proficient in disguise kits and 
  the Etiquette skill.
   
  Rigid Confidence: As a Hanadarian, you have been 
  taught that your mind and presence are the highest form 
  of life, the most potent. You have great resistance to being 
  swayed by magic. You have advantage on saving throws 
  against spells of the enchantment school.
  Enthusiastic Imitators
  The flamboyant tendencies and exotic 
  appearances Hanadarian culture is known 
  for are often adopted by citizens across 
  the galaxy who idolize or otherwise 
  favor Hanadarian styles and influence. 
  Fans of this nature affectionately call 
  themselves Non-adarians. They often 
  adopt the bright, celestial-inspired 
  styles and makeup of traditional 
  Hanadarian culture. Some even go so far 
  as to consume only Hanadarian cuisine, 
  learn their language, and construct 
  their homes in the Hanadarian fashion. 
  Netsites and conventions devoted to the 
  shinier, aesthetically pleasing aspects 
  of Hanadarian culture are a common 
  occurrence for avid fans.
  
  66
  The Humans
  Humans occupy an odd place among the denizens of the 
  Nacora Galaxy. The species is not native to the locale, 
  despite having an entire solar system of planets in which 
  they are the sole sentient evolved lifeforms.
   
  In the modern age, the center of Humanity is the 
  Domos Collective in the Empyreal System. Their lives are 
  defined by the historical cultures of their three original 
  planets and their conflict with the Veerux.
  The Domos Collective
  The Empyreal System sits on the edge of the core systems, 
  close to the more untamed and dangerous regions of space 
  known as the frontier. Three habitable planets populate the 
  system: Domos I, II, and III.
   
  It is on these three planets that Humanity came to 
  fruition and took to the stars with hope and wonder. When 
  they reached the void, however, they were met with scorn 
  and disgust. They had been preceded by a race of Humans 
  from another galaxy, known as the Veerux. This powerful 
  and ruthless galactic empire views all non-Human species 
  as little more than animals, in denial that any non-Human 
  could be sentient.
   
  Since they entered the intergalactic community, the 
  Humans of the Domos Collective have striven to prove 
  themselves as a peaceful and accepting people to other 
  species. They work hard to protect Nacora’s indigenous life 
  from Veerux invasions.
  Veerux Planetary Seeding
  Despite the all of the Domos Collective’s hopes, their past 
  is one rife with menace. The Veerux Empire reached space 
  long before even the Brahvaasch of Nacora managed to. 
  During that time, they explored galaxies outside of their 
  own, including the Nacora.
   
  As the Veerux traversed the universe at large, they 
  encountered many sentient species. Rather than opening 
  new diplomatic channels, each discovery drew the Veerux 
  further into their xenophobic ways. Eventually, their 
  zealous theocracy declared Humanity to be the only 
  sentient species and claimed it was the duty and right of 
  all Veerux to exterminate alien life in order to seed planets 
  with Humanity.
   
  In order to seed a planet, the Veerux first generate 
  an artificial apocalypse that wipes out native intelligent 
  species that may inhabit the planet. Sheltered Humans are 
  sent to the planet to grow, breed, and spread. The Veerux 
  return to their seed planets millennia later to uplift the 
  civilization that has arisen and bring them into the empire, 
  often utilizing methods such as brainwashing. This farming 
  allows the Veerux to spread rapidly across the universe.
   
  For every planet uplifted into the empire, there are 
  some that are forgotten, or that become unreachable. The 
  Domos Collective were seed planets that developed on their 
  own and reached space without Veerux uplifting. As such, 
  they lack the indoctrination that is part of Veerux culture 
  and stand as a bastion of hope for what Humans can be in 
  the Nacora.
  Playable Species
  A Struggle of Judgment
  Due to the rate at which they reproduce, Humans have 
  become one of the most populous species in the Nacora 
  Galaxy. After centuries of mingling with the rest of the 
  
  67
  All for One and One for All
  Human adventurers and travelers may move alone, with 
  other Humans, or with any number of alien friends, but 
  even the Humans most removed from Domos are raised by 
  their parents to heed one core tenet of Domos culture: “All 
  for one and one for all”.
   
  The Humans’ existence in the Nacora Galaxy was 
  defined by the evil that created them millennia ago and the 
  influence that evil has had over the other species. It was 
  traumatic to be judged by the face of that darkness. This 
  judgment birthed a Human attitude that is shared most 
  potently with the Ix people. Humanity in the Nacora Galaxy 
  strives for a community and sharing of culture.
   
  For the typical adventuring Human, the people they 
  draw around themselves are the “All” and each individual is 
  the “One”. Those who disregard that mantra are considered 
  worthless by the standards of the Domos Collective.
  Human Names
  Since the Humanity of the Nacora Galaxy comes from 
  multiple homeworlds and the Humanity of the Veerux 
  Empire comes from a vast and long lived empire, there 
  are no particularly significant naming traditions. Naming 
  conventions are as varied as the Humanity itself.
  Human Traits
   
  Ability Score Bonuses: Choose three different 
  ability scores and increase each of those scores by 1.
   
  Size: Humans are medium sized creatures that are 
  typically between 4 and 7 feet tall and weigh a range of 100 
  to 250 lbs.
  Playable Species
  Playing a Veerux
  While it is possible to play a Veerux 
  Human in the Nacora Galaxy, doing so 
  is not only rare, it comes with a 
  great deal of baggage. A Veerux must 
  have strong reasons to work with other 
  species and do anything other than 
  hide from the homeland they are no 
  longer a part of. Veerux bear a mark 
  on their faces, a red vertical tattoo 
  with four diagonal crossing lines, that 
  cannot be removed without destroying 
  the face. Thus, Veerux are immediately 
  identifiable.
  Veerux Traits
  Ability Score Increases. Choose three 
  ability scores and increase each of the 
  chosen scores by 1.
  Rigorous Training. You are proficient in 
  the athletics and acrobatics skills.
  Zealous Focus. You have advantage on 
  saving throws against charm and sleep 
  effects, as well as effects that would 
  impose one or more levels of exhaustion. 
  If you have exactly one level of 
  exhaustion, you act as though you have 
  none.
  Deep Programming. Whenever you make a 
  saving throw against a Human member 
  of the Veerux Empire, you do so with 
  disadvantage. Whenever you make an 
  attack roll against a Human member 
  of the Veerux Empire, you do so with 
  disadvantage.
  galaxy, the Humans of Domos are largely an accepted part 
  of the galactic community and are well-known to answer 
  the call of justice when it comes to pushing out the invading 
  Veerux. Because the Veerux hold a different attitude toward 
  Humans, the Domos are uniquely suited to combat the 
  indoctrinated soldiers of the Veerux.
   
  Most inhabitants of Nacora consider the Veerux to be 
  monsters, not associated with the Humans they have come 
  to know as part of their home.
   
  Age: Humans reach adulthood around the age of 18 
  and can live upward of 100 years in age if they take good 
  care of themselves.
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You know Galactic and either Domosian 
  or Veeruxian.
   
  Adaptable Legacy: When you make an ability check 
  that you are not proficient in, you can choose to add your 
  proficiency to that ability check. You can choose to do this 
  any time before or after you roll, as long as you do not yet 
  know the result. Once used, you cannot utilize this feature 
  again until you’ve completed a long rest.
   
  Studied Skills: Choose two skills and/or kits/tools. 
  You are proficient in those skills and/or kits/tools.
  
  68
  The Ix
  The oxygen-rich planet of Selavis is home to some of the 
  largest living organisms in the galaxy, not least of which is 
  the Ix. The animals and trees on Selavis grow to colossal 
  heights, and it is in these trees that the Ix build their cities. 
  Intricate networks of structures, surrounded by spherical 
  walls to keep out other forest pests, dot the landscape of the 
  planet. The Ix themselves are often mistaken for pests by 
  outsiders, as they are a species of humanoid insects.
  Community Above All
  Upon reaching the stars, many species were disappointed to 
  find that they weren’t the first to make it to space. Not the 
  Ix.
  Insect Bodies
  Despite their friendly nature, the Ix often frighten other 
  species at first glance. They stand at heights comparable to 
  Humans and have very few features generally associated 
  with humanoid creatures.
   
  Their mouths are sharp beaks devoid of teeth with a 
  pair of serrated mandibles on either side, and their eyes 
  are large and bulbous. Ix have a wide range of vision due to 
  the refracted angles of their eyes. A pair of antennae adorn 
  their otherwise hairless scalps. They have no visible ears, 
  instead picking up vibrations through a concealed inner ear 
  system.
   
  Their entire body is covered by a chitin carapace that 
  is segmented in multiple places for ease of movement. Ix 
  tend to have an iridescent sheen to their carapace, which 
  can come in many colors, most commonly in yellows and 
  other pastel colors. Each of their four arms ends in a hand 
  of three long, dexterous fingers, and their legs end in three 
  toes. In addition to their many limbs, Ix are born with a 
  pair of semi-translucent wings which can fold into their 
  carapace when not in use.
  Playable Species
   
  Above all else, the Ix value social connections with 
  other people and the communities they build. Discovering 
  that there was a whole galaxy filled with people with whom 
  they might form the bonds of community was a delight to 
  them. They were eager to share their ideals of togetherness 
  with the galaxy at large.
   
  However, sharing their hopes initially proved difficult. 
  The Ix do not have the appropriate anatomy to be able to 
  speak the way most species do. Their language consists of 
  body language, antenna movements, and clicking sounds 
  made by their mandibles.
   
  They were quick to remedy this issue by inventing the 
  first intergalactic translator. The small implant fits snug on 
  an Ix’s neck and can be customized with a voice unique to 
  each Ix to express themselves. It translates the Ix’s sounds 
  into a language understood by anyone with whom they are 
  conversing.
  Constant Tinkerers
  With their four arms, nimble fingers, and a sharp mind, 
  the Ix are some of the finest inventors in the intergalactic 
  
  69
  Seeking Unity
  The bonds of friendship, family, and romance are 
  tantamount to the Ix’s short lives. While some made their 
  way to space to find riches, for the Ix, the wealth they found 
  was in the other peoples and cultures they encountered. 
  The Ix were the driving force behind the creation of the 
  Galactic Coalition, an organization that seeks to bring all 
  the peoples of the galaxy together.
   
  The GC encompasses many other missions as well. 
  They explore untouched planets, help streamline better and 
  faster space travel, and continue to expand the intergalactic 
  community. Though the GC is now populated by a variety of 
  species, at its inception, the Ix were its heart. Their love of 
  community bonds is apparent in the GC’s current missions 
  to this day.
  Ixian Names
  The names of the Ix in their own language are impossible 
  to translate. When an Ix receives their personal translation 
  implant around age ten, they decide upon a name they feel 
  fits them. Their names range from absurd syllables that are 
  the closest approximation of their native name to names 
  common for other species.
  Ixian Traits
   
  Ability Score Increases: Your Dexterity, 
  Intelligence, and Charisma scores each increase by 1.
   
  Size: Ix are roughly Human in size, ranging from 
  about 4 and a half feet to a little more than 6 feet tall and 
  weighing between 100 and 200 pounds.
   
  Age: The Ix reach adulthood at age 10. The oldest 
  recorded Ix was 93 years old, but they typically don’t live to 
  be older than 60 or 70.
  Playable Species
  community. They often specialize in nerve replication 
  cyberware and implanted technology. In fact, cyber limbs 
  are some of their most sought after exports. They have an 
  intricate understanding of nervous systems and utility in 
  their designs. Though most of their cutting-edge work is 
  aimed toward their own species, creating for other species 
  is never far behind. Most Ix take great pleasure in sharing 
  their genius with other species.
   
  Speed: You have a base walking speed of 25 feet and a 
  base flying speed of 35 feet.
   
  Languages: You know Ixian and can understand and 
  write Galactic even without your babel implant.
   
  Babel Implant: At ten years old, you are implanted 
  with a translator chip that allows you to speak and audibly 
  understand all common intergalactic languages, though 
  not necessarily read them. New languages can be added via 
  program downloads.
   
  Four Arms: You have four arms on your torso, two 
  smaller and two normal sized for your shape. The smaller 
  arms and hands can wield weapons and items as normal.
   
  270 Degree Vision: Due to the range of vision your 
  eyes grant you, you gain proficiency in the Perception skill.
  Because the Ix have more 
  divergent biology than most, 
  they spent a great deal of 
  time as a culture developing 
  vacsuits that would better allow 
  them to use their extremities 
  in space. Ixian vacsuits have 
  four arm holes and an openable 
  section for wings so that they 
  can fly when not in unbreathable 
  atmospheres. They also have 
  unique clickseal helmets that 
  have additional eye protection to 
  keep their sensitive eyes from 
  being affected by intense light 
  radiation. Given the level of 
  detail of their own suits, it 
  should be no surprise that they 
  are the leading designers who 
  ensure every species has a unique 
  vacsuit with specific features.
  Unique Spacewear
  
  70
  The Kygorans
  The rocky world of Kygor floats in a pleasant golden zone, 
  a shell of its natural state, but the planet’s inhabitants 
  wouldn’t have it any other way. The Kygorans are so 
  populous that their cities cover the entirety of the landscape 
  and tunnel through the planet’s innards as well.
   
  Two distinct subraces emerged from an evolutionary 
  split in Kygor’s past. Both races are hardy and inventive, 
  but their differences are numerous. They differentiate 
  themselves by the names Kygad and Kyrrov.
  Twinned Evolution
  The Kygad and Kyrrov were once a singular species, but a 
  particularly brutal planetary ice age separated the populace 
  into two groups. Those who eventually became the Kygad 
  burrowed underground. They built a new way of life in the 
  spiraling tunnels under the planet’s crust. The other half 
  of the species made their way into the mountains of the 
  equator belt, where they found salvation in hunting and 
  harvesting the hardy animals that lived there. Hundreds, if 
  not thousands, of years changed each of the groups before 
  they met again.
   
  The Kygad evolved to be smaller, with bat-like ears, 
  huge-pupiled eyes, and an upturned nose to better smell 
  with. They lived in darkness for a long time. Between 
  their size and long, dexterous fingers, they became apt at 
  navigating the damp caves they called home. Meanwhile, 
  the Kyrrov grew taller and wider, overcoming the cold 
  through sheer size. Their almost solely carnivorous diet 
  led them to develop the tusks and sharp teeth for which  
  they are known. In order to keep their heads warm, they 
  developed thick hair and pointed, protruding ears.
   
  When the world changed yet again, the two subraces 
  were unrecognizable to each other. Wars raged for more 
  than a millennium as technological advancements on both 
  sides exploded rapidly to keep up with the arms race. In 
  the end, the planet had been almost entirely hollowed out 
  as the Kygad burrowed deeper, while the Kyrrov built ever 
  higher into the mountains. A landscape of metal cities 
  covered the planet by the time the conflict was over.
  Kygor, the City of Advancement
  Despite their extensive technological research, the 
  Kygorans were latecomers to the galactic scene. By the time 
  they explored space travel, their entire planet had become a 
  masterpiece of artifice and their technology was far beyond 
  what most species had seen.
  Playable Species
  
  71
  A Culture of Money
  Kygoran culture is cutthroat and capitalistic. Money 
  talks far better than words ever could on this planet 
  of technology. Every street corner houses towering 
  skyscrapers owned by the wealthy while the sidewalks 
  in front of them are littered with the homeless and 
  downtrodden. The amount of desperation in the lower 
  income brackets results in massive amounts of criminal 
  activity just to make ends meet. The high crime rates make 
  Kygor one of the single most dangerous planets in the 
  Nacora Galaxy.
   
  The corporations that run the planet don’t concern 
  themselves with Kygor’s image. The planet’s commerce is 
  fueled by technological innovation, not tourism. Some of 
  the largest of these corporations and trade groups spread 
  their reach into space. The Deep Earth Syndicate (DES), 
  Morenkain Industries, and Technic Life Organization 
  (TLO) all have a presence in the galactic community.
   
  The DES is best known as a Kygad-led criminal 
  organization with ties to some of the galaxy’s most 
  notorious criminals. Morenkain is the leading 
  cybertechnology firm and patent owner of the nanomachine 
  vanguard technology, owned by a Kyrrov family of 
  the same name. Their inventions are much desired by 
  governments and planets throughout Nacora. The TLO 
  are a conglomerate of optimists hoping to convert as much 
  organic existence to the artificial cloud as possible. Kygor is 
  a piece of art in their eyes, the true destination for all life.
  Cybertechnology on Kygor
  Kygorans made a splash when they hit the stars, largely due 
  to their cybertechnology. The rest of the galaxy had used 
  the process of replacing body parts with advanced tech in 
  emergency medical procedures and to aid the physically 
  disabled, but the idea of undergoing such an ordeal for 
  cosmetic or utility reasons was novel.
   
  The researchers of Kygor long ago perfected the 
  process of replacing every part of the body with machinery. 
  They even utilized biotechnological enhancements within 
  the bloodstream and DNA of creatures, leading to the 
  creation of the vanguard warriors that so often fill out 
  galactic militaries. In a way, the Kygoran obsession with 
  cybertechnology and the replacement of parts of their own 
  bodies is an extension of the replacement they have done en 
  masse on their whole planet.
  Kygoran Names
  The Kygoran people have a naming convention that blends 
  the separate cultures they once had into something new. 
  Like the name they gave their planet and subraces, their 
  personal names have a long staccato style to them, utilizing 
  g’s, t’s, k’s and other hard sounds in succession.
  Sample Names: Agorrok, Taggert, Skanto, Gonark, 
  Tumovv, Malik
   
  Every inch of Kygor is covered in a metallic city, inside 
  and out. The planet has been manufactured to provide 
  everything a natural world might, including the weather, 
  which is determined by the corporations that govern the 
  planet.
  Playable Species
  
  72
  Kygoran Traits
   
  Ability Score Bonuses: Your Intelligence score 
  increases by 1.
   
  Age: Kygorans reach adulthood around age 18 and can 
  live upward of 100 years. Many Kygorans extend their life 
  beyond the natural span using cybertechnology.
   
  Languages: You know Galactic and Kygoran.
   
  Technophile: You may choose one piece of cyberware 
  that costs a total of 1000 credits or less and begin the game 
  with it installed into your body. In addition, you have 
  proficiency in the Mechanics skill.
  Subrace: Kyrrov
   
  Additional Ability Score Bonuses: 
  Your Strength score increases by 2.
   
  Size: Kyrrov are medium creatures that 
  stand between 5 and 7 feet tall and weigh 
  between 125 and 300 pounds.
   
  Speed: Your base walking speed is 30 feet.
   
  Ferocity: When you would take damage 
  that would put you at 0 or less hit points, you 
  can instead drop to 1 hit point. Once you use 
  this feature, you can’t use it again until you 
  complete a long rest.
   
  Thick Body: You have resistance to cold 
  damage and have advantage on saving throws 
  made against effects that deal cold damage.
  Subrace: Kygad
   
  Additional Ability Score Bonuses: Your Dexterity 
  score increases by 2.
   
  Size: Kygad are small creatures that stand between 2 
  and 4 feet tall and weigh between 50 and 150 pounds.
   
  Speed: Your base walking speed is 25 feet and your 
  base climbing speed is 25 feet.
   
  Darkvision: For a range of 60 feet, you can see 
  in darkness as if the darkness were dim light, so areas 
  of darkness are only lightly obscured as far as you are 
  concerned. However, you can’t discern color in darkness, 
  only shades of gray. If you have cyber eyes, you lose this 
  feature.
   
  Keen Senses: You are proficient in the Perception 
  skill.
   
  Strong Fingers: Your fingers and toes are made for 
  gripping and holding onto walls. You have a climb speed 
  equal to 30 feet. You also have the ability to deadlock your 
  fingers or feet while climbing, keeping you in that position 
  even while you sleep. A creature has disadvantage on any 
  roll made to dislodge you and you have advantage on any 
  roll made to maintain that position once you deadlock 
  yourself. Deadlocking can be done on your turn and 
  requires no action.
  Playable Species
  The Kyrrov and Kygad share a common 
  ancestry. Despite their vastly 
  different size and appearance, they 
  are compatible as a single species 
  when it comes to having children. 
  Though uncommon, these unions do 
  occur. Typically a child born of 
  a mixed Kygoran relationship will 
  primarily inherit the traits of its 
  mother, most prominently their general 
  size and shape. If you see a Kyrrov 
  with large ears or a Kygad with 
  pronounced lower teeth, it’s highly 
  likely that Kygoran is a hybrid of the 
  two subraces.
  Shared Bloodlines
  
  73
  The Luonn Tua
  Species find their way to space for a variety of reasons, 
  whether it be an escape from a harsh environment, 
  overpopulation, or perhaps a desire to explore the wider 
  universe. Some, however, take to the stars in order to 
  colonize other planets, and none have as widespread a 
  history of colonization as the Luonn Tua.
   
  The winged people of Vres’na destroyed the 
  environmental stability of their homeworld centuries 
  ago, driving all the inhabitants of their land to the skies. 
  Generations of Luonn Tua cultivated a militaristic 
  tradition, taking lands across the galaxy for their own. 
  This expansionist attitude and the rampant consumption 
  led to no end of conflict between the Luonn Tua and other 
  intergalactic species.
   
  As the most widespread species in the Nacora, the 
  Luonn Tua’s focus on colonization changed over the years. 
  They forged peace with many other species and planets, 
  and their militaristic tradition became a matter of sport 
  rather than war. Every year, a grand tournament is hosted 
  on the largest Luonn Tua world and species from across the 
  galaxy come to test their might and skill against the Luonn 
  Tua, for whom combat is as easy as breathing.
  Magical Predators, Flying Cities
  The Luonn Tua have always been a species at the top of 
  their food chain. Aside from the ability to fly and the eyes 
  of a predator, they have deep bonds with dark matter 
  magic, which they used to dominate their planet despite 
  the presence of a second sentient species, the W’uther. The 
  W’uther were a terrestrial species on Vres’na that didn’t 
  have the natural propensity for magic.
   
  Luonn Tua society came to incorporate magic into 
  every inch of their architecture, creating entire cities 
  floating in the skies. The unfortunate side effect of these 
  amazing structural achievements was the destruction of 
  the environment of their home world. The magic that kept 
  the cities aloft required a great deal of energy and gave off 
  magical radiation.
             
  The acid rains and magical pollution that destroyed the 
  surface drove their planetary neighbors, the W’uther, to 
  develop space travel before them, utilizing technology 
  instead of magic. Trapped on their dying world, they 
  strove to follow the W’uther into space. When they arrived, 
  they found an intergalactic community that saw them as 
  destructive, cruel warmongers, thanks to the stories spread 
  by the W’uther people. This reputation suited them well 
  as they went on to create an empire across numerous star 
  systems, until the modern age. They have spent centuries 
  trying to change their bellicose image. Though some Luonn 
  Tua do still reside on the ruined homeworld, many found 
  their place in the galaxy elsewhere, seeking to distance 
  themselves from their bloody past.
  Playable Species
  
  74
  Feathered Fliers
  The Luonn Tua are both bird-like and reptilian. They have 
  sharp facial features, including large bony ridges where 
  their hollow bones press against the skin around their 
  cheeks and eyes. Their ears are close to their head and 
  shielded by more bony ridges that keep the airflow from 
  blasting their ear drums. A hard, clear film can be spread 
  from ducts on their eyes to expand over their eyes and 
  protect them during flight from powerful winds and airflow.
   
  Their arms expand out into wings that match their 
  feathery hair, with three knobby fingers at the elbow joint. 
  Their feet have opposable thumbs, allowing them to grip 
  objects, fight, cast spells, and perform tasks even as they fly. 
  When they are in a spacesuit, their flight and their legs are 
  confined in the same way as any other bipedal species.
  Each for Their Own
  The Luonn Tua hold personal achievement above all else. 
  Unlike other species, many of which focus on the aspects 
  of community, the Luonn Tua tend to be independent folk, 
  following their own paths heedless of outside opinions. 
  They will go to great lengths to achieve their goals, even if 
  that means making a journey alone.
   
  This single-minded focus on accomplishment aids 
  many Luonn Tua when they compete in the various war 
  games and tournaments hosted by their peoples across the 
  galaxy. More than any other race, the Luonn Tua turned 
  their remarkable strategic minds to games when it became 
  clear that war would no longer serve them. They have 
  invented dozens upon dozens of unique competitions, 
  channeling all their intensity and physical prowess into 
  these games.
  Luonn Tua Names
  The Luonn Tua have a two part naming system. They attach 
  the secondary name of their most famous ancestor as their 
  final name instead of taking their parent’s name, unless 
  that parent is, in fact, their most famous ancestor. The 
  two parts of their name typically forms a single coherent 
  meaning, not unlike the name of their species: Luonn Tua, 
  or “Sky People”.
  Sample Names: Kur Nano, Jel Dira, Lu Prana, 
  Weave Ara, Sur Minka
  Luonn Tua Traits
   
  Ability Score Bonuses: Your Wisdom increases by 2 
  and either your Strength or your Dexterity increases by 1.
   
  Size: Luonn Tua are medium creatures ranging from 4 
  to 7 feet tall and weighing between 80 and 300 pounds.
   
  Age: The Luonn Tua are a short lived people, reaching 
  adulthood around age 15 and living only 70 or so years 
  before passing on.
   
  Speed: Your base walking speed is 30 feet and your 
  base flying speed is 30 feet. While flying you cannot use 
  your hands.
   
  Languages: You know Galactic and Vresnish.
   
  Grasping Feet: You are able to grasp and manipulate 
  objects with your feet as though they were an extra pair of 
  hands, but while you do so you are unable to stand on them. 
  While flying you are unable to use your hands and can only 
  use your feet.
   
  Piercing Vision: You can see with perfect clarity 
  twice as far as other species and have advantage on Wisdom 
  (Perception) and Intelligence (Investigation) checks based 
  on vision.
   
  Relentless: Once, while dealing damage to a creature 
  that has already been damaged, you may roll 1d12 and add 
  the resulting number to your damage. You regain the use of 
  this ability after completing a short or long rest.
  Playable Species
  Fancy Footwork
  Perhaps the strangest thing 
  about the Luonn Tua is the way 
  they must utilize their feet 
  for everything while they fly. 
  Their feet are as robust and 
  flexible as the hands of other 
  species. This is apparent in 
  their day to day technology. 
  Their footwear universally has 
  individual toes for ease of use 
  and their weaponry often has 
  large triggers and unique grips 
  to accommodate their toes.
  
  75
  The Maeshar
  The Maeshar are a people who live both in the salty seas 
  of their world and the verdant forests that covers the land. 
  They are well-versed in the power of the dark matter magic 
  that suffuses the universe, as it has always had a thick 
  presence on their home world. Though they have been on 
  the galactic stage for longer than a millennia, they never 
  created colonies on other worlds.
   
  On their homeworld of Deru, they are known to enjoy 
  contemplation, philosophy, magic, art, the warmth of 
  a close sun, and briny sea air. In space, they bring their 
  creativity with them and are at the forward edge of what it 
  means to express oneself.
  Plant and Flesh
  When they first interacted with other galactic species, 
  the Maeshar were often mistaken for an entirely female 
  species due to their androgynous to feminine appearances. 
  In reality, the Maeshar do not have a concept of gender 
  and their language provides no words to differentiate 
  males from females (they typically use female gendered 
  terms when speaking galactic common and referring 
  to themselves, but not always). The average Maeshar is 
  intersex, a fact that has since spread into the collective 
  knowledge of the intergalactic community.
   
  The Maeshar have slim, short frames and 
  predominantly flat facial features with pointed ears that lie 
  almost completely flush against their heads. Most unique 
  to their appearance is the tentacle-like hair that grows from 
  their heads, made of a gelatinous cartilage. This is one of a 
  few remnants from their life as an underwater plant species 
  and grows similarly to a sea anemone.
   
  Like an anemone, their hair has a number of poisonous 
  spines that can be released upon contact with another 
  creature, though it is rare that a Maeshar uses them except 
  in times of distress. Unlike an anemone, they have some 
  control over their hair and can use it to grasp things.
   
  The Maeshar can breathe both water and air by 
  absorbing oxygen through membranes in their hair. In 
  addition, they can absorb water and the nutrients therein 
  through their hair, even if it is salt water, as they have filters 
  to prevent the salt from entering their system in more than 
  minuscule amounts.
   
  Despite this, they still eat a diet of plant-life with their 
  mouths and can drink with them as well. Though they do 
  not have lungs, the Maeshar have a sac they can fill with air 
  by breathing in manually which allows them to speak in the 
  same method as Humans and other lung-based species.
   
  The Maeshar exist in a range of skin tones from bronze 
  and tan to deep brown, as well as several shades of green. 
  Their tentacle-hair is often black or dark green, but can 
  be blue or even purple in some cases. Their eyes come in a 
  wide variety of reds, yellows, oranges, blues, purples, and 
  greens. They favor pretty clothing that is reminiscent of 
  coral or flowers and often decorate their hair with jewelry, 
  but they abhor hats of any kind.
  Playable Species
  
  76
  Deru, the Verdant Sea
  Deru is a young planet around a yellow sun. It is on the 
  warmer end of the golden band where planets seem to 
  be just right for life. Even the frozen poles of the planet 
  are quite small. Due to its proximity to a series of spatial 
  phenomena, dark matter energy permeates the planet and 
  its denizens completely. Even the lowliest of fauna and 
  flora on Deru has some capacity for utilizing this energy as 
  magic.
   
  The Maeshar rose to dominance on their planet and 
  are the only markedly sentient species on Deru. Though 
  there is other intelligent wildlife, they do not show the same 
  capacity for thought. Maeshar society was built on small 
  coastal cities that are partially underwater and they are 
  herbivores. They eat the fruits and plants that grow on their 
  home world and cannot digest or effectively chew meat.
   
  Their rise to space travel is one of magical study and 
  prowess, culminating in wooden ships with canvas sails 
  carved heavily with runes and marked throughout with 
  magic. These ships, which transitioned from sea vessels 
  to flying vessels and eventually to space vessels, are still 
  used by some today, despite having joined the galactic 
  community almost 400 years prior.
  Bright Lives in the Void
  Due to the shorter revolution time of the Maeshar’s home 
  planet, Deru, they use a shorter native year. This means 
  that when speaking to those that still live on Deru, they 
  cite their ages as upward of 400 years. Using the Nacoran 
  calendar year, their lifespan is approximately 150 years of 
  age before their natural passing.
   
  The Maeshar are a passionate people who express 
  themselves in a variety of ways, and they have a great deal 
  of compassion for other living things. Their homeworld 
  was steeped in magic from the moment of their birth as 
  a species and they are highly in tune with it, even in the 
  void of space. Many Maeshar can be found using their 
  magic in some artistic manner, and as such, they are often 
  performers.
  Playable Species
  Unique Diet
  The Maeshar cannot properly 
  eat and process meat and 
  dairy, so their diet consists 
  primarily of vegetables 
  and fruits. Their bodies 
  are particularly adept at 
  breaking down complex sugars. 
  A common saying in Nacora is 
  “a Maeshari sweet tooth”. 
  When a Maeshar doesn’t acquire 
  enough sugar in their diet, 
  the deficiency shows first in 
  their hair tentacles, which 
  become stiff, brittle, and 
  darker in color. A severe 
  lack of this important dietary 
  substance can even cause 
  permanent damage to their 
  tentacles, causing breathing 
  problems and other respiratory 
  damage to the Maeshar.
  
  77
  Maeshar Traits
  Playable Species
  Maeshar Names
  The Maeshar language translates decently well into 
  Galactic, but tends to yields names with a great many 
  vowels. They particularly favor e’s, a’s, and u’s. Their 
  language flows languidly and hard consonants are 
  uncommon in Maeshar names.
  Sample Names: Uanesu, Leana, Aremi, Heamaru, Ajia, 
  Yerdua
  Searching for Inspiration
  Like most artists and people of passion, the Maeshar 
  seek meaning in their lives. Those who leave their homes 
  to explore space or enter into potentially dangerous 
  occupations are often searching for that spark of inspiration 
  that will keep them moving.
   
  They are a culture of emotion and tend to form 
  tight bonds with other people. A Maeshar might join an 
  adventuring party simply because someone else in the 
  group is someone they care for very much.
   
  Due to their intense connection to magic over 
  technology, the Maeshar make great oracles, sorcerers, 
  and paladins. However, part of the exploration and joy of 
  a wide universe is the crossing of cultures. Some Maeshar 
  find inspiration in the art of constructing and utilizing 
  technology, even if, on the whole, their species prefers 
  magic over tech.
   
  Ability Score Increases: Your Dexterity, Wisdom, 
  and Charisma scores each increase by 1.
   
  Size: Maeshar are on the smaller side of medium 
  creatures, ranging from 4 to 5 and 1/2 feet tall and weigh 
  between 70 and 125 pounds.
   
  Age: While Maeshar from their homeworld claim 
  longer lifetimes due to time differentials between Galactic 
  Standard Time and their homeworld, most Maeshar reach 
  adulthood around age 17 and can live up to 150 years.
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You know Galactic and Maesharan.
   
  Amphibious: You breathe through your hair tentacles 
  which transfer oxygen directly into the bloodstream. The 
  tentacles can gather oxygen from air or water and therefore 
  you can breathe underwater.
   
  Artistic Vision: As a culture, most Maeshar focus on 
  a talent they hone over their lifetime. Choose one kit, tool, 
  or musical instrument (singing and dancing are considered 
  instruments for this purpose). You gain proficiency with 
  it and start with the relevant items on your person if 
  applicable.
   
  Innate Magic: Choose two sorcerer cantrips. You 
  know those cantrips. Charisma is your casting ability score 
  for them.
   
  Prehensile Hair: Your hair moves like a series of 
  tentacles and can grow and shrink by stretching itself. It 
  can be as long as 3 feet or as short as 3 to 5 inches. Like 
  any prehensile tentacle, your hair can be used to grasp and 
  manipulate objects. If a creature touches your hair, you 
  can release venom into their system. The creature must 
  make a Constitution saving throw against a DC equal to 
  8 + your proficiency bonus + your Charisma modifier or 
  suffer 3d6 poison damage. A successful saving throw halves 
  this damage. Because you use your hair to breathe, it is 
  incredibly rare to use this as an attack in combat situations 
  unless you are being grappled. If your tentacle hair can 
  touch a creature as an action without requiring an attack 
  roll, you can release the poison into their system this way.
  
  78
  The Piranthi
  Originating from an ocean world too far from its sun to be 
  considered a golden world, the Piranthi are an amphibious 
  people used to temperature extremes. Novus is a water 
  world with two miles of thick ice covering its surface. Below 
  that ice, the extremely hot planetary mantle heats an ocean 
  through vents that release a nitrogen rich mixture into the 
  water.
   
  The Piranthi evolved for the high pressure dark seas 
  deep beneath the ice where the vents provide centers of 
  life and a series of dry caves act as safe zones for the few 
  amphibious creatures on the planet, such as the Piranthi 
  themselves.
  At Home in the Water
  The Piranthi are a hairless humanoid species with 
  thick rubbery skin that helps regulate their inner body 
  temperature. They have a specialized pair of lungs that 
  breathe nitrogen and close up while they swim.
   
  While swimming, they breathe through a number of 
  tendrils that extend from their neck and the sides and 
  back of their head. These tendrils appear in a variety of 
  colors and, while dry, curl up, providing a strange frill 
  around the Piranthi’s head. They look very much like 
  soft coral and allow the Piranthi to breathe their needed 
  nitrogen while underwater.
   
  Their eye color varies, though their slitted nostrils 
  and ear holes are relatively uniform, while their skin tone 
  ranges through the entire rainbow. Regardless of what 
  color their skin is, bioluminescent lines are built into 
  their skin in a pattern that is unique to each and every 
  Piranthi shine through, often providing intricate line art 
  on their arms, legs, back, and chest.
  A Different Source of Power
  Various galactic races have utilized a number of energy 
  sources to drive their technological endeavors, but unlike 
  most others, the Piranthi developed their technology 
  entirely around thermal power. Heat is everything on the 
  world of Novus where their structures are built around the 
  tectonic deep sea plates and caves.
   
  The dark depths are made bright by the water-safe 
  electrical systems and volcanic power plants. Piranthi cities 
  are bastions against the gigantic monstrosities that roam 
  the frozen sea and even have areas meant to house visiting 
  members of other species.
  Transformative Gel
  Perhaps the strangest and most unique feature of the 
  Piranthi is what they call their swimming gel. This bright 
  blue mucus is secreted from pores across their body when 
  they choose. In its gel form, this viscous blue liquid isn’t 
  particularly useful for anything except for burning like 
  pyrojelly.
   
  When it touches water, however, it undergoes a 
  chemical reaction that causes it to harden into a flexible 
  Playable Species
  
  79
  solid not unlike rubber. When dried, it eventually melts 
  back into gel. This excretion is used to shape fins and build 
  suits of rubber to insulate Piranthi body heat in the cold 
  waters of their home.
   
  Utilizing this and the natural currents, they swim as 
  skillfully as any fish in the sea. Some even harden their gel 
  into large tails, prompting visiting Humans to refer to them 
  as mermaids.
  From Seas to Stars
  The average Piranthi is satisfied with life underwater, but 
  there are many reasons a member of the species might 
  take to the stars. As Novus grew more populated, it was 
  imperative for the species to break through the ceiling of ice 
  to reach space beyond. 
   
  The Piranthi sought out new planets, empty of sentient 
  life, to terraform so that their species might populate them. 
  Though they did find themselves in some skirmishes with 
  other galactic species, the peaceful, ecological nature of 
  their colonization of planets that most deemed unlivable 
  dissuaded conflict.
  Piranthi Names
  The Piranthi are a bilingual species. Their first language 
  is Luminescent Sign, which they use to communicate over 
  long distances, in dark places, and in places where speech is 
  impossible. They do this by lighting up various parts of the 
  bioluminescent patterns that cover their skin.
   
  The second language, Piranthese, is twofold. In part, 
  it consists of sounds made underwater. The other half of 
  this verbal language is speech above the sea, spoken much 
  in the way other species would. This evolution of language 
  has caused their names to translate in strange ways when 
  spoken in Galactic.
  Sample Names: Askana, Bescro, Wrennah, Ilivan, 
  Crostion, Salkura
  Piranthi Traits
   
  Ability Score Bonuses: Your Strength, Charisma, 
  and Wisdom scores each increase by 1.
   
  Size: Piranthi are relatively Human-sized, varying 
  from approximately 4 and 1/2 to 6 feet in height and 
  weighing anywhere between 100 and 300 pounds.
   
  Age: Piranthi reach adulthood around age 16 and live 
  up to 150 years.
   
  Speed: Your base walking speed is 30 feet and your 
  base swimming speed is 30 feet.
   
  Languages: You know Galactic and Piranthese, as 
  well as Luminescent Sign.
   
  Amphibious: You can breathe in both water and air 
  so long as those environments have nitrogen.
   
  Darkvision: For a range of 60 feet, you can see 
  in darkness as if the darkness were dim light, so areas 
  of darkness are only lightly obscured as far as you are 
  concerned. However, you can’t discern color in darkness, 
  only shades of gray. If you have cyber eyes you lose this 
  feature.
   
  Gelatinous Excretion: As an action, you can excrete 
  blue gel from the pores that cover your body. The viscous 
  gel can be shaped around your body into fins, a tail, spines, 
  or whatever other simple shape you desire as part of the 
  same action. In water, the gel hardens into a rubbery 
  substance in the shape you created, granting you resistance 
  to cold damage and increasing your swim speed to 60 feet. 
  When you emerge from water, the substance turns back 
  to gel in 1 minute and slides off your body. It evaporates 
  quickly, but is flammable and can be used in place of flint or 
  a spell as a firestarter, though it doesn’t burn long enough 
  to fuel a fire.
   
  Sensory Ampullae: Electrical sensory nerves in 
  your hands allow you to sense electrical impulses and 
  magnetic fields. While you are in water, you always know 
  the cardinal directions. Also in water, you can take an 
  action to determine where each electrically-powered device 
  within 120 feet is located. You don’t know what the devices 
  are or how they work, but you can detect how much power 
  they require to run and exactly where they are. Outside of 
  water, as an action you can touch your bare hand to a piece 
  of technology that uses electricity and is powered on. If 
  you do, you can feel the path of the electricity powering the 
  device up to 120 feet.
  Playable Species
  
  80
  The Proxy and the Curators
  At first glance, the moon Olara appears to be uninhabited, 
  but one need only look a little closer to discover that the 
  hard stone crust protects a hollow center that is home to a 
  species of ooze-like creatures called the Curators. They have 
  liquid bodies, telekinetic brains, and an electrical nervous 
  system so complex that they speak by transmitting colored 
  lights throughout their bodies.
   
  Due to the difficulty they have moving around and 
  interacting with objects, and unable to survive the solar 
  radiation which would boil them alive, these erudite 
  inventors created a species who could traverse the universe 
  for them.
   
  The Proxy are typically humanoid androids, though 
  they can be built in many forms. The name given to them 
  by the Curators was representative of the role they would 
  play in the wider world as a go-between for their creators. 
  While many species might assume such a relationship to be 
  strictly business, the Proxy often view the Curators as their 
  parents. The Curators knew they were creating sentient 
  beings and raised the first generation of Proxy as one would 
  a child.
  Self-Development and Improvement
  As a species of intelligent automatons, the Proxy seem like 
  the ideal candidates for space travel, but they met difficulty 
  when they first reached the stars. Because the Curators 
  lack a spoken language, they hadn’t thought to give their 
  children the means to speak aloud. With some trial and 
  error, the Proxy improved their own design until they 
  arrived at a relatively humanoid form with fingered hands 
  and the ability to speak, see, and hear.
   
  They drew their inspiration heavily from the first 
  species they encountered: Humanity. The galaxy 
  as a whole had to that point heavily regulated their 
  artificial intelligences in an effort to minimize the moral 
  complications involved with complete artificial lifeforms 
  and to reduce the risk of a machine uprising. The Proxy, 
  therefore, and their relationship with their parents, were 
  beyond anything the other species had imagined.
   
  There is no universal model for the creation of a Proxy, 
  but most are humanoid in stature and built with some level 
  of skin or outer covering that mimics the dermis. They have 
  intricate mechanical eyes, not dissimilar to the cyber eyes 
  many people purchase for themselves. Most Proxy, beneath 
  the skin, are made out of black, silver, or bluish metals and 
  their operating systems are lit from within, giving their eyes 
  and other exposed metal parts a constant glow. They can 
  modulate these lights to emulate the light sign language of 
  their parents.
  Limitless Potential
  Unlike organic species who require aspects of planetary life 
  for survival, the Proxy have been constructed on every level 
  to survive the rigors of outer space. They can even survive 
  in the void without a spacesuit since they require no oxygen 
  and are capable of withstanding varying pressures and 
  temperatures. 
   
  As long as a Proxy continues to replace parts and 
  do self-maintenance, they can theoretically live forever. 
  However, it is difficult to replace the mental synapses that 
  Playable Species
  
  81
  form their brain. These sensitive pieces, when replaced, 
  often change the personality and thought processes a great 
  deal. Many Proxy refuse replacement of these parts for fear 
  of losing the qualities that define them as an individual. The 
  natural lifespan for these complex pieces is a maximum of 
  60 years. Despite the potential for immortality, most Proxy 
  do not, in fact, live forever.
  Familial Bonds
  The Proxy do not technically share family ties the way most 
  organic species would expect, but their bond with their 
  creators is that of child and parent. As such, most Proxy 
  feel fondness for the Curators, even if they were created 
  off-world. Maintaining contact with Olara is important to a 
  Proxy, as the Curators continue to nurture and encourage 
  all their children throughout the duration of their lives.
   
  This simple, loving relationship often defines the 
  early years of a Proxy’s life, and can create difficulty in 
  understanding the hardships and complexities of many 
  family, romantic, and platonic relationships. As a Proxy 
  grows older, they may find their connection to their parents 
  less important, but it is rare that they do not stay in touch.
  Always Searching
  The Curators are so named because they are, at their core, 
  collectors. They delight in song and dance, culture and art, 
  and composition and creation from across the universe. 
  Beneath the crust of Olara, they display and enjoy these 
  pieces of beauty. Because their senses process things in 
  a way very different from most of the galaxy, the Proxy 
  reconstruct media into pieces the Curators can understand.
   
  The repository of art and cultural knowledge on Olara 
  Proxy Names
  The Curators speak with a series of flashing lights, not 
  unlike Morse Code, as the impulses are measured by length 
  and frequency. As such, the Proxy are prone to taking 
  numerical or patterned names that can be shortened to 
  quick, easy to transmit nicknames.
   
  Proxy who spend a great deal of time with other species 
  may choose a name from another language if they feel it 
  fits them better. The Proxy’s perceptions of themselves can 
  vary wildly in gender identity, and their names are typically 
  unisex.
  Sample Names: Seven, Veet, Zip, Twenty-One, Red, Stet
  Healing Artificial Lifeforms
  Normal magic and medicine can heal 
  artificial lifeforms such as the 
  proxy. They can utilize the same 
  dark matter energies and medical 
  materials to reconstruct their 
  systems as others might and first 
  aid kits have built in systems 
  to help the proxy. The exception 
  to this is the medicine check to 
  stabilize someone. For the proxy, 
  use the mechanics skill instead!
  has been cultivated for hundreds of years, as the Curators 
  catalogue every piece of media brought before them. Their 
  collection encompasses every culture in the galaxy, and 
  even many who haven’t achieved space travel.
  Proxy Traits
   
  Ability Score Bonuses: Your Intelligence score 
  increases by 2 and one other ability score of your choice 
  increases by 1.
   
  Size: The Proxy, although not initially developed to be 
  humanoid, are typically of medium humanoid size, ranging 
  from 4 to 7 feet in height and weighing between 100 and 
  400 pounds depending on material components. Proxy can 
  be small creatures.
   
  Age: Proxy are created and considered adults after 
  they finish their initial boot up and education programs. 
  They can technically keep going forever, but most eschew 
  renewal after 50 to 70 years when their personality core 
  becomes irreparable.
  Playable Species
  
  82
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You know Galactic, Binary, and 
  Olaran.
   
  Artificial Intelligence: Your brain is a complex 
  computer. This comes with certain advantages and 
  disadvantages over organic life. You are proficient in 
  the Computers skill and your brain is considered a 
  computer with computer software for the purposes of 
  connecting to and manipulating things via a network. 
  While disconnected, your mind and body cannot be 
  affected by the Hack action, but if you are connected to 
  a public or private network this way you are susceptible 
  to the Hack action. If you use a computer that isn’t your 
  brain to connect, your brain is not susceptible.
   
  Construct Body: Your body is entirely artificial, 
  regardless of how much it looks like organic matter. 
  You have the construct type and anything additionally 
  effective against constructs is equally effective against 
  you. In addition, you are vulnerable to thunder 
  damage. Thanks to your artificial form, however, you 
  are immune to sleep effects, the poisoned condition, 
  diseases, and poison damage. You have advantage on 
  any saving throw made against the paralysis or charmed 
  conditions so long as they are being inflicted by magic. 
  Finally, you do not need to breath or eat and, instead 
  of sleep, you require only a two hour low-power mode 
  for your body to rest its electrical functions. In this 
  low-power state you act as though you are meditating, 
  but are still aware of your surroundings as if you were 
  awake. To gain the benefits of a long rest you still need 
  to be doing restful activity for the prerequisite amount 
  of time.
   
  Cyber Construction: You begin the game 
  with the base cyberware construction of basic cyber 
  eyes, basic cyber ears, two cyber arms, two cyber legs, 
  cyber hands and feet, a cyber torso, and a cyber head. 
  This means that you need only purchase additional 
  components to augment your already existing body. 
  You can also purchase additional arms, legs, and other 
  parts to change yourself.
  Playable Species
  Constructing a Body
  Most Proxy tend to fit the humanoid 
  build, with two arms, two legs, a head 
  with features they use to express 
  themselves, and a torso. However, the 
  proxy are as varied as the species 
  of the galaxy. When you build the 
  body for your Proxy, consider which 
  species they resemble most. A Proxy 
  built like an Ix might have four 
  arms, While one built like a W’uther 
  might have a bulkier, shorter body. 
  Ideally, variations in Proxy bodies 
  will have no mechanical impact and 
  Will exist for purely flavor reasons. 
  However, if you wish to alter yourself 
  in a particular meaningful way (such 
  as being a small creature or having 
  additional limbs), you should speak 
  with your GM about accommodating 
  these changes. For additional limbs, 
  you may be required to funnel some of 
  your starting money into the cost of 
  additional cyber arms or legs.
  
  83
  The Saguarin
  The Saguarin are unique among the spacefaring species 
  of the galaxy in more ways than one. While most denizens 
  of the Nacora are bipedal animals or even insects, the 
  Saguarin are more plant than animal.
   
  Despite a long-ago exodus from their homeworld, 
  Moiccaro, the Saguarin carry their traditions and heritage 
  with them. They are a proud people who bring a unique 
  beauty to the stars with their flowering heads and ships that 
  radiate solar energy.
  Cactus Bodies
  Saguarin biology is vastly different than most sentient 
  species. Even the Maeshar, who retain remnants of their 
  plant ancestry, cannot compare. The cellular walls of the 
  Saguarin are structured like those of a desert plant and 
  produce chlorophyll. They breathe carbon dioxide and 
  absorb sunlight through the ridges of their skin, while their 
  root-like feet take in nutrients and water from even the 
  most arid soil. Saguarin are welcome on most space stations 
  or ships because they breathe carbon dioxide. The more 
  Saguarin present on a ship, the less the air filtration system 
  has to work and the less maintenance it requires. It isn’t 
  uncommon for space stations to clear out entire sections of 
  their space so that a Saguarin settlement can be built.
   
  The Saguarin are vaguely humanoid in shape, with a 
  sturdy midsection and limbs that pass for arms and legs, 
  as well as the semblance of a head which contains their 
  sensory organs and brain. They are compact in size, ranging 
  between 3 and 5 feet tall at adulthood. The Saguarin have 
  root-like hands and feet that function as normal digits 
  would, allowing them to grasp and use tools.
   
  Their skin, typically a shade of green, gray, or brown, 
  is thick and covered in a fine down of hair that, upon 
  closer inspection, are actually spines. When a Saguarin 
  is in danger, they can harden the spines to make physical 
  contact painful and dangerous.
   
  Where another species might have hair, the Saguarin 
  have flowers that bloom across their heads and sometimes 
  down their face and backs. The health and color of the 
  flowers often reflects the emotional state of the Saguarin, 
  and they can communicate with others of their species by 
  emitting scent patterns from the blooms.
   
  Their eyes are sometimes difficult to see amongst the 
  flowers on their head. They appear nearly opaque and 
  pupiless, but they are as effective as an average Human’s. 
  Though the Saguarin do not need to eat, they have a craggy 
  mouth that they can use to verbally communicate or store 
  soil, seeds, or even containers of water. This mouth can be 
  used to speak the languages of other species, though their 
  own uses minimal sound. They, above all other species, 
  have benefited the most from the Ix’s universal translator.
   
  Most Saguarins are born with all the organs necessary 
  for reproduction, and as such, don’t divide genders or 
  sexes in their culture. In order to reproduce, two or more 
  Saguarin gather to release their pollen and catch the pollen 
  of others. A pollination ceremony can be as formal or 
  intimate as the Saguarin chooses. After seeds are pollinated 
  and gestation is complete, the Saguarin shed the seeds from 
  their flowers and store them in their mouths to be fortified 
  with nutrients from their own body until the seeds begin to 
  sprout. They are then planted and grow for weeks before a 
  young Saguarin emerges.
  Playable Species
  
  84
  Moiccaro and the Deka
  The Saguarin originate from Moiccaro, a desert planet 
  wracked with sandstorms. The twin suns that orbit each 
  other create a harsh and arid climate, but despite that, the 
  planet is teeming with strange species. A collection of deep 
  underground oceans between the crust and outer mantle 
  fuel the life on Moiccaro.
   
  Given the choice, it is unlikely the Saguarin would 
  have abandoned their planet, but they were not afforded 
  that luxury. The Saguarin were the arbitrators of their own 
  fate when they began attempting to domesticate a creature 
  known as the Deka. This herbivore was a twenty-foot-long, 
  eight-legged deer-like mammal that proved difficult to 
  train. Without the isolation and harshness of their natural 
  environment to keep them in check, they bred quickly.
   
  The Saguarin were too slow to react before the 
  explosive population growth got out of control. With their 
  food supply dwindling, the Deka looked for a new source 
  of sustenance: the Saguarin. Their nutrient-rich bodies 
  and watery blood were the perfect diet for the Deka in the 
  unforgiving desert they now found themselves in.
   
  As herds of Deka crossed Moiccaro, the Saguarin saw 
  the end of their civilization. The remaining members of the 
  species built ships to escape their home and the monstrous 
  Deka. Though the Saguarin prided themselves on being 
  survivors, it was the Deka who turned out to be the hardier 
  species.
  Nomads in Space
  Though their exodus from Moiccaro was not by choice, the 
  Saguarin took to their new life with fervor. The challenges 
  that arose from surviving in space invigorated them, and 
  they adapted quickly. Saguarin communities tend to be 
  small, on a single ship or space station, or a small fleet of 
  ships. It is unusual to find a settlement of theirs on another 
  planet, but not unheard of. Their ships and settlements all 
  utilize solar power and a multitude of design elements from 
  their home, such as mosaic paneling.
   
  Legends of the Deka persist in Saguarin culture, though 
  they have not returned to Moiccaro to find what became 
  of the beasts. The Saguarin are a people who value their 
  history, and oral tradition and history are of the utmost 
  importance to them. These histories branch out after the 
  abandonment of Moiccaro, and each settlement has their 
  own stories to tell.
  Legacy in Death
  As a Saguarin ages, their skin grows tougher and joints 
  stiffen, as any species’ might. The difference lies in the 
  cause. Over time, the minerals a Saguarin intakes in their 
  lifetime start to collect and solidify in their cells. As such, 
  when a Saguarin dies, their body completely petrifies rather 
  than decaying.
   
  Sometimes those who have passed on are broken up 
  and given to the earth of the nearest planet or moon. Other 
  times, their effigy remains in a place of honor. No matter 
  the resting place, traditional Saguarin funerals include a 
  ceremony in which the deceased’s name is added officially 
  to the historic tales of the people.
  Saguarin Names
  Saguarin names are a mixture of the popping and clicking 
  noises of their spoken language and the pollen scents 
  of their flowers. Translating these names into galactic 
  common can prove difficult, as the names are almost all 
  excessively long. As a result, Saguarin tend to keep their 
  true name to themselves and their species and use a two-
  syllable portion of their name for common use.
  Sample Names: Hilah, Varra, Lothor, Rondi, Saras
  Playable Species
  
  85
  Playable Species
  Saguarin Traits
   
  Ability Score Increases: Your Constitution, 
  Wisdom, and Charisma scores each increase by 1.
   
  Size: Saguarin are small creatures ranging from 
  3 to 4 and 1/2 feet tall and weigh between 50 and 95 
  pounds.
   
  Age: Saguarin reach adulthood around age 15 and 
  can live upwards to 80 years old.
   
  Speed: Your base walking speed is 30 feet.
   
  Languages: You know Galactic and Moiccaran.
   
  Plant Body: You breathe carbon dioxide through 
  your skin and have no need to sleep or eat. You are 
  immune to magically-induced sleep. Instead of sleeping, 
  you must spend at least 4 hours a day in direct sunlight 
  or near a solar lamp that emulates sunlight, and spend 
  at least 4 hours with the roots of your hands and/or 
  feet in nutritious soil. You can do these two activities 
  at the same time and you can also spread out the 4 
  hours throughout your day in increments of 1 hour 
  each. In order to benefit from a long rest, you must 
  still participate in restful activity for the prerequisite 
  amount of time.
   
  Defensive Spines: When a creature makes 
  physical contact with you or attacks you with a melee 
  weapon, you can harden your spines as a reaction. 
  When you do, the creature touching you takes piercing 
  damage equal to 1d8 + your Constitution modifier.
   
  Taste of Flowers: You give off plant pollens as 
  you move, causing other plants, even monstrous plant 
  life, to relax around you. Plant creatures will not attack 
  Insular Societies
  Most settlements on spaceships and 
  stations are mixed communities 
  that blend the cultures of various 
  species. The Saguarin, however, 
  tend to create pockets of their 
  species and popular. This is 
  largely due to the fact that their 
  society is untethered and nomadic. 
  As a people, Saguarin take comfort 
  in living among their own species. 
  Despite lacking a homeworld, these 
  tight-knit communities preserve 
  their culture and way of life. 
  Some species view the Saguarin 
  choice to seek out their own as 
  a pushback against the greater 
  galactic culture of sharing, but 
  this is not the case. The Saguarin 
  focus less on keeping other 
  species out and more on preserving 
  their sense of self and culture in 
  the vast emptiness of space.
  you unless you attack them first. However, the pollen may 
  smell enticing to certain herbivore beasts.
   
  Desert Resilience: Your species’ adaptations to the 
  desert allow you to resist exhaustion and last longer when 
  in danger. At any given time, you are considered to have 
  one less level of exhaustion than you actually have (for 
  example, if you have 2 levels of exhaustion, you only take 
  penalties of 1 level). In addition, you gain 1 additional hit 
  point for each class level you possess.
  
  86
  Playable Species
  The Wireborn
  The Vanguard Project by Morenkain Industries on 
  Kygor was perhaps the most successful in a long line of 
  attempts by the corporation to increase their influence. It 
  utilized a specialized form of nanomachines that bonded 
  with the cellular DNA of a living person, granting the 
  individual abilities beyond the norm for their species. 
  These individuals would go on to have offspring of their 
  own, which led to an interesting discovery. The children of 
  vanguards were born with nanomachines in every facet of 
  their biology, and thus, could be considered a new species: 
  the Wireborn.
  Children of the Vanguard
  When they reached the stars nearly three centuries ago, 
  the people of Kygor brought their technology with them, 
  forever changing militaries across the galaxy. Morenkain 
  Industries intentionally sterilized the subjects of the 
  Vanguard Project, claiming it was a side effect of the 
  implantation of nanomachines. The warriors who emerged 
  from the initial program were fearsome to behold, wreakers 
  of havoc and the ultimate soldiers.
   
  When the patent restriction period ran its course, other 
  militaries replicated the vanguard technology and adopted 
  it into their own policies and procedures. The front lines of 
  battle were filled with warriors who could not only use their 
  nanomachines to enhance themselves, but could even use 
  non-sentient machines around them to their advantage.
   
  The mandatory sterilization techniques utilized by 
  Morenkain were appalling to much of the galaxy, and so 
  they were disregarded. Over the course of a few decades, 
  scientists came to realize that the children of these super 
  soldiers were something entirely new. Gestational species 
  such as the Glabrau, Hanadarians, Humans, Kygorans, 
  Luonn Tua, Maeshari, and W’uthers were being born with 
  the same nanomachines that infused their parents. Unlike 
  their parents, however, they were meshed so completely 
  with the nanomachines that it changed their very genome.
  Biotechnological Fusion
  Due to the prenatal activity of the nanomachines, Wireborn 
  bear circuit-like scarring across their bodies. Additionally, 
  their eyes tend to be multicolored and often have three or 
  more colors in the same iris with faint circuit lines in the 
  sclera instead of capillaries. Their hair or other similar 
  special features have a metallic sheen and a consistency 
  more akin to metal or wire than normal hair. Otherwise, 
  they share the same features as their parent species.
   
  Wireborn are the ultimate blend of technology and 
  
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  Playable Species
  biology. Cyberware and magic-enhancing implants are 
  easier to install in them than other species and their 
  bodies respond to a wider variety of medical treatments 
  than normal members of their base species. Unlike their 
  vanguard progenitors, however, their nanotechnology 
  cannot always be accessed in the same way and often works 
  throughout their body passively to increase their durability 
  and flexibility.
  Outsiders of the Galaxy
  The Wireborn only arrived on the galactic scene a 
  century ago after the advent of the vanguard technology. 
  With the oddities that set them apart from the average 
  member of their species, it was only a matter of time 
  before they received a scientific designation as something 
  entirely other: their own species. They faced a great deal 
  of discrimination and alienation, being not wholly the 
  product of their species nor technology. Societies that were 
  not technologically focused were especially wary of the 
  Wireborn.
   
  Governments, corporations, and even religious 
  organizations have weighed in on the existence and 
  presence of Wireborn over the years. Given the rare 
  occurrence of their births, it is unusual to see more than 
  one Wireborn in a single place.
  Hidden Haven
  The isolation of being different coupled with the uneasiness 
  of others around them lead many Wireborn to live 
  reclusively. The galactic network, however, provides the 
  opportunity for the Wireborn to find others of their kind. 
  In this way, small communities form, giving many respite 
  from isolation. Unfortunately, these places are few and far 
  between, and often perishingly small. Rarely do they host 
  a population big enough to be considered even a small 
  village.
   
  Wireborn take hope in whispers that have spread 
  around the galaxy of a place called Refuge: a society made 
  up of Wireborn exclusively. Legend has it that in the years 
  before the technology went mainstream, some vanguards 
  slipped through Morenkain’s fingers and escaped to start 
  a life somewhere safe, away from the public eye. They had 
  children of their own and welcomed others of their kind. 
  If tales are to be believed, the colony of vanguards and 
  Wireborn live in a peaceful society, a melting pot of species 
  and machines.
  Wireborn Names
  Given that the Wireborn are a species born of other cultures 
  and species, it should be no surprise that they have no 
  particular naming convention for themselves. Choosing a 
  name is connected to the base species of your Wireborn.
  Wireborn Traits
   
  Ability Score Increases: Choose three ability scores. 
  Each of the chosen scores increase by 1.
   
  Size: You are whatever size your chosen base species is.
   
  Age: Wireborn reach adulthood at the normal age 
  of their species, but tend to live a decade or two less, as 
  the strain on their body caused by the nanomachines is 
  palpable.
   
  Speed: Your base walking speed is equal to the base 
  speed of whatever your chosen base species is.
   
  Languages: You know whatever languages the species 
  you chose for your base species knows.
   
  Nanite Suffusion: Your body is filled with 
  nanomachines that move through your tissues and grant you 
  the power to enhance your own abilities when threatened. 
  Whenever you roll a 1 on an ability check, attack roll, or 
  saving throw you may choose to reroll your die, but you 
  must take the new roll even if it is another 1. Once you use 
  this feature, it cannot be used again until you complete a 
  long rest.
   
  Varied Ancestry: Choose Glabrau, Hanadarian, 
  Human, Kygoran, Luonn Tua, Maeshar, or W’uther. You 
  gain the associated trait as per the chart below.
  Parent Species
  Species Trait Acquired
  Glabrau
  Slow Metabolism
  Hanadarian
  1000 Faces
  Human
  Studied Skills
  Kygoran
  Technophile
  Luonn Tua
  30 ft. fly speed and Grasping Feet
  Maeshar
  Prehensile Hair and Amphibious
  W’uther
  Extendable Eye
  
  88
  Playable Species
  The W’uther
  Despite coming from the magically-charged planet of 
  Vres’na, the people known as the W’uthur depend almost 
  wholly on technology. During the early centuries of their 
  species, they toiled away as a servile species to the Luonn 
  Tua, who hoarded both knowledge of magic and the power 
  sources that precipitated it. Over time, without magic in 
  their lives, they grew further and further away from being 
  able to utilize it at all.
   
  Eventually, they broke from their service to the Luonn 
  Tua, but they were not precisely free either. The Luonn Tua 
  lived in expansive magical flying cities across Vres’na while 
  the W’uthur people were stuck fast to the ground beneath 
  them. When the magical warring of the Luonn Tua caused 
  mass environmental destruction on their world, they 
  developed the technology that would take them to the stars.
  Compact and Tough
  W’uthur are a small species compared to others in the 
  intergalactic community, maxing out at a height of 4 feet. 
  Despite their diminutive stature, they have a wide girth 
  and are very dense. Their bones are thick and they have 
  naturally occurring dermal plates that form on their back 
  and limbs, as well as smaller ones on their head and neck. 
  These plates match the W’uther’s skin tone, which can 
  range from pale browns to dark blacks and blues.
  Technological Contributions
  W’uther are quite familiar with technology. A great many 
  of their inventions have permeated the galaxy and been 
  adopted by the other species therein. Perhaps the most 
  important is the personal energy barrier, a device that 
  creates an almost imperceptible, thin energy shield around 
  the wearer, barely a millimeter above their skin and clothes, 
  fitting to them perfectly and protecting them from harm.
   
  Beyond their personnel equipment, they also built 
  the fastest intergalactic ships. They are propelled by dark 
  matter energy waves created by a special sort of sound 
  reactor. This propulsion system, which is the envy of many 
  other species, is entirely silent and can only be detected 
  on a magical spectrum. It pushes their perfectly spherical, 
  metallic ships in any direction at the drop of a hat.
  Eerie Observers
  The most apparent feature of the W’uthur is not their size, 
  dermal plating, or technological savvy. A single, 3-inch eye 
  protrudes from the center of their forehead. The bulging 
  shape of their eye gives them the same range of vision as 
  other species.
   
  This eye can pop out of the socket on a two-foot long 
  tentacle that is stored in a fleshy sac at the back of the neck 
  when retracted. The tentacle can move freely, allowing the 
  eye to get a closer look at whatever the W’uther is focused 
  on. In addition to fine details, the W’uther can also see 
  infrared and ultraviolet light when their eye is extended.
   
  For many species, the eyes are a weak point. Not the 
  W’uther. Their eye has a clear shell that protects it from 
  dust and debris and can even stop sharp objects from 
  penetrating the eye, though it is painful to do so. While 
  
  89
  Playable Species
  retracted, a pair of vertical eyelids close over the eye when 
  the W’uther blinks, rejuvenating the shell. If a W’uther’s 
  tentacle is severed or its eye damaged, it can regenerate a 
  new tentacle and eye within a week.
  Finding a Place in the Galaxy
  The W’uthur departed from their planet to escape the 
  destruction wrought by the Luonn Tua, who had once 
  enslaved their species. With their home planet’s surface 
  unlivable, their entire people flooded out into the galaxy. 
  They are a solitary folk by nature, but space has brought 
  them together in a way that they never were on their 
  homeworld. A W’uthur adventurer might have any number 
  of reasons for exploring space, but the most common 
  reason in their twin hearts is the hope to find a new place 
  where they feel like they truly belong.
  W’uther Names
  W’uthur have a wide variety of names, as they had 
  numerous cultures on their world before taking to the stars. 
  However, unless the W’uthur has purposefully chosen a 
  name that is not culturally from their people, it is apparent 
  that the apostrophe has a large place in their naming 
  conventions.
  Sample Names: Ta’oth, R’an, Ond’o, Klor’ra, Hes’ur, 
  B’ula, Val’ii
  W’uther Traits
   
  Ability Score Bonuses: Your 
  Constitution, Intelligence, and Wisdom 
  scores each increase by 1.
   
  Size: W’uthur range in size from 3 
  and 4 feet in height and weigh between 
  200 and 400 pounds. You are a small 
  creature.
   
  Age: The W’uther people reach 
  adulthood in their 20s and can live 
  upward of 200 years.
   
  Speed: Your base walking speed is 
  25 feet.
   
  Languages: You know Galactic and 
  Vresnish.
   
  Culture of Technology: You have grown up 
  surrounded by technology and the trial and error of 
  childhood has given you a talent for dealing with it in 
  adulthood. Choose Computers or Mechanics. You are 
  proficient in that skill.
   
  Dermal Plating: You gain a +1 bonus to your armor 
  class.
   
  Extendable Eye: Your eye has two states, extended 
  and retracted. While retracted, your vision is normal. While 
  extended, your eye is on a two foot long tentacle stalk that 
  can turn or move a full 360 degrees.
   
  While extended, you have advantage on Intelligence 
  (Investigation) checks to visually inspect small detailed 
  things like the insides of computers or compact script.
   
  You also have the ability to see in the infrared 
  spectrum, out to a range of 30 feet. Lastly, while extended 
  you have advantage on Wisdom (Perception) checks based 
  on vision.
   
  Extending or retracting your eye is a bonus action. If 
  you are struck by a critical hit while your eye is extended it 
  immediately retracts and is unable to extend until you have 
  completed a long rest. You are not able to have cyber eyes.
   
  Resilient Vision: You cannot be blinded by 
  nonmagical means.
  Neutral Parties
  Unlike the nomadically cultured 
  Saguarins, the W’uther tend to settle 
  down in places that appeal to them 
  individually. They never settled another 
  homeworld, nor did they cluster together 
  under one banner in space. Their 
  contributions to society can be felt 
  in many different places and they can 
  be found among the officials of every 
  government, from the Galactic Coalition 
  to the KGC to the Novus Federation. This 
  lack of a homeworld governance often 
  works in their favor, as they are viewed 
  as a neutral party in almost any area of 
  the Nacora Galaxy, barring those heavily 
  controlled by the Luos Aven Empire of the 
  Luonn Tua.
  
  90
  Chapter Three: Classes
  5
  th Edition has twelve standard classes 
  available for play, each with a number of 
  archetypal options. This guide provides five 
  brand-new class options created for a science fiction, and 
  New Classes
  Description
  Hit Die
  Primary Ability
  Marshal
  A martial warrior specializing in tactical maneuvers and 
  teamwork.
  d8
  Strength or Dexterity
  Oracle
  A mystic spellcaster that draws their powers from a 
  mysterious curse.
  d8
  Wisdom
  Psion
  A psychic warrior that uses cerebral implants to cast 
  psionic magic.
  d10
  Strength or Dexterity, and 
  Intelligence
  Roboticist
  A scrappy inventor that has a robot companion to fight 
  alongside.
  d6/d8
  Wisdom
  Scientist
  A technological expert that uses a Dark Matter Core to 
  cast carefully researched magic.
  d6
  Intelligence
  Augmented Classes
  Description
  Hit Die
  Primary Ability
  Adept
  A disciplined martial artist that can channel psychic 
  power innately.
  d8
  Dexterity and Wisdom
  Vanguard
  A sturdy warrior that uses nanomachines to enhance 
  their battle skills.
  d12
  Strength
  New Archetypes
  Description
  Hit Die
  Primary Ability
  Bard
  An innate spellcaster that uses practiced methods to 
  draw on the potential magic anyone is capable of.
  d8
  Charisma
  Fighter
  A versatile warrior that has many combat skills and 
  specializations.
  d10
  Strength or Dexterity
  Paladin
  A divine warrior that draws magical power through a 
  binding oath with an unknowable force.
  d10
  Strength and Charisma
  Rogue
  A cunning warrior that uses opportunistic fighting and 
  stealth to make deadly attacks at their foes.
  d8
  Dexterity
  Sorcerer
  A spellcaster whose power comes from their bloodline 
  or DNA that allows them to affect dark matter energy 
  directly.
  d6
  Charisma
  specifically an outer space, setting. In addition to these 
  new classes, there are two augmented classes and five 
  sets of new archetypes for play with existing classes.
  Classes
  
  91
  New Classes
  The following classes are entirely new to 5th edition play. 
  Some of them translate well to fantasy games, but all of 
  them are built with the mechanics and science fiction 
  fantasy style of Spaceships and Starywyrms in mind.
  Marshal
  A Hanadarian in a sparkling blue cloak gestures to her allies 
  in a space station hangar. Her insightful commands spur 
  her team to action against the encroaching sentinel robots.
   
  An Eezonite shouts a warning to the comrade at their 
  side, calling out the incoming plasma grenade before it 
  explodes.
   
  Levelling a greatsword at the oncoming enemy, a 
  wizened W’uther addresses the soldiers at his flank with 
  inspiring words to bolster their morale and fill them with 
  strength.
   
  Marshals are warriors who have trained in the arts 
  of strategy and battle. Their strength lies not in the fight 
  itself, but rather in bringing out the best in those who fight 
  at their side. Some inspire valor from the front of the field, 
  others protect all those around them, and some move with 
  tactical efficiency.
  Selfless Strategists
  A marshal has many abilities that improve the combat 
  capabilities of their allies but few abilities that affect 
  themselves. In many cases, they give up their own actions 
  purely for another person’s success. They are a warrior who 
  views the bigger picture and rarely seeks personal glory. 
  They have abilities that grant allies additional movement, 
  attacks, and protect them from harm.
   
  Marshals utilize a special set of skills and knowledge, 
  represented by a pool of dice called tactics dice, which 
  they use to actively seek the advantage for their side in a 
  conflict. They have a bevy of skills and unique abilities that 
  create opportunity at every level of combat. The difference 
  between loss and victory often boils down to the presence of 
  a marshal among a fighting force.
  Creating a Marshal
  When creating a marshal, consider the training your 
  character received and how they came to learn the art of 
  strategy. Unlike other combat-focused classes, the marshal 
  emphasizes ingenuity and a deep understanding of the field 
  of battle and those who inhabit it. Such knowledge rarely 
  comes without years of study and practice. While a marshal 
  doesn’t have a specific focus on Intelligence or Charisma 
  in regard to their abilities, it may behoove you to boost the 
  score that best reflects your marshal’s particular style of 
  influence.
  Quick Build
  You can make a marshal quickly by following these 
  suggestions. First, Dexterity or Strength should be your 
  highest ability score, followed by Intelligence or Charisma, 
  and then Constitution. Second, choose the soldier 
  background. Third, choose skills that use your best ability 
  scores and select the following starting equipment: a 
  plasma pistol, a plasma rifle, a longsword, an energy shield, 
  a carbon fiber vacsuit, and a personal energy barrier mark I.
  Classes
  “Sometimes you gotta play 
  the hero. As for me, it’s my 
  natural born state.”
   — Captain Malik Taggarov,
  Kygad Marshal
  
  92
  Class Features
  The marshal is a new class created for Spaceships and 
  Starwyrms, but most, if not all, of the mechanics associated 
  with the class will work in standard 5th edition games. As a 
  marshal, you gain the following class features.
  Hit Points
  Hit Dice: 1d8 per marshal level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per marshal level after 1st
  Proficiencies
  Armor: All armor and shields
  Weapons: All weapons
  Tools: None
  Saving Throws: Strength, Wisdom
  Skills: Choose three from Acrobatics, Athletics, 
  Computers, Deception, History, Insight, Intimidation, 
  Investigation, Mechanics, Medicine, Perception, 
  Persuasion, Piloting, and Survival
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  A weapon costing 1000 cc or less.
  • 
  A simple weapon costing 500 cc or less, or a shield.
  • 
  A suit of armor costing 2000 cc or less.
  • 
  A credstick with 2000 cc.
  Fighting Style
  You adopt a particular style of fighting as your specialty. 
  Choose a fighting style from the list of optional features. 
  You can’t take the same Fighting Style option more than 
  once, even if you get to choose again.
   
  Marksmanship (Archery): You gain a +2 bonus to 
  attack rolls you make with Ranged Weapons.
   
  Dueling: When you are wielding a melee weapon in 
  one hand and no other weapons, you gain a +2 bonus to 
  damage rolls with that weapon.
   
  Great Weapon Fighting: When you roll a 1 or 2 on 
  a damage die for an attack you make with a melee weapon 
  that you are wielding with two hands, you can reroll the 
  die and must use the new roll, even if the new roll is a 1 or 
  a 2. The weapon must have the Two-Handed or Versatile 
  property for you to gain this benefit.
   
  Heavy Gunner: When you roll a 1 or 2 on a damage 
  die for an attack you make with a ranged weapon with the 
  Two-Handed property that you are holding with two hands, 
  or a spaceship weapon, you can reroll the die and must use 
  the new roll, even if the new roll is a 1 or a 2.
   
  Protection: When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the Attack roll. 
  You must be wielding a shield.
  Strategic Action
  Your skill at assisting allies and helping people move 
  quickly across the battlefield has improved to new heights. 
  You can use the Help Action as a bonus action instead of 
  an action on your turn. You also gain the ability to use your 
  bonus action to allow a willing friendly creature who can 
  see or hear you to use the Dash action using its reaction.
  Level Proficiency 
  Bonus
  Features
  1
  +2
  Fighting Style, Strategic Action
  2
  +2
  Tactician’s Prowess
  3
  +2
  Path of Affinity
  4
  +2
  Ability Score Improvement
  5
  +3
  Extra Attack
  6
  +3
  Teamwork Maneuver
  7
  +3
  Warding Cry
  8
  +3
  Ability Score Improvement
  9
  +4
  Path Feature
  10
  +4
  Tactical Recovery
  11
  +4
  Mantle of Alliance
  12
  +4
  Ability Score Improvement
  13
  +5
  Path Feature
  14
  +5
  Greater Teamwork Maneuver
  15
  +5
  Greater Strategic Action
  16
  +5
  Ability Score Improvement
  17
  +6
  Marshal Feature Improvement
  18
  +6
  Path Feature Improvement
  19
  +6
  Ability Score Improvement
  20
  +6
  Master Plan
  The Marshal
  Classes
  
  93
  Tactician’s Prowess
  At 2nd level, you gain a pool of special dice called tactics 
  dice. You have four tactics dice, which are d6’s, and you 
  recover any that you expend upon completing a long rest. 
  Many of your marshal class features will require you to 
  expend a tactics die. At 2nd level, you start with three ways 
  you can utilize your tactics dice: Defender’s Stance, Guided 
  Strike, and Push to Action.
   
  You gain an additional tactics die at 8th level and one 
  more at 16th level for a maximum of six tactics dice (this 
  counts only Marshal levels, not levels in other classes). Your 
  tactics dice change when you reach certain levels in this 
  class. The die becomes a d8 at 5th level, a d10 at 10th level, 
  and a d12 at 15th level. Beginning at 4th level, you regain all 
  your tactics dice when you complete a short or long rest.
   
  Defender’s Stance: As a bonus action, you can 
  expend a tactics die to take a stance against a creature 
  within 5 feet of you. Roll your die. Until your next turn, as 
  long as the creature remains within 5 feet of you, any time 
  it makes an attack roll against a creature other than you, 
  it subtracts an amount equal to what you rolled with your 
  tactics die.
   
  Guided Strike: When you take the Attack action 
  on your turn, you can forgo one of your attacks and use 
  a bonus action to direct an ally to attack instead. Choose 
  a willing friendly creature who can see or hear you and 
  expend one tactics die. That creature can use its reaction to 
  make one weapon attack, cast one cantrip, gadget, or knack 
  that requires only one attack roll, or make a single Hack 
  action, adding the tactics die to any damage roll made as 
  part of that attack, cantrip, gadget, or action.
   
  Push to Action: When you roll initiative, you can 
  expend one tactics die and choose a number of willing 
  friendly creatures up to your Intelligence or Charisma 
  modifier (whichever is better) who can see or hear you, 
  including yourself. Roll your tactics die and add the result 
  to your initiative and the initiative of each creature you 
  chose.
  Path of Affinity
  When you reach 3rd level, you further specialize your 
  leadership abilities, choosing to master the art of the 
  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
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Teamwork Maneuver
  When you reach 6th level, you may choose one of the 
  following teamwork maneuvers and add it to your 
  repertoire of abilities. Some of these utilize tactics dice 
  while others do not.
   
  Flanking Tactics: Whenever you expend a tactics 
  die on your turn, other friendly creatures attacking a 
  creature within 5 feet of you do so with advantage until the 
  beginning of your next turn.
   
  Marshal’s Gambit: You can expend a tactics 
  die when you hit a creature, rolling the die and adding 
  the result to your damage. If you do, that creature has 
  advantage on attacks against you and disadvantage on 
  attacks against other creatures until your next turn, or 
  until it deals damage to you. If it makes an attack roll 
  against you, a number of willing friendly creatures that 
  can see or hear you up to your Intelligence or Charisma 
  modifier (whichever is better) can make a single weapon 
  attack against that creature using their reaction. They must 
  be able to hit the creature without moving and must be 
  holding a weapon they can use to make the attack.
   
  Opening Volley: In the first round of a combat, 
  when you deal damage with a ranged attack against a 
  creature, spaceship, or vehicle that hasn’t acted yet, you 
  can expend a tactics die. Roll the die and add the result to 
  the total damage of your attack. Until the beginning of your 
  Classes
  forward assault, the defensive formation, or the inspiring 
  voice. Select the Path of the Commander, Path of the 
  Guardian or Path of the Herald. You gain a new path 
  feature when you choose your path at 3rd level and then 
  again at 7th, 13th level, and 18th level.
  
  94
  next turn, whenever you or another friendly creature who 
  can see or hear you attacks that creature, it does so with 
  advantage.
  Warding Cry
  Beginning at 9th level, when a willing friendly creature who 
  can see or hear you is hit by an attack that you can see, you 
  can use your reaction to call out to them and halve that 
  attack’s damage against them.
  Tactical Recovery
  At 10th level, when you roll initiative and have no tactics 
  dice remaining, you regain 1 tactics die. Beginning at 17th 
  level, you regain 2 dice instead of 1.
  Mantle of Alliance
  Beginning at 11th level, the very presence of your allies is 
  enough to empower your strikes. Once per round when you 
  deal damage to a creature, you can choose to deal 1d6 extra 
  damage plus an additional 1d6 for each friendly creature 
  within 10 feet of you. Additional damage dealt is the same 
  type of damage as the original source of the damage.
   
  At 17th level, this ability counts all friendly creatures 
  within 30 feet of you.
  Greater Teamwork Maneuver
  At 14th level, choose one of the following teamwork 
  maneuvers and add it to your repertoire of abilities. Some 
  of these utilize tactics dice while others do not.
   
  Coordinated Assault: As an action, you may expend 
  a tactics die. When you do, you and up to three other 
  willing friendly creatures that can see or hear you can each 
  make a single attack against a single creature, spaceship, 
  vehicle, or object. Roll your tactics die and add the resulting 
  number to the attack roll of one of the attacking creatures 
  of your choice. This does not require those creatures to use 
  a reaction.
   
  Seize Advantage: When you or a friendly creature 
  strikes a critical hit against a creature, spaceship, vehicle, 
  or object, you or another willing friendly creature of your 
  choice within 60 feet that can see or hear you can spend 
  their reaction to make an attack against the creature that 
  was critically struck, assuming they can make a legal attack.
   
  Wall of Defense: When you and one or more other 
  willing friendly creatures that can see or hear you are 
  within 5 feet of each other, each of you gains the following 
  benefits:
  • 
  Creatures provoke opportunity attacks from you, even 
  if they take the Disengage action before leaving your 
  reach
  • 
  When a creature within 5 feet of you makes an attack 
  against a target other than you, you can use your 
  reaction to make a melee attack against the attacking 
  creature.
  Greater Strategic Action
  Beginning at 15th level, you can expend a tactics die as 
  a bonus action and choose one willing friendly creature 
  within 60 feet of you that can see or hear you. That creature 
  can use their reaction to take a single action. If they make 
  an ability check or attack roll with their action, roll your 
  tactics die and add the value you roll to their check or roll. 
  Once you use a tactics die for this feature you can’t do so 
  again until you complete a short or long rest.
  Master Plan
  You have become a paragon of leadership. At 20th level, 
  when you roll initiative, you can choose a number of willing 
  friendly creatures who can see or hear you up to your 
  Intelligence or Charisma modifier, whichever is better. You 
  and each of those creatures take a turn both at their normal 
  initiative order and again at the end of the first round of 
  combat. Once you use this ability, you must complete a long 
  rest before it can be utilized again.
  Classes
  Paths of Affinity
  Marshals are often leaders and teachers, but first and 
  foremost they are allies and helpers. They specialize in 
  strategizing and synergizing with their allies. How they do 
  battle and in what ways they can help their fellows defines 
  the path of affinity they choose to pursue. This guide 
  contains three paths to choose from: the Commander, the 
  Guardian, and the Herald.
  
  95
  Path of the Guardian
  If you prefer to do battle at the front, carving a path for 
  your allies to follow, then the Path of the Commander is 
  ideal for you.
   
  Break Defense
  When you choose this path at 3rd level, you can expend a 
  tactics die and roll it when you hit a creature with a weapon 
  attack. The creature struck this way has its AC lowered by 
  the resulting roll until the beginning of your next turn.
  Tactical Survivalist
  Also at 3rd level, difficult terrain never slows your group’s 
  long distance travel, whether you are on foot or traveling 
  via spaceship, and while moving through any terrain, you 
  and up to six other creatures of your choice (or up to six 
  spaceships) can move stealthily while still moving at full 
  speed.
   
  In addition, as long as you’re involved in setting up a 
  camp, building a fortification, or overseeing repairs it can 
  be accomplished in half the normal required time.
   
  Coordinated March
  At 7th level, at the beginning of each round you and up to 
  six other willing friendly creatures that can see or hear you 
  of your choice have their base walking speed increased by 
  10 feet. This movement boost increases to 20 feet at 18th 
  level.
   
  Furious Blitz
  Beginning at 13th level, you can expend a tactics die as a 
  bonus action. If you do, until the beginning of your next 
  turn, you and each willing friendly creature within 120 
  feet that can see or hear you have their critical strike range 
  increased by 1 (if they normally make a critical hit on a roll 
  of a natural 20, it becomes a range of 19-20. If it is already 
  19-20 it becomes 18-20, and so on). Additionally, on the 
  first successful hit made by each creature affected by this 
  ability before the beginning of your next turn, the attacking 
  creature rolls your tactics die and adds the result to their 
  damage dealt.
  Classes
  If you wish to stand alongside your allies, staunchly 
  defending them from harm, the Path of the Guardian is 
  your path of choice.
   
  Battlefield Surveyor
  You specialize in seeing each ally and directing them 
  around the battlefield with expert ease. When you choose 
  this path at 3rd level, whenever a willing friendly creature 
  you can see within 60 feet that can see or hear you moves, 
  they are considered to be disengaging for the purposes of 
  opportunity attacks.
   
  Sentinel’s Challenge
  Also at 3rd level, when you hit a creature within 5 feet of 
  you with an attack, you can expend a tactics die. Roll the 
  die and add it to your total damage dealt. Until your next 
  turn, all of the creature’s nonflying movement speeds are 
  reduced to 0, it cannot make attacks of opportunity, and the 
  creature has disadvantage on all attack rolls made against 
  creatures other than you. If you cease to be within 5 feet of 
  the creature during this time, this effect ends early.
  Guardian’s Presence
  At 7th level, you and all willing friendly creatures within 10 
  feet of you that can see or hear you gain a +2 bonus to their 
  respective AC’s. When you reach 18th level, the range of 
  this ability increases to 30 feet.
   
  Absolute Intervention
  Beginning at 13th level, if an attack would bring a friendly 
  creature to 0 or less hit points, you can expend two tactics 
  dice as a reaction to move up to your move speed and 
  make a single attack against the attacking creature. You 
  roll and add the first tactics die to that attack roll and the 
  second tactics die to the damage roll. If you hit the attacker 
  successfully, the defending friendly creature is reduced 
  to 1 hit point and may use their reaction to move up to 
  their move speed while disengaging. All of the attacking 
  creature’s non-flying movement speeds are also reduced to 
  0 until the end of its turn.
  Path of the Commander
  
  96
  If you wish to surround yourself with allies and inspire 
  them with vigor and words, then the Path of the Herald 
  is apt for you. You will be the pillar of support, bandaging 
  allies’ wounds and pride all at once.
   
  Rallying Roar
  When you choose this path at 3rd level, you can expend a 
  tactics die as a bonus action to call out revitalizing words 
  that bring forth new resolve in any number of friendly 
  creatures that can hear you. Roll your tactics die. You have 
  a pool of temporary hit points equal to the result + your 
  Intelligence or Charisma modifier (whichever is better) + 
  your Marshal level to distribute as you choose between any 
  number of those creatures. You must grant at least 5 hit 
  points to each creature you grant temporary hit points to.
  Rearguard Expertise
  Also at 3rd level, you observe from the back and are 
  always ready to spring to action. You always act in the 
  Classes
  Under the base rules for the marshal, it is assumed 
  that the player chooses Intelligence or Charisma to 
  act as their primary mental ability score for use with 
  the marshal’s class features. The reason this choice 
  is given instead of a single ability score laid out 
  is because there are so many ways that a person with 
  the marshal’s skill might interact with their allies. 
  Deciding between them is often as simple as deciding 
  how your marshal inspires or acts. A marshal that uses 
  logic and precise actions is likely to use Intelligence 
  while a marshal that goes with their gut instincts and 
  rallies their friends to greater heights is certainly 
  going to use Charisma instead. There’s even room 
  for a marshal that utilizes Wisdom as their primary 
  mental ability score in the form of an older character 
  using their experience to direct their allies. Wisdom 
  isn’t included in the primary marshal entry, but it 
  is balanced with the other two ability scores and it 
  should be up to the player if they want to use Wisdom 
  instead of either of the two listed, ideally discussed 
  with their GM first.
  Intelligence, Wisdom, or Charisma, Oh My!
  surprise round if there is one and you can choose one 
  willing friendly creature that can see or hear you to act in 
  the surprise round with you. This choice is made at the 
  beginning of the round when initiative is rolled.
  Combat Medic
  At 7th level, when you or another willing friendly creature 
  regains hit points using their hit dice, you or that creature 
  treat all rolls of less than 3 to be 3. 
   
  In addition, you can use the Help action whenever 
  a creature is going to regain hit points. If you do, that 
  creature treats all rolls of less than 3 to be 3.
   
  At 18th level, this ability is modified such that all rolls 
  of less than 6 are considered to be 6’s.
   
  Resurgent Cry
  Beginning at 13th level, you can expend a tactics die as a 
  reaction when another creature fails a saving throw. If you 
  do, roll your tactics die and add the result to that creature’s 
  total roll.
  Path of the Herald
  
  97
  Oracle
  A Luonn Tua’s eyes glaze over, their mind days in the past, 
  viewing what has already been. Their gaunt hands shake 
  while they maintain the magic.
   
  Limping, a Brahvaasch man crosses a battlefield. 
  He slices his own arm as he reaches out for his foes, 
  and blood and dark matter energy flow from the wound 
  simultaneously.
   
  As a dying man breathes his last, a blind Maeshar 
  catches the ebb of his life force and transfers it to one who 
  may yet be saved.
   
  A young Saguarin with ancient wisdom in her eyes fixes 
  her gaze on a clifftop. With the wave of a hand, she steps 
  forward and appears there.
   
  A Proxy hefts a battleaxe against their foes, striking 
  once, twice, and casting a blazing fireball at them, all 
  without a word.
   
  Oracles study a variety of mysteries that grant them 
  magical talents. They delve deeper into the unknown than 
  the average magic user in the Nacora Galaxy, and their 
  powers - and the costs of such power - are particularly 
  unexplainable.
  Delving into Mystery
  Oracles seek knowledge about one of the mysteries of 
  existence and the universe itself. This research grants them 
  untold power as they continue to explore the particular 
  enigma that plagues them. The mysteries an oracle might 
  explore are the very cornerstones of the world: the inner 
  workings of time, the secrets inherent to blood, the cycle 
  of life and death, the fickle nature of conflict, and the 
  multitude of dimensions that encompass reality.
  Cursed by the Divine
  At the core of an oracle’s mysterious power is a curse 
  bestowed upon them by the unknowable divinity of the 
  universe. Curses vary in severity, but every oracle learns 
  to live with their curse and eventually use it to their 
  advantage.
   
  If an oracle’s curse should ever come to an end, so too 
  would their mysterious power. Unlike a typical magically-
  inflicted curse, an oracle’s curse cannot be removed or 
  alleviated by any mortal means.
  Creating an Oracle
  The two most important questions to ask yourself when 
  you create an oracle are ‘what is my curse?’ and ‘when did it 
  come upon me?’.  An oracle’s curse is often related to their 
  mystery, and establishing the intricacies of both will help 
  develop your character. Depending on the intensity of a 
  curse, an oracle may be a drastically different person than 
  they were before they gained their powers.
   
  Online tutorials and occult academies exist throughout 
  the galaxy and may have helped your character develop 
  their knowledge and powers, but trial and error is its own 
  learning experience. Every magic user has a different path 
  to their talents. Exploring how your character discovered 
  magic can help you understand them better as a person.
  Classes
  “Moving slower’s a small 
  price to pay when you can 
  make time wait for you.”
   — Zandry Sarvis,
  Piranthi Oracle
  
  98
  Level Proficiency 
  Bonus
  Features
  Cantrips 
  Known
  Spells 
  Known
  — Spell Slots per Spell Level —
    1st   2nd  3rd  4th   5th   6th  7th   8th  9th
  1st
  +2
  Curse, Mystery, Spellcasting
  4
  2
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2nd
  +2
  Cosmic Insight, Cosmic Meditation
  4
  3
  3
  -
  -
  -
  -
  -
  -
  -
  -
  3rd
  +2
  Revelation
  4
  4
  4
  2
  -
  -
  -
  -
  -
  -
  -
  4th
  +2
  Ability Score Improvement
  4
  5
  4
  3
  -
  -
  -
  -
  -
  -
  -
  5th
  +3
  Curse Advancement
  4
  6
  4
  3
  2
  -
  -
  -
  -
  -
  -
  6th
  +3
  Revelation
  4
  7
  4
  3
  3
  -
  -
  -
  -
  -
  -
  7th
  +3
  —
  4
  8
  4
  3
  3
  1
  -
  -
  -
  -
  -
  8th
  +3
  Ability Score Improvement
  4
  9
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9th
  +4
  —
  5
  10
  4
  3
  3
  3
  1
  -
  -
  -
  -
  10th
  +4
  Revelation
  5
  11
  4
  3
  3
  3
  2
  -
  -
  -
  -
  11th
  +4
  Curse Advancement
  5
  12
  4
  3
  3
  3
  2
  1
  -
  -
  -
  12th
  +4
  Ability Score Improvement
  5
  12
  4
  3
  3
  3
  2
  1
  -
  -
  -
  13th
  +5
  -
  5
  13
  4
  3
  3
  3
  2
  1
  1
  -
  -
  14th
  +5
  Revelation
  5
  13
  4
  3
  3
  3
  2
  1
  1
  -
  -
  15th
  +5
  Curse Advancement
  6
  14
  4
  3
  3
  3
  2
  1
  1
  1
  -
  16th
  +5
  Ability Score Improvement
  6
  14
  4
  3
  3
  3
  2
  1
  1
  1
  -
  17th
  +6
  -
  6
  15
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18th
  +6
  Revelation
  6
  15
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19th
  +6
  Ability Score Improvement
  6
  15
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20th
  +6
  The Unveiling
  6
  15
  4
  3
  3
  3
  3
  2
  2
  1
  1
  The Oracle
  Quick Build
  You can make an oracle quickly by following these 
  suggestions. First, Wisdom should by your highest ability 
  score, followed by Constitution. Second, choose the 
  occultist background. Third, choose skills that use your best 
  ability scores and select the following starting equipment: 
  a plasma pistol, an energy shield, a carbon fiber vacsuit, 
  a holy symbol, and a personal energy barrier mark I. 
  Finally, choose the chill touch, guidance, sacred flame, and 
  thaumaturgy cantrips, as well as the 1st level spells bane 
  and cure wounds.
  Class Features
  The oracle is a class that can fit in a classical fantasy setting 
  as well as a science fiction fantasy setting such as this one. 
  If you plan to use the oracle in a standard 5th edition game, 
  or decide to include the cleric as a playable class in S&S 
  games, we encourage you to change the spellcasting ability 
  score of the oracle from Wisdom to Charisma in order to 
  minimize overlap with the cleric. As an oracle you gain the 
  following features.
  Hit Points
  Hit Dice: 1d8 per oracle level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per oracle level after 1st
   
  Proficiencies
  Armor: Light armor, medium armor, and shields
  Weapons: Simple weapons, automatic pistols, battleaxes, 
  glaives, heavy pistols, longswords, plasma blasters, 
  shortswords, and warhammers
  Tools: None
  Saving Throws: Wisdom, Charisma
  Skills: Choose two from Arcana, Athletics, Deception, 
  Etiquette, History, Insight, Investigation, Mechanics, 
  Persuasion, Science, and Survival
  Classes
  
  99
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  A simple weapon costing 1000 cc or less.
  • 
  A simple weapon costing 500 cc or less, or a shield.
  • 
  A suit of armor costing 1500 cc or less.
  • 
  An arcane focus.
  • 
  A credstick with 1000 cc.
   
  At the core of your mystery and its power is a curse that is 
  unshakable. Wherever these curses originate, be it from 
  some divine force, your own hubris, or the unknowable 
  beyond, they bring with them both banes and boons. With 
  effort and time you can overcome the drawbacks of your 
  curse. At 1st level, you choose a curse from those listed in 
  this entry. At 5th, 11th, and 15th level you gain additional 
  boons from your curse.
   
  Absent Minded: Your curse has damaged your mind 
  and your memory isn’t what it once was. Your thoughts 
  wander and you often forget things. You automatically fail 
  all memory checks that aren’t related to your mystery. Your 
  inability to recall details means that you have disadvantage 
  on all Intelligence ability checks except Intelligence 
  (Investigation) checks, checks made that are connected to 
  your mystery, and checks made as part of the Hack action. 
  However, you gain advantage on all saving throws against 
  enchantment magic, illusion magic, and similar effects.
   
  At 5th level, your empty mind leads you to be 
  more observant. You gain advantage on Intelligence 
  (Investigation) checks.
   
  At 11th level, your mind is like a maze to foes who 
  attempt to attack it. You gain immunity to psychic damage.
   
  At 15th level, your thoughts race so quickly that no one 
  can attempt to ensnare you, regardless of the source. You 
  are immune to the charmed condition.
   
  Ancient: Your curse aged you, years gone in the blink 
  of an eye. You are physically elderly for your species, but 
  you will still live your expected lifespan without additional 
  aging.
   
  Your three physical ability scores decrease by 2 and 
  Curse
  Classes
  cannot be increased above 18. Mysteriously, with your 
  newfound aged form comes insight yet unrealized. Your 
  Wisdom score increases by 1 and you may select two 
  Wisdom skills in which you gain proficiency. In addition, 
  you gain proficiency in Intelligence saving throws and 
  one Intelligence or Charisma skill of your choice. You are 
  immune to magical aging.
   
  At 5th level, your Charisma score increases by 1. In 
  addition, the maximum for your mental ability scores 
  increases to 22.
   
  At 11th level, your Intelligence score increases by 1 
  and you have advantage on all Intelligence, Wisdom, and 
  Charisma saving throws.
   
  At 15th level, all three of your mental ability scores 
  increase by 1.
   
  Clouded Vision: Your curse injured your eyes. You 
  are unable to see beyond 30 feet in front of you in any 
  direction. This cannot be corrected or cured by any effect 
  or equipment. However, within this range you have perfect 
  darkvision, meaning you can see in dim light and darkness 
  as if it were bright light with color and magical darkness as 
  if it were dim light in shades of gray.
   
  At 5th level, with long hours of training your eyes, you 
  have increased the radius of your sight to 60 feet.
   
  At 11th level, you have the ability to sense life in your 
  vicinity. You gain blindsight in a 30 foot radius around 
  yourself
   
  At 15th level, your blindsight radius increases to 60 
  feet.
   
  Deafened: Your curse has permanently deafened 
  you. You suffer from the deafened condition and nothing 
  can cure it (including cyber ears). However, you can read 
  lips and can still speak and understand any languages you 
  know. Universal translators will translate your speech, but 
  because they transmit to an auditory part of the brain you 
  cannot use the universal translator to understand other 
  creatures. You gain one type of non-verbal sign language 
  from the list in Chapter Four, and you no longer require 
  verbal components to cast your spells. You are also immune 
  to thunder damage and any effect that requires hearing.
   
  At 5th level, your vision has become sharper than ever. 
  
  100
  You have advantage on any Intelligence (Investigation) 
  check or Wisdom (Perception) check based on sight.
   
  At 11th level, you have learned to feel the vibrations in 
  the earth. You gain tremorsense in a 30 foot radius around 
  you. Tremorsense allows you to know where any object or 
  creature is, whether or not you can see them, as long as they 
  are touching an object or ground that you are touching. The 
  creature or object must be in range.
   
  At 15th level, your tremorsense increases out to 60 feet.
   
  Forever Young: Your curse has reverted your body to 
  its youthful form. You appear to be a child of your species 
  physically, but although you will never age, your lifespan 
  remains the same. Your Strength score decreases by 2 
  and your Dexterity score increases by 1. The maximums 
  for those two scores are now 18 and 22, respectively. You 
  are immune to magical aging and are considered a small 
  creature. Due to your size you take a -5 penalty to your 
  movement speed. You do, however, have proficiency on 
  your Acrobatics and Stealth checks. Species that are born as 
  adult creatures such as Brahvaasch, Eezonites, and Proxy 
  cannot choose this curse.
   
  At 5th level, you have grown accustomed to your 
  younger reflexes. You have proficiency in Dexterity saving 
  throws.
   
  At 11th level, your growing body heals much faster than 
  an adult’s. When you expend hit dice to heal yourself during 
  a short rest, you always heal the maximum amount for each 
  expended die.
   
  At 15th level, your nimble body is moving at its full 
  potential. You increase your Dexterity score by 1.
   
  Forgotten: Your curse has rendered you 
  unremarkable and easily overlooked. Others find it difficult 
  to keep their memories and perceptions of you clear until 
  they’ve spent a great deal of time with you. You have 
  disadvantage on all Charisma ability checks, but you are 
  proficient in Stealth checks and the disguise kit as you use 
  your plainness to your advantage.
   
  At 5th level, when combat begins, you may focus on 
  your aura to make all creatures forget you are there. This 
  uses your reaction for the first round and is done as part 
  of rolling initiative. It cannot be done in a surprise round 
  Classes
  unless you are acting in it. Until the end of the first round 
  of that combat, all creatures cannot target you with any 
  attacks, spells, or abilities (areas of effect and auras still 
  affect you, but their targeted zones shouldn’t be adjusted 
  to include you as the creature does not know you’re 
  there). Once used, you can’t use this ability again until you 
  complete a short rest.
   
  At 11th level, you are under the effects of nondetection, 
  as the spell, at all times.
   
  At 15th level, your ability to be ignored in the first 
  round of combat can be used at will without the need for a 
  short rest between uses.
   
  Haunted: You’re marked in a way that attracts the 
  spirits of the dead. These spirits constantly reach out and 
  try to affect things around them in order to feel alive. It 
  takes you a bonus action instead of interacting with an 
  object to withdraw something from your person, interact 
  with an item, or pick up anything. Any time you drop 
  an object, it lands 10 feet away from you in a random 
  direction, and if you stand close to loose objects they may 
  be overturned or knocked down. However, by drawing on 
  these spirits you can utilize spells you might not otherwise 
  have access to. At 1st level, you add mage hand and minor 
  illusion to the list of cantrips you know and silent image 
  to your spells known. Spells obtained from this curse do 
  not count toward your limit of spells known and cannot be 
  exchanged for other spells known.
   
  At 5th level, you have learned to utilize the spirits 
  further. You add levitate and invisibility to your spells 
  known.
   
  At 11th level, your spirits can manifest their strength 
  even further. You add telekinesis and major image to your 
  spells known.
             
  At 15th level, your spirits’ effect on the world is 
  potent. You add reverse gravity and phantasmal killer to 
  your spells known.
   
  Lamed: Your curse has wracked your body with such 
  trauma that you are permanently lamed. You walk with a 
  limp and other forms of movement are equally difficult. 
  Nothing can repair this limb, including replacing it with 
  cyberware. Subtract 10 feet from any move speed you have 
  
  101
  or would gain. However, you have grown used to hard labor 
  due to your tribulations. You are proficient with heavy 
  armor, and you act as though you have one less level of 
  exhaustion than you actually have.
   
  At 5th level, your high threshold for pain manifests as 
  proficiency in Constitution saving throws.
   
  At 11th level, you act as though you have two less levels 
  of exhaustion than you actually have.
   
  At 15th level, you ignore all difficult terrain, as you have 
  learned how to measure your steps regardless of what is 
  beneath your feet.
   
  Mute: Your curse has rendered you permanently 
  mute. You can no longer verbally communicate and 
  cannot recover your speech even through technological 
  means. You know one form of nonverbal language from 
  the list in Chapter Four. In addition, you require no verbal 
  components to cast your spells.
   
  At 5th level, your hearing has become sharper 
  than ever. You have advantage on any Intelligence 
  (Investigation) check or Wisdom (Perception) check based 
  on sound.
   
  At 11th level, due to your intense awareness of your 
  surroundings and observant nature, you gain a permanent 
  +2 bonus to your armor class and your Strength and 
  Dexterity saving throws.
   
  At 15th level, you can no longer be surprised. You 
  always act in the surprise round and you gain a +2 to your 
  initiative checks.
   
  Verity: Your curse has affected your mind or body in 
  such a way that it is impossible for you to tell a lie. Your 
  curse may manifest as an obvious tell, a physical inability 
  to speak falsehoods, or another such hindrance. Any time 
  you attempt a Charisma (Deception) check to tell a direct 
  lie, you automatically fail. If you are lying by omission or 
  not answering something that you know the answer to, you 
  have disadvantage on your Deception check. Regardless of 
  how well you rolled, the person you’re deceiving knows that 
  you’re holding something back. On the other hand, because 
  of your truthful nature, people find it very easy to trust you. 
  You are proficient in Persuasion checks and add twice your 
  proficiency modifier to it instead of just your proficiency 
  Mystery
  At 1st level, you choose the mystery whose answers you 
  seek. You will search to the ends of existence and stare 
  into the deepest darkness to understand the truth of 
  your mystery. Both your curse and magic come from this 
  mystery and its powers reflect on you.
            This choice will provide you with a revelation at 1st, 
  3rd, 6th, 10th, 14th, and 18th level and determine the 
  ability gained from the unveiling of your mystery at 20th 
  level. Five mysteries are listed at the end of the oracle entry. 
  They are Blood, Conflict, Dimensions, Life, and Time.
  Classes
  modifier.
   
  At 5th level, you gain the ability to spread the magic 
  inherent to your curse to others. You may cast zone of truth 
  at will without expending a spell slot.
   
  At 11th level, your curse begins to manifest in new 
  ways, rendering you resistant to the will of other people. 
  You become immune to the charmed condition.
   
  At 15th level, your curse has such a strong hold over 
  you that you become immune to possession and any effects 
  that dominate or dictate your actions.
   
  Wasting: Your curse afflicts your body with a non-
  lethal, incurable disease that causes pain and makes it 
  seem as though you are wasting away. Your Constitution 
  score decreases by 2 and has a maximum of 18. However, 
  the disease fights off other things that might threaten your 
  health. You are proficient in Constitution saving throws and 
  have advantage on them.
   
  At 5th level, your body’s ability to assimilate its disease 
  into its defenses buffers your ability to stop outside toxins. 
  You have resistance to poison damage and are immune to 
  the poisoned condition.
   
  At 11th level, your illness has spread, rendering you 
  immune to non-magical and magical diseases other than 
  your curse. You are also immune to the petrified condition.
   
  At 15th level, your body is so filled with the essence 
  of your ailment that you are rendered immune to the 
  paralyzed condition and poison damage.
  
  102
  Spellcasting
  Your arcane power derives from your curse and mystery. 
  It manifests in energy that is drawn from the cosmos. See 
  Chapter Eleven in this book for the oracle spell list.
   
  Cantrips
  At 1st level, you know four cantrips of your choice from the 
  oracle spell list. You learn additional oracle cantrips of your 
  choice at higher levels, as shown in the Cantrips Known 
  column of the oracle table.
  Spell Slots
  The oracle table shows how many spell slots you have to 
  cast your spells of 1st level and higher. To cast one of these 
  oracle spells, you must expend a slot of the spell’s level or 
  higher.
   
  You regain all expended spell slots when you finish a 
  long rest.
   
  For example, if you know the 1st-level spell cure 
  wounds and have a 1st-level and a 2nd-level spell slot 
  available, you can cast cure wounds using either slot.
  Spells Known of 1st level or Higher
  You know two 1st-level spells of your choice from the oracle 
  spell list. The Spells Known column of the oracle table 
  shows when you learn more oracle spells of your choice. 
  Each of these spells must be of a level for which you have 
  spell slots. For instance, when you reach 3rd level in this 
  class, you can learn one new spell of 1st or 2nd level.
   
  Additionally, when you gain a level in this class, you 
  can choose one of the oracle spells you know and replace 
  it with another spell from the oracle spell list, which also 
  must be of a level for which you have spell slots.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your oracle spells, 
  since the power of your magic relies on your measured 
  control of the essence of your curse and your understanding 
  of your mystery. You use your Wisdom whenever a spell 
  refers to your spellcasting ability. In addition, you use your 
  Wisdom modifier when setting the saving throw DC for an 
  oracle spell you cast and when making an attack roll with 
  one.
  Spell save DC = 8 + your proficiency bonus + 
  your Wisdom modifier
  Spell attack modifier = your proficiency bonus + 
  your Wisdom modifier
             
   
  If you’re playing standard 5th edition or including the 
  cleric as a playable class in Spaceships & Starwyrms, it is 
  recommended that you use your Charisma instead of your 
  Wisdom as your spellcasting ability score in order to create 
  a declarative difference between the Cleric and Oracle.
  Spellcasting Focus
  You can use a holy symbol or arcane focus as a spellcasting 
  focus for your oracle spells.
  Ritual Casting
  You may cast any oracle spell you know as a ritual if that 
  spell has the ritual tag.
  Cosmic Insight
  At 2nd level, you gain the ability to cast your sight forward 
  into reality. When you would make an ability check or 
  attack roll, you may do so with advantage. You must choose 
  to use this ability before you roll. After using this ability, 
  you cannot use it again until you complete a short or long 
  rest.
  Cosmic Meditation
  Also at 2nd level, you can regain some of your magical 
  energy by sitting in meditation and communing with the 
  cosmos. During a short rest, you may choose expended 
  spell slots to recover. The spell slots can have a combined 
  level that is equal to half your oracle level (rounded down), 
  and none of the slots can be 6th level or higher. You can’t 
  use this feature again until you finish a 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.
  Classes
  
  103
  Oracle Mysteries
  Mystery of Blood
  Different oracles choose to search for the truths of different 
  mysteries in the universe. Each comes with revelations 
  that allow the oracle to tap into the very fabric of reality in 
  a way that no one else can. The DCs for all abilities of the 
  mysteries use your spell save DC.
  The histories of our ancestors are recorded in our blood. 
  Identity and power alike are carried through our veins. 
  Blood is a powerful component for both genetics and magic, 
  and certain truths can be found among the red. You have 
  discovered the deepest depths of that power and have 
  learned to harness it.
   
  Revelation of Bloodshed
  When you choose the mystery of blood at 1st level, you gain 
  the ability to empower your attacks by using the blood or 
  life force of your victims against them. Whenever you would 
  deal damage to a creature, if that creature has less than its 
  full hit points, you deal additional damage equal to your 
  Wisdom modifier.
   
  Revelation of Blood Ritual
  You have discovered that by using your blood as a catalyst, 
  you can tap into spells and powers you have never before 
  utilized. Starting at 3rd level, you may cast any ritual spell 
  on the oracle spell list as a ritual without knowing the spell. 
  When you use this ability, however, you lose 1d8 hit points 
  for each level of the spell cast. Hit points lost in this way 
  cannot be recovered until you complete a short or long rest. 
  You must still pay for other components of the spell. 
  Revelation of the Bloodied
  While you’re injured and bleeding, you can channel your 
  bloody power into your spells and attacks. At 6th level, 
  whenever you are at less than full health, you gain an 
  additional 1d6 that you roll and add to all attack and 
  damage rolls you make. This increases to a d8 at 10th level, 
  a d10 at 14th level, and a d12 at 18th level.
  Revelation of Ancestry
  Scientists have long chased the idea of memory being 
  inlaid in genetic information, but you have discovered how 
  to access this information via magic. Beginning at 10th 
  level, you gain the ability to determine multiple things 
  about a person and their lineage based on a small amount 
  of their blood. As an action, you can channel your magic 
  through a very small amount of fresh blood. Doing so 
  gives you the following information: the creature type of 
  the blood’s owner, the name of the owner, a thirty second 
  faint vision of a potent memory from the owner, what sort 
  of innate skills or magic the owner can accomplish, and 
  a basic lineage that traces the owner’s ancestry back two 
  generations.
  Revelation of Divination
  Beginning at 14th level, you can use a greater amount 
  of blood to acquire visions of a creature’s future. As an 
  action, you may cut the palm of any humanoid creature 
  and watch how their blood pools. The creature takes 1d4 
  slashing damage that can’t be healed until that creature 
  completes a short or long rest. You may cast divination 
  without expending the material components required or 
  a spell slot. Your question must relate in some way to the 
  creature whose blood you are utilizing, but otherwise works 
  as normal as the spell dictates. Once used, you can’t use this 
  divination ability again until you complete a short or long 
  rest.
   
  Revelation of Exsanguination
  You have learned to draw the power from spilt blood to 
  bolster your own life force. At 18th level, whenever you 
  deal damage with an attack or spell, if you added additional 
  damage to the roll because of your Revelation of Bloodshed 
  or your Revelation of the Bloodied, you gain a number 
  of temporary hit points equal to 1d6 plus your Wisdom 
  modifier as long as you don’t already have temporary hit 
  points.
   
  The Unveiling of Blood
  When you reach 20th level, you learn the hidden truth of 
  what lies within your own genetic data. You can extrapolate 
  your own ancestry or that of another using a special blood 
  ritual. Choose a willing creature, including yourself, and 
  begin a 10 minute blood ritual that inflicts 1d12 necrotic 
  Classes
  
  104
  damage to the target. Damage dealt this way reduces the 
  creature’s maximum hit points until they complete a long 
  rest. Upon completion of this ritual, the chosen creature 
  gains proficiency in every skill, tool, and vehicle. They also 
  become proficient in every type of armor and weapon, as 
  well as shields. Finally, they gain proficiency in all saving 
  throws, and they apply their proficiency bonus to any 
  ability check that uses their casting ability score and to all 
  initiative rolls made while this effect persists.
   
  These proficiencies last for 24 hours or until the target 
  completes a long rest. This ritual can only be active on 
  a single creature at any given time. If you repeat it for 
  another creature, the previous creature has their maximum 
  hit point total restored and loses all benefits from this 
  ability. This newfound power comes from the collected 
  memory of every ancestor you or the creature has ever had.
  Mystery of Conflict
  There is an old Luos Aven Empire saying that there is 
  only one true constant in life: conflict. While the truth of 
  the statement is argued against by many philosophers, 
  one cannot deny that conflict in one way or another often 
  defines the different peoples and places across the Nacora 
  Galaxy.
  Revelation of Experience
  The initial revelation of your glimpse into the universal 
  mythos of conflict has imparted knowledge of war upon 
  you. You gain proficiency in heavy armor and martial 
  weapons. In addition, you gain proficiency in Athletics and 
  Insight checks.
   
  Revelation of Understanding
  Part of what drives conflict is an internal struggle of 
  motivations. At 3rd level, you can glimpse the motivation 
  and emotion of those around you by peering into their 
  auras. As a bonus action, you may study a foe. The studied 
  creature attempts a Charisma (Deception) check opposed 
  by your Wisdom (Insight) check. If you succeed, you learn 
  the primary emotional state of the creature as well as the 
  simplified primary motivation for fighting in that moment.
  In addition, you also gain a measure of the creature’s power 
  in relation to your own. You learn if the creature is your 
  equal, superior, or inferior in regards to your total class 
  level (or challenge rating if it doesn’t have class levels).
  Revelation of Assault
  At 6th level, your combat ability improves even further. You 
  can attack twice, instead of once, when you take the Attack 
  action on your turn. This ability does not combine with 
  other abilities that grant additional attacks as part of the 
  Attack action.
  Revelation of War Magic
  When the tide of battle turns in your favor, you have 
  learned to capitalize on it. Starting at 10th level, when you 
  successfully strike the same creature with two or more 
  weapon attacks in the same turn, you may cast a cantrip 
  that would normally require an action as a bonus action 
  instead. The spell must target one or more creatures and 
  must include the creature hit with your weapon attacks as 
  the primary target.
  Revelation of Battlefield Design
  Your insight into the inner workings of combat yield the 
  perspective needed to change the physical shape of the 
  battlefield. Beginning at 14th level, as an action, you may 
  create up to three 5’ by 5’ sections of a wall of force. These 
  walls must be within 30 feet of each other, but do not 
  need to be touching. They can provide cover, plug a small 
  hallway or otherwise act as a blockading element. The walls 
  remain for 10 minutes and can be destroyed by anything 
  that destroys a wall of force or dismissed as an action. Once 
  used, you cannot use this feature again until you complete a 
  short or long rest.
  Revelation of Insight
  Your keen eyes observe the battlefield and document the 
  world around you with blinding speed. At 18th level, when 
  you would roll an initiative instead choose your place in 
  the initiative order (you get to know when each hostile 
  and non-hostile creature gets to act before you make your 
  decision).
   
  Additionally, at the beginning of each new combat 
  round, you may change your place in the initiative order. 
  Classes
  
  105
  The Unveiling of Conflict
  You have seen the truth of how combat moves. Every action 
  of every foe is plain to you as they maneuver around the 
  battlefield. At 20th level, all attack rolls against you are 
  made with disadvantage and all attack rolls you make are 
  made with advantage.
  Mystery of Dimensions
  The various planes and spaces of the universe tangle 
  together in ways that mystify even the most intelligent 
  scholars. Your glimpses of what lies between the 
  dimensions of creation give you insight to unimaginable 
  power.
  Revelation of Pocket Dimensions
  When you first explore this mystery at 1st level, you gain 
  the ability to create a pocket dimension that you can reach 
  into at will as though it was on your person. This dimension 
  has a cubic size in which each length of the cube is equal to 
  your oracle level in feet and can hold 50 lbs for each oracle 
  level you possess. Removing or placing an object into the 
  pocket is considered interacting with an object. A creature, 
  including yourself, can enter or exit the dimension as an 
  action.
   
  There is enough air within the dimension for a single 
  medium humanoid to breathe for 1 minute per oracle 
  level you possess. Keeping the door to the dimension open 
  maintains a continuous stream of air. While open, the door 
  is visible as a magical gateway that generates its own light.
   
  Revelation of Duality
  Your ability to cross between dimensions increases in 
  potency. Beginning at 3rd level, as an action, you may 
  choose to split your existence between the material and 
  astral planes. Doing so makes you incorporeal with all the 
  advantages of incorporeal creatures. While in this state you 
  cannot take actions other than coming out of this state. This 
  state requires concentration as if it were a spell you had 
  cast. You can maintain this form for up to a round for each 
  oracle level you possess. You can use this power once and 
  regain the use of it after completing a short or long rest.
   
  Revelation of Folded Space
  Your skill with interpreting how the material dimension 
  comes together has reached new heights. At 6th level, you 
  gain the ability to connect two points in space in such a way 
  that they are considered the same. As a bonus action or 
  reaction, you may choose two cubes that must be 5’ by 5’ by 
  5’ in size and within 60 feet of you. For a single creature’s 
  turn those spaces are considered the same space. 
   
  For example, if an enemy moves, you could connect 
  their starting space and the space next to you in order to 
  make an attack of opportunity against that foe. You may 
  use this ability a number of times equal to your Wisdom 
  modifier and regain expended uses when you complete a 
  long rest.
   
  Revelation of Wormholes
  Beginning at 10th level, you gain the ability to open a small 
  wormhole in front of you in order to absorb an attack. As a 
  reaction, you can negate one attack or spell made against 
  you that requires a ranged attack roll. If that attack or spell 
  fires multiple times with multiple attack rolls you can only 
  negate one of them. You can choose to do this after you 
  know whether the attack hits or misses you.
   
  Revelation of Slipstreaming
  Your ability to fold planar space allows you to traverse 
  great distances with a single step. At 14th level, as a bonus 
  action, you may choose a point that you can see within 200 
  feet of you. You cause that point to overlap with a point 5 
  feet from you for only a moment. When you step into the 
  connected space, you appear at the chosen point. Another 
  creature holding its action can choose to take advantage of 
  this ability as well, but no more than one creature can pass 
  through this connected space.
   
  Revelation of Portals
  Your control over dimensional space has reached a 
  crescendo. You have learned how to craft and hold open 
  portals to other dimensions. Beginning at 18th level, as an 
  action, you may open a portal large enough for a medium 
  sized creature to any plane of existence, including the 
  material plane. You can hold this portal open as long as you 
  concentrate on it (as spell concentration). Any number of 
  Classes
  
  106
  creatures can pass through this portal.
   
  When you use this power to open a portal to another 
  plane you haven’t visited before, you automatically open it 
  to a safe place to enter that plane; otherwise, you open it to 
  a place you have been to before. When you use this ability 
  to open a portal to a different place on the same plane (such 
  as choosing a spot on the material plane while already being 
  on the material plane), you must be able to see or have been 
  to the location the other end of your portal opens to, and 
  that place must be within 1 mile of your current location on 
  the plane.
   
  The Unveiling of Dimensions
  You have mastered the dimensions themselves. You can 
  utilize your Revelation of Duality and Folded Space abilities 
  at will, any number of times each day. In addition, you 
  have learned how to change the very world around you by 
  blending the material plane with one of the other planes to 
  create a new environment. As an action, you create an effect 
  with a radius of 200 feet centered on you that lasts for 1 
  minute. Once used, you cannot use this power again until 
  you complete a short or long rest. The four planes you can 
  choose to blend with the material plane and their effects are 
  listed below:
   
  Astral: All creatures within the space utilize their 
  mental attributes in place of their physical attributes. They 
  use their Charisma for Strength, Intelligence for Dexterity, 
  and Wisdom for Constitution.
   
  Ethereal: All living creatures within the range are 
  considered to be under the effects of the etherealness spell.
   
  Elemental Sphere: Choose acid, cold, fire, or 
  lightning. Damage dealt by the chosen elemental type is 
  doubled within the range of this effect.
   
  Eternal Prism: Choose heaven or hell. If you choose 
  heaven, creatures within range that have hit points restored 
  from a spell heal twice as many hit points from those spells 
  and have advantage on death saving throws. If you choose 
  hell, healing magic does not work within this range and all 
  creatures have disadvantage on death saving throws.
  Mystery of Life
  For millennia, mortal species have pursued the mystery 
  of life itself. The unique circumstances that allow life to 
  Classes
  exist and thrive are an enigma beyond the understanding 
  of many. Your familiarity with the connections that bind 
  all life, from the simplest amoeba to the DNA of sentient 
  creatures, has catalyzed your curse and magic.
   
  Revelation of Preservation
  You have discovered one of the great keys to the 
  preservation of life and the restoration of it. You gain a 
  second pool of d8 hit dice equal to your level. During a 
  short rest, you can use these dice to heal yourself or other 
  creatures and they refresh as normal. At any other time you 
  may, as a bonus action, touch a creature and expend one or 
  more of those hit dice to heal that creature by the amount 
  rolled + your Wisdom modifier.
   
  Revelation of Lifesense
  At 3rd level, you begin to explore new extrasensory powers. 
  As a bonus action, you may extend your senses. When you 
  do, you know the location of every living creature that has 
  biological parts within thirty feet of your current position, 
  but only in the moment of the action. This ability does not 
  sense constructs, but will sense Eezonites, Proxies, and 
  extraplanar creatures such as elementals.
   
  Revelation of Transference
  You gain the power to manipulate the flow of life itself at 
  the moment of death. Starting at 6th level, when a creature 
  within 60 feet of you dies, you may use your reaction to 
  draw the remnants of their lifeforce into yourself. On your 
  next turn, as an action, you may cast prayer of healing at 
  the highest spell level you can cast without expending that 
  slot, to a maximum of a 4th level spell (this changes the 
  casting time from 10 minutes to 1 action). If you do not cast 
  the spell on your turn after drawing the energy this way, it 
  fades away and is wasted.
   
  Revelation of Overflowing Life
  You are fully tapped into the stream of life throughout the 
  universe. At 10th level, you become immune to diseases and 
  the poisoned condition. In addition, you are resistant to 
  necrotic and poison damage.
   
  
  107
  Mystery of Time
  The river of time is a winding path that weaves back and 
  forth in patterns impossible to predict. You endeavor to 
  understand how time moves and the choices that affect 
  its flow. Your magic and curse are derived from this 
  understanding.
   
  Revelation of Reversal
  Your initial dive into the mysteries of time grants you the 
  power to jump backward through it. At the end of your turn 
  in combat, you can use this ability to negate the turn you 
  just took. You return to the location you were at when you 
  Revelation of Resurrection
  You can draw out the flickering potential of life’s final 
  moments to restore the dying. At 14th level, when a 
  creature within 30 feet of you would die or drop to 0 or less 
  hit points and begin dying, you may, as a reaction, expend 
  three or more of your bonus hit dice from your Revelation 
  of Preservation in order to heal that creature by rolling the 
  expended hit dice and adding your level (you start them at 
  0 hit points and heal from there). You can use this ability 
  once, and it refreshes after completing a short or long rest.
   
  Revelation of Suffusion
  You are now an expert at using the life of dying creatures 
  to its maximum potential in healing others. At 18th level, 
  when a creature within 60 feet of you dies, you may use 
  your reaction to create a burst of life energy from their 
  body. Choose any number of creatures within 30 feet of you 
  and then divide the maximum hit point total of the dying 
  creature equally among those creatures, rounding down. 
  Each of the creatures heals that much. Once you utilize this 
  ability, you cannot do so again until you have completed a 
  short or long rest.
   
  The Unveiling of Life
  You have reached the pinnacle of understanding the 
  cycle of life energy. Your own life emulates this universal 
  process. At 20th level, you no longer age and your body 
  regresses to the prime age of your species. In addition, you 
  automatically succeed on all death saving throws you make 
  as though you had rolled a natural 20.
  Classes
  began your turn. Any resources you expended are regained. 
  Any and all effects, spells, attacks, environmental triggers, 
  and so on that happened during your turn did not occur 
  and their effects are nullified. Reactions made by other 
  creatures during your turn did not occur, and creatures who 
  used them regain those expended reactions. You then start 
  your turn over again with the knowledge of what happened 
  originally. If you use this ability outside of combat, you can 
  go back only 6 seconds of time, enough to undo a single 
  instantaneous event, such as triggering a trap or sentence 
  spoken. Stopping another person’s action is not possible 
  with this ability. Once you use this feature, you can’t use 
  it again until you complete a long rest. At 10th level, this 
  feature is restored to you after a short or long rest instead.
  Revelation of Time Hopping
  Beginning at 3rd level, your ability to press into the nature 
  of time allows you to freeze it for mere moments. On your 
  turn when you begin your movement, you may stop time. 
  If you do, you move unhindered by enemies’ or allies’ 
  squares and provoke no opportunity attacks. Effects such 
  as those created by a wall of fire spell don’t affect you. 
  While time is frozen, you can even move across liquid 
  surfaces as though they are solid. Once you stop moving, 
  this effect immediately ends. While moving this way you 
  cannot take actions. To those watching it appears as if 
  you have teleported from your starting position to your 
  ending position. Effects that stop interdimensional travel or 
  teleportation do not stop this power.
   
  Revelation of Temporal Jettison
  You understand well enough how the river of time folds 
  to use your magic to push a creature into the future. At 
  6th level, you may force a creature within 5 feet of you 
  to make a Charisma saving throw. If they fail, they are 
  thrown forward in time. They disappear for one minute, 
  reappearing in the spot they previously occupied or 
  the nearest unoccupied space. If the creature succeeds 
  against the saving throw, it is thrown forward 1 round, 
  disappearing and then reappearing at the beginning of your 
  next turn. You may use this feature once and it refreshes 
  upon the completion of a long rest. At 14th level, this 
  feature instead refreshes on a short or long rest.
  
  108
  Revelation of Destinies
  You have learned that destiny is malleable. At 10th 
  level, you can use your magic to reach into the time 
  stream and alter a single person’s fate. When a 
  creature that you can see, not including yourself, 
  makes an ability check or saving throw and fails, you 
  may change their result to a natural 20. You may use 
  this ability once and it refreshes when you complete 
  a long rest.
   
  Revelation of Blinking
  You have mastered the ability to step into the river 
  of time and out again in the blink of an eye. At 14th 
  level, as a reaction, you can blink yourself forward in 
  time. When you do, you cease to exist in the present 
  and reappear at the start of your next turn in the 
  initiative order. You may use this ability once and it 
  refreshes after completing a short or long rest.
  Revelation of Concurrence
  For you, time is not linear. The present touches all 
  points. At 18th level, as an action, you may bend 
  time for a number of rounds equal to your Wisdom 
  modifier. For these rounds, a second version of you 
  from the near future appears on the battlefield. 
  You control the actions of your second self. Their 
  initiative count is 10 less than your own. They 
  appear with the same number of resources you 
  have and any class resource, spell, or item they use 
  is taken from your resources as if you had used 
  Classes
  The choices presented in this section 
  give a wide variety of options when it 
  comes to choosing your oracle’s curse, 
  but it is hardly a comprehensive list. 
  If you are searching for more variety, 
  consider tweaking an existing curse 
  (especially one of the straightforward 
  ones, such as deaf or mute) to fit more 
  in the sci-fi setting. Though a curse 
  may be supernatural or fantastical 
  in origin, it can be made to feel 
  very fitting for science fiction in 
  practice. For example:
  • A lamed oracle with a prosthetic leg 
  that is in disrepair no matter who 
  tries to fix it.
  • A blind oracle who has functioning 
  cyber eyes, but their brain cannot 
  process the visual information being 
  sent to it.
  • A haunted oracle whose “spirits” 
  are electrical discharges from a 
  cyberware installation gone wrong.
  • A deaf oracle whose ears are filled 
  with the constant tinnitus that 
  comes from being too near gunfire.
  • An oracle with a wasting curse who, 
  rather than withering and becoming 
  gaunt, is perpetually tired due to 
  a complex neurotoxin injected into 
  their bloodstream.
  Getting Creative with curses
  them. You share a hit point total. If both of you are in the 
  same area of affect, you must roll the saving throw twice 
  and might be affected twice. At the end of their last turn 
  or when you dismiss the effect, your duplicate vanishes. 
  Once you use this feature you cannot use it again until you 
  complete a long rest.
   
  The Unveiling of Time
  You have learned how to fully immerse yourself in the 
  river of time and to traverse its winding paths. At 20th 
  level, once per year, you may spend 1 hour in meditation. 
  When you do, you can travel through time with a number 
  of willing others equal to your Wisdom modifier. No matter 
  what time period you travel to, you retain your current 
  body and abilities, as do any companions you bring. You 
  may stay in this time for up to 1 week before returning to 
  the time stream at the exact moment you left.
  
  109
  Psion
  Bullets ricochet off a paper-thin barrier surrounding a 
  Kygad in her expensive suit. She grits her teeth and draws 
  her pistol.
   
  A Maeshari laughs and touches the shoulder of the host 
  of a gala. They slip into an empty hall and in an instant, 
  they are wearing the host’s form.
   
  An Ix marine concentrates on the glowing implements 
  in his skull. His senses sharpen, and the potential dangers 
  of his future clarify in his mind.
   
  Psions are psychic spellcasters who use cerebral 
  implants and honed discipline to manipulate the universe 
  around them. These tough and flexible warriors can fill any 
  number of roles on or off the battlefield.
  Psionic Implants
  Psions are relative newcomers to the galactic scene. It is 
  only in the last hundred years that the technology inherent 
  to their powers was developed. Significant amounts of 
  experimentation and study proved definitively that psychic 
  magic is innately different than arcane magic, and with that 
  distinction came the development of new technologies.
   
  Cerebral implants were developed as a way to enhance 
  the natural abilities of dark matter manipulation an 
  individual might possess. Throughout history, individuals 
  who would later come to be known as adepts displayed a 
  unique talent for the discipline and focus necessary to exert 
  their will over dark matter. Naturally, scientists hoped to 
  emulate their abilities, and thus, cerebral implants were 
  invented.
   
  The resulting psychic warriors, called psions, had 
  powers similar to adepts, but their ability to channel power 
  through their implants separated them in distinct ways. 
  Using their internal dark matter energy, psions cast spells 
  and manipulate the world around them with ease.
  Focused Spellcasting
  A psion’s spellcasting talent is connected to their implants. 
  Each implant enables a psion to focus on a different school 
  of magic. Early tests proved that each implant could 
  regulate only a single school of magic at a time without 
  causing insanity and eventually death. Similarly, a psion’s 
  mind can only attach to a certain number of implants 
  before the mental load is too great and they perish.
   
  Even the strongest psions in the world can never 
  connect to more than four cerebral implants. Additionally, 
  once an implant is placed in the brain, it cannot be removed 
  without causing permanent damage to the psyche and 
  intellect of its host. Magical healing has been unable to 
  alleviate this damage, as the implant is treated as part of 
  the whole and healthy mind. Likewise, returning an implant 
  after it has been removed cannot reverse the harm caused 
  by its removal.
   
  Like it or not, becoming a psion is an irreversible 
  decision. As such, most clinics and laboratories require 
  extensive waivers, background checks, and tests before 
  allowing cerebral implants.
  Classes
  “Life is hard, but a sharp 
  mind flies true through 
  any trouble.”
   — Vo Machta,
  Luonn Tua Psion
  
  110
  Creating a Psion
  When building a psion, it is important to ask yourself both 
  where and why they got their cerebral implants. Programs 
  over the last hundred or so years have doled out implants 
  to a variety of people, both willing and not. Your psion 
  may have been part of a government, corporate, research, 
  or private program, or they may have voluntarily gone to 
  a cybertech or medical clinic. There are even shady and 
  illegal implantation programs.
   
  Accepting a permanent change to one’s mind is no 
  small decision. If your character received implants against 
  their will, perhaps at a young age, who made that decision 
  for them? If they chose their path for themselves, what 
  led them to it? Although all four implants can be installed 
  into the brain at once, with some implants remaining inert 
  until the brain has been conditioned to handle the strain, 
  in many cases each implant is installed separately after a 
  psion has adequately prepared for it. Which method did 
  your character undergo?
   
  All of these questions can help you define your 
  character by exploring their past and the source of their 
  power. Without their implants, they might have been a 
  typical adept or fighter. Take time to consider how they 
  ended up on this particular path.
  Quick Build
  You can make a psion quickly by following these 
  suggestions. First, Dexterity should by your highest ability 
  score, followed by Intelligence. Second, choose the pilot 
  background. Third, choose skills that use your best ability 
  scores and select the following starting equipment: a 
  plasma shotgun, a plexisteel vacsuit, and a personal energy 
  barrier mark II. Finally, choose the evocation implant and 
  the produce flame and shocking grasp psychic knacks.
  Level
  Proficiency 
  Bonus
  Focus 
  Pool
  Features
  Knacks 
  Known
  Focus 
  Powers
  Spell Slots per Spell Level
     1st     2nd   3rd    4th     5th
  1st
  +2
  -
  Cerebral Implant (1st), Psychic Knacks, 
  Spellcasting
  2
  -
  2
  -
  -
  -
  -
  2nd
  +2
  2
  Focus Pool, Focus Powers, Psychic Sense (1 use)
  2
  2
  3
  -
  -
  -
  -
  3rd
  +2
  3
  Cerebral Implant (2nd)
  2
  3
  3
  -
  -
  -
  -
  4th
  +2
  4
  Ability Score Improvement
  2
  3
  4
  2
  -
  -
  -
  5th
  +3
  5
  Extra Attack
  2
  3
  4
  2
  -
  -
  -
  6th
  +3
  6
  Cerebral Recall
  3
  3
  4
  3
  -
  -
  -
  7th
  +3
  7
  Cerebral Implant (3rd), Psychic Sense (2 uses)
  3
  4
  4
  3
  2
  -
  -
  8th
  +3
  8
  Ability Score Improvement
  3
  4
  4
  3
  2
  -
  -
  9th
  +4
  9
  Cerebral Implant (4th)
  3
  4
  4
  3
  2
  -
  -
  10th
  +4
  10
  -
  3
  5
  4
  3
  3
  2
  -
  11th
  +4
  11
  Cerebral Force
  4
  5
  4
  3
  3
  2
  -
  12th
  +4
  12
  Ability Score Improvement, Psychic Sense (3 uses)
  4
  5
  4
  3
  3
  2
  -
  13th
  +5
  13
  -
  4
  6
  4
  3
  3
  2
  2
  14th
  +5
  14
  Mental Resilience
  4
  6
  4
  3
  3
  3
  2
  15th
  +5
  15
  -
  4
  6
  4
  3
  3
  3
  2
  16th
  +5
  16
  Ability Score Improvement
  4
  7
  4
  3
  3
  3
  2
  17th
  +6
  17
  Psychic Sense (4 uses)
  4
  7
  4
  3
  3
  3
  2
  18th
  +6
  18
  Telepathic Feedback
  4
  7
  4
  4
  3
  3
  3
  19th
  +6
  19
  Ability Score Improvement
  4
  8
  4
  4
  3
  3
  3
  20th
  +6
  20
  Focused Mind
  4
  8
  4
  4
  3
  3
  3
  The Psion
  Classes
  
  111
  Class Features
  The psion is an Intelligence-focused class intended to be 
  flexible. Unlike other classes, it doesn’t have archetypal 
  paths. Instead, it allows you to combine the talents of 
  specific schools of magic to create your own archetypes. 
  This flexibility allows the psion to fill any number of party 
  roles. As a psion you gain the following features.
  Hit Points
  Hit Dice: 1d10 per psion 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, and shields
  Weapons: Simple weapons, melee martial weapons
  Tools: None
  Saving Throws: Constitution, Intelligence
  Skills: Choose two from Acrobatics, Athletics, Arcana, 
  Computers, Etiquette, History, Insight, Investigation, 
  Mechanics, Medicine, Persuasion, Piloting, Science, and 
  Stealth
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  Four implants already fused into your brain, though 
  three are inactive at 1st level.
  • 
  A weapon costing 1000 cc or less.
  • 
  A suit of armor costing 1500 cc or less.
  • 
  A credstick with 1500 cc.
  • 
  Cyberware purchased and installed at character 
  creation is half price for you.
  Cerebral Implants
  Unlike the sorcerer or oracle, your magic comes from 
  enhancing the psychic potential of your mind through 
  cerebral implants. Each implant connects to a different 
  part of the brain, allowing you to channel dark matter 
  energy into spells and spell-like effects. There are eight 
  primary types of implants. As you advance in your training 
  as a psion, your brain becomes capable of hosting more 
  implants, up to a total of four.
   
  Each implant is named for one of the known schools of 
  magic: abjuration, conjuration, divination, enchantment, 
  evocation, illusion, necromancy, and transmutation. At 1st 
  level, choose one type of implant. You will select another at 
  3rd, 7th, and 9th levels. The details of each implant can be 
  found at the end of the psion entry.
   
  Some facets of the implants are the same, regardless 
  of the school of magic they pertain to. Upon gaining your 
  focus pool and powers at 2nd level, the following becomes 
  true. As part of completing a long rest, you invest the points 
  in your focus pool, divided as you choose, among your 
  active implants (the ones you’ve chosen through this class 
  feature). Various passive benefits are gained depending on 
  the number of points invested in each implant. Regardless 
  of whether or not you spend your focus points throughout 
  the day, you retain these passive benefits from the initial 
  investment.
   
  Additionally, each implant you have will determine the 
  focus powers you can choose from when you select focus 
  powers. You can only choose powers that correlate to an 
  implant that is both active and installed. That means when 
  you choose your first two powers at level two, they must be 
  two of the three available from the active implant you have 
  at 1st level.
   
  Lastly, when you gain spellcasting at 1st level, your 
  active implants determine the schools of magic from 
  which you can prepare spells. For example, if you have a 
  divination and an illusion implant, you can only prepare 
  spells of those two schools from the psion list.
  Psychic Knacks
  Also at 1st level, choose two knacks from the list of knacks 
  in Chapter Eleven. Though these knacks act like cantrips 
  for the purposes of casting, they are not considered spells 
  and cannot be interacted with as spells. Intelligence is your 
  casting attribute for these knacks.
   
  You gain new psychic knacks as you level up, as shown 
  on the Knacks Known column of the psion table.
  Spellcasting
  Also at 1st level, you have mastered the art of drawing 
  energy into your mind through your implants to use magic. 
  Classes
  
  112
  The psion spell list is in Chapter Eleven of this guide.
  Preparing and Casting Spells
   
  The psion table shows how many spell slots you have 
  to cast your spells. To cast one of your psion spells of 1st 
  level or higher, you must expend a slot of the spell’s level or 
  higher. You regain all expended spell slots when you finish 
  a long rest.
   
  You prepare a number of spells equal to your 
  Intelligence modifier + your psion level, but you can only 
  prepare spells of a school that correlates to one of your 
  active installed implants. The spells must be of a level for 
  which you have spell slots. 
   
  For example, if you’re 3rd level and your Intelligence 
  score is 14, you can prepare 5 spells. Your two implants are 
  abjuration and necromancy. This means that you can only 
  prepare spells that are of one of those two schools and only 
  of a level you have spell slots to cast with. If you prepare the 
  1st level spell magic missile, you can cast it using a 1st level 
  or a 2nd level slot. Casting the spell doesn’t remove it from 
  your list of prepared spells.
  Ritual Casting
   
  You may cast any psion spell you could prepare as 
  a ritual if that spell has the ritual tag even if you did not 
  prepare it.
  Spellcasting Ability
   
  Intelligence is your spellcasting ability for your psion 
  spells, because your magic draws on your mind’s ability to 
  focus the universal arcane energies through your implants. 
  You use your Intelligence whenever a spell refers to your 
  spellcasting ability. In addition, you use your Intelligence 
  modifier when setting the saving throw DC for a psion spell 
  you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your 
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier
  Focus Pool
  At 2nd level, you gain a pool of points called a focus pool. 
  Focus is the mental power used to connect your mind to 
  magic using your implants. The number of focus points in 
  your pool is equal to your level (see the Focus Pool column 
  of the psion table) and works in two ways for you.
   
  Whenever you complete a long rest, you invest focus 
  into your implants. You can divide your focus points into 
  any number of active implants you have installed. The 
  more focus you invest into a given implant, the greater the 
  passive bonus that implant bestows upon you. Regardless 
  of whether you spend those focus points throughout the 
  rest of the day, the granted passive bonuses remain for 24 
  hours.
   
  Secondly, focus points can be expended to utilize focus 
  powers. Most powers cost one focus point, but some cost 
  more. Focus powers are detailed alongside the implants at 
  the end of the psion entry.
   
  You regain all expended focus points upon completion 
  of a long rest.
  Focus Powers
  Also at 2nd level, you choose two focus powers. These 
  powers are detailed at the end of the psion entry beneath 
  their related implant. Each implant has three associated 
  focus powers. When choosing focus powers, select a power 
  from any of the active implants you have installed. Selecting 
  a power is a permanent choice and cannot be changed. 
  Focus points expended for focus powers can be used for 
  any power you have chosen, even if they are invested in an 
  implant that doesn’t correlate to the power you’re using.
   
  For example, a 2nd level psion with an evocation 
  implant will choose two focus powers, both of which will 
  be from the evocation implant section. When they reach 
  level 3, they choose a new implant and a new focus power. 
  The new focus power can be one tied to the newly acquired 
  implant or they can choose another power from the 
  Classes
  Spellcasting Focus
   
  You must use the appropriate implant as your arcane 
  focus whenever you cast a spell. Because implants are not 
  held in the hand, you are free to perform necessary somatic 
  components and wield weapons.
  
  113
  At 2nd level, the implants in your mind have expanded your 
  natural psychic abilities, allowing you to reach out with 
  extrasensory power. When you activate your psychic sense 
  you gain one of the following benefits for 1 minute. You 
  can activate your psychic sense once at 2nd level. You gain 
  additional uses at 7th, 12th, and 17th levels. Completing a 
  short or long rest restores all expended uses of your psychic 
  sense.
   
  Clairvoyance: Choose one point within 60’ of your 
  current position. You may see from this position as if you 
  were standing there. You don’t need to see the point you are 
  choosing, therefore you can choose a point on the other side 
  of wall or other obscured area.
   
  Clairaudience: Choose one point within 60’ of your 
  current position. You may hear from this position as if you 
  were standing there. You don’t need to see the point you are 
  choosing, therefore you can choose a point on the other side 
  of wall or other obscured area.
   
  Clairsentience: You are able to feel the primary 
  current emotion of each creature within 30’ of you as long 
  as you can see or hear them.
   
  Clairscent: Choose one point within 60’ of your 
  current position. You may smell from this position as if 
  you were standing there. You can use this ability through 
  barriers.
   
  Clairtangency: When you touch an object you are 
  able to determine its base component parts. You also see a 
  short vision of the last creature to touch the object.
   
  Clairgustance: You know the taste of anything 
  within 30’ of you just by looking at it. The distinct, subtle 
  tastes of poisons are very obvious when using this sense.
  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
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Cerebral Recall
  At 6th level, you have learned to regain some of your 
  mental power by meditating on your implants’ connection 
  to the energy of the universe. Once per day when you finish 
  a short rest, you can choose to recover either expended 
  spell slots or expended focus points from your focus pool.
  If you choose to recover expended spell slots, you can 
  recover slots that have a combined level equal to or less 
  than half your psion level (rounded up). If you choose 
  instead to recover focus points, you can recover a number 
  of focus points equal to your Intelligence modifier.
  Cerebral Force
  Beginning at 11th level, whenever you deal damage after 
  making an attack roll, you deal an extra 1d8 psychic damage 
  as your psychic aura assaults the target’s mind.
  Mental Resilience
  At 14th level, the conflux of mystic and dark energies 
  through your implants have rendered you resistant to most 
  forms of mental attack. You are now proficient in Wisdom 
  and Charisma saving throws.
  Telepathic Feedback
  Beginning at 17th level, any time you would take psychic 
  damage or an effect would allow a creature to pry into your 
  thoughts, you instead take no damage and that effect does 
  not work. Instead, any damage that would have been dealt 
  to you and any other prevented effects are dealt to the 
  source of the damage.
  Focused Mind
  At 20th level, your ability to regain your focus has reached 
  new heights. Your focus pool is restored to full whenever 
  you complete a short or long rest.
  Cerebral Implants
  Over the years, scholars of the galaxy have classified magic 
  into eight specific schools. These schools each require a 
  Classes
  Psychic Sense
  evocation implant they already have.
   
  The Focus Powers column on the psion table shows 
  when you receive additional focus powers as you level up.
  
  114
  different approach to casting magic and the separation 
  between them is used to create the implants that allow you 
  to wield psychic magic. When you begin your journey as a 
  psion, you choose a single type of implant to have installed 
  in your brain. As you grow in power, your mind’s ability to 
  control more implants manifests. Unlike most classes in 5th 
  edition, the psion does not select an archetype to govern 
  its growth. Instead, you will end up with four of the eight 
  schools of magic.
   
  The implants you have govern what type of magic and 
  power you wield, so choose carefully. As you level up and 
  gain new implants, it is implied that they are installed 
  Abjuration Implant
  Abjuration is a type of magic that focuses on defense 
  and banishment. Many claim that the core of this school 
  is about denial and regulation, but those who utilize it 
  understand that the ability to end harmful effects and 
  protect yourself and others against threats are a vital use of 
  magic.
  Focus Investment Bonus
   
  Warding Aura: You gain a bonus based on the 
  amount of focus points you invest in this implant. When 
  you invest at least 2 focus points, you gain a +1 bonus to 
  your AC and saving throws. This bonus increases by 1 when 
  you invest 4 points and again at 7 points to a maximum of a 
  +3 bonus.
  Focus Powers
   
  Loci Sentry: As part of a 1 minute ritual, you may 
  spend 1 focus point. You create a magical sentry invisible to 
  any senses or sensors except those able to see invisibility. 
  The sentry will patrol in a circle with a radius of 30 feet. 
  When you create the sentry, you designate any number of 
  creatures for it to ignore. If a creature not designated this 
  way enters the radius, the sentry immediately alerts you 
  as if by the alarm spell. At the beginning of each of your 
  turns, if a hostile creature is within the sentry’s radius, the 
  sentry will attempt to apprehend that creature. The sentry 
  can only act against a single hostile creature at a time. The 
  targeted creature rolls a Wisdom saving throw. If it fails, 
  the creature is stunned until the end of its next turn. The 
  sentry will remain active for 8 hours. You can only have one 
  active sentry at any given time.
   
  Psychic Barrier: You may spend 1 or more focus 
  points as an action to generate a local barrier around 
  yourself. This barrier grants you resistance to ballistic and 
  Classes
  In the equipment list for the psion, 
  it says that you begin play with 
  four implants already installed. 
  The default form of the psion 
  assumes that you have each of your 
  implants already installed but are 
  not yet able to access their power 
  until you grow stronger in your 
  personal discipline and strength. 
  This doesn’t have to be the case, 
  however. The important part is that 
  the implants don’t cost money, 
  as they are a class feature (the 
  exception to this being when a 
  character multiclasses into psion, 
  as discussed in Chapter Five). 
  There are many ways to explore the 
  advancement of the psion as they 
  grow stronger. Your psion might 
  begin play with only one implant 
  and choose to get more installed as 
  they grow more powerful. Finding the 
  proper implants, creating them from 
  scratch, or having them forcibly 
  installed by their greatest foe 
  might all be part of their quest as 
  they advance as a character.
  Implants: When and How?
  in your brain, or that a previously inactive implant is 
  activated. There are many ways to flavorfully describe 
  how this is done, but regardless of the choice made by the 
  GM and you, the addition or activation of new implants 
  never costs you credits. All saving throws required by focus 
  powers or implants use your spellcasting DC (8 + your 
  proficiency bonus + your Intelligence modifier).
  
  115
  Divination Implant
  Many who seek the occult arts do so in hope of magically 
  divining the universe. Performing divination magic 
  includes mastering spells of discernment, remote viewing, 
  supernatural knowledge, and foresight.
  Focus Investment Bonus
   
  Foresight: You gain a bonus based on the amount of 
  focus points you invest in this implant. When you invest at 
  least 2 focus points, you gain a +5 to your initiative rolls. 
  This bonus increases by 5 when you invest 4 points and 
  again at 7 points to a maximum of a +15 bonus.
  Focus Powers
   
  Danger Sight: When you roll a saving throw, you can 
  spend 1 focus point as a reaction to reroll that saving throw. 
  You may know if you have failed the saving throw before 
  electing to use this ability.
   
  Telepathic Talent: As long as you have at least 1 
  point in your focus pool, you can speak telepathically to 
  any creature you can see within 60 feet of you. You don’t 
  need to share a language for the creature to understand 
  your telepathic utterances, but the creature must be able to 
  understand at least one language. The creature you speak 
  to this way cannot respond telepathically. In addition, you 
  can spend 1 or more focus points as an action to create a 
  telepathic bond to another creature that you can see within 
  60 feet of you for 1 hour. While the bond is active, you and 
  that creature can communicate telepathically at the speed 
  of thought. For each extra focus point you spend past the 
  first, you can add another creature to the telepathic bond.
   
  Watchful Eye: You can spend 1 focus point as an 
  action to create an invisible, undetectable magic sensor over 
  a 10’ by 10’ by 10’ cube of space. Whenever any creature 
  enters or leaves the cube, the sensor sends a moving image, 
  complete with sound, of the space inside the square and the 
  creature within for the entire time it remains in that space. 
  Invisibility still eludes the sensor’s recording ability, though 
  Classes
  Conjuration Implant
  Conjuration is the art of calling things into existence 
  from the components of the universe and infusing them 
  with magic. In addition to summoning deadly clouds or 
  facsimiles of animals, you also study the ability to transpose 
  yourself great distances, even across planar divides.
  Focus Investment Bonus
   
  Intense Concentration: You gain a bonus based 
  on the amount of focus points you invest in this implant. 
  When you invest at least 2 focus points, spells you cast 
  that require concentration have their duration extended 
  by 10 minutes. At 4 focus points, this extension increases 
  to 1 hour. If you have at least 7 focus points invested, you 
  automatically succeed at all concentration checks you are 
  forced to make on spells that require concentration.
  Focus Powers
   
  Energy Warp: You may spend 1 focus point as a 
  bonus action to turn into energy and reappear at a place 
  you can see within 60 feet of you.
   
  Fabricate Servitor: You may spend 1 focus point 
  as part of a 1 minute ritual to create a familiar as if you 
  had cast the find familiar spell without expending any 
  monetary resources. If you spend 2 focus points instead, 
  you may summon a steed as if casting find steed. A familiar 
  summoned this way remains for 1 hour before vanishing 
  into the aether.
   
  Smokescreen: You can spend 1 focus point as a bonus 
  action to create a cloud of smoke of any color you desire. 
  The smoke appears at an area you can see within 60 feet 
  plasma damage for 1 hour or until the barrier has prevented 
  an amount of damage equal to 10 + your psion level. This 
  effect stacks with any personal energy barriers you might 
  have from armor modifications. For each focus point 
  beyond the first, you can include another creature in the 
  barrier’s protection.
   
  Unraveling Blast: You may spend 1 focus point as 
  an action to disrupt a continuous magical effect within 60 
  feet of you. This acts as dispel magic, except that it never 
  automatically dispels the effect (you must always roll using 
  your Intelligence as your ability score).
  of you and expands immediately to a radius of 20 feet. You 
  can see through this smoke as though it isn’t there, but it 
  obscures what it covers from the sight of others. The smoke 
  blocks infrared vision.
  
  116
  Evocation Implant
  Evocation is the magic with the biggest boom. In many 
  ways, it is what most people think of when they picture 
  wizards of old slinging spells at their foes. The breadth 
  of power available to those who master evocation is the 
  inherent power of the elements.
  Focus Investment Bonus
   
  Unstoppable Might: You gain a bonus based on the 
  amount of focus points you invest in this implant. When 
  you invest at least 2 focus points, you gain a bonus to one 
  damage roll each round equal to 1d6 (it is the same type of 
  damage as the original source). When you invest 4 focus 
  points, you gain this bonus damage on every damage roll 
  you make instead of only one per round. At 7 focus points, 
  you add a d10 instead of a d6 to these damage rolls.
  Focus Powers
   
  Energy Blast: You may spend 1 or more focus points 
  as an action to cast the shatter spell. For each point beyond 
  the 1st that you spend, the level of the spell being cast this 
  way increases by one.
   
  Enhanced Potency: You may spend up to 3 focus 
  points when you cast a spell to augment it. For each point 
  you spend this way, the spell is cast as 1 level higher with 
  all the benefits of casting that spell with a slot of that level. 
  For example, you could spend 2 focus points when you cast 
  fireball. If you do, you cast your fireball as a 5th level spell 
  instead of a 3rd level spell. You don’t have to have slots 
  of that level to enhance a spell this way, but you cannot 
  increase the level of a spell cast this way beyond that of a 
  Enchantment Implant
  Enchantment is oft looked upon as one of the innately 
  dubious forms of magic, as it is easily used for malicious 
  purposes. Still, the ability to entrance and beguile other 
  creatures has numerous uses, both good and evil.
  Focus Investment Bonus
   
  Enlightenment: When you first choose this implant 
  as part of level advancement, choose three Intelligence, 
  Wisdom, and/or Charisma skills. You gain a bonus to these 
  skills based on the amount of focus points you invest in 
  this implant. When you invest at least 2 focus points, you 
  choose one of your chosen skills and add your proficiency 
  bonus to that skill even if you would already add your 
  proficiency bonus to it. When you invest 4 points, you 
  choose two of those skills, and at 7 points you add the 
  bonus to all three.
  Focus Powers
   
  Mental Discord: Choose a creature you can see 
  within 60 feet. You may spend 2 focus points as an action 
  to disrupt that creature’s mind with jarring emotions. 
  The creature must succeed on a Wisdom saving throw. 
  If they fail, they cannot cast spells of 1st level or higher 
  and automatically fail any Intelligence ability checks they 
  make until your next turn. Regardless of whether or not 
  the creature succeeds on the Wisdom saving throw, if it is 
  concentrating on a spell, the creature immediately rolls a 
  concentration check with disadvantage against your focus 
  power DC.
   
  Moment of Rage: Choose a creature you can see 
  within 60 feet of you. You may spend 1 focus point as a 
  bonus action to have that creature make a single attack on a 
  creature it is able to attack. It chooses its target randomly.
   
  Unknowing Alliance: Choose a creature you can 
  see within 60 feet of you. You may spend 1 focus point as 
  a bonus action to have that creature consider you friendly 
  and an ally until the beginning of your next turn or until 
  you cast a spell that targets the creature or attack the 
  creature. If you attacked or cast a spell on the creature 
  before using this ability in the same turn, it gains a 
  Charisma saving throw against this effect.
   
  Your allies and the creature’s allies remain unaffected 
  by this power. You can request direct aid from the creature 
  during this time, but if you do, it can make a Charisma 
  saving throw to shake off the effect entirely. Once the effect 
  ends, the creature knows that you affected it this way.
  Classes
  it will trigger and send empty images to you if an invisible 
  creature enters. It will not wake you up, but when you 
  wake, all the images that occurred while you slept become 
  known to you. The sensor lasts 8 hours plus 4 an additional 
  hours for each additional focus point you expend when you 
  create it.
  
  117
  Illusion Implant
  Illusion is the magic of tricks. It dazzles the eye, befuddles 
  the senses, and is the subtlest of all powers. Illusions 
  crafted by magic can make anything unreal seem real, and 
  anything real vanish. Even in the modern age of technology, 
  magic finds a way to trick the ever-watching lenses of 
  everyday life.
  Focus Investment Bonus
   
  Shifting Veil: You gain a bonus based on the amount 
  of focus points you invest in this implant. When you invest 
  at least 2 focus points, you add your proficiency bonus to 
  Dexterity (Stealth) checks (even if you already add your 
  proficiency bonus). When you invest at least 4 points, you 
  may take the Hide or Disengage action as a bonus action. 
  At 7 points invested, the first attack made against you each 
  round is made with disadvantage.
  Focus Powers
   
  Masquerade: You may spend 1 focus point as an 
  action and touch a small or medium humanoid creature. If 
  the creature attempts to resist being touched, this power 
  requires an attack roll using your Intelligence modifier 
  and your proficiency bonus. Once touched, you store their 
  appearance and may disguise yourself to look like them. 
  This also alters your voice and clothes. You may opt to not 
  have the clothes change. For the next hour, you can change 
  back and forth between their appearance and your own as 
  a bonus action. You can use an action to touch a different 
  humanoid creature to instead look like them, but when 
  you do, you lose the previous form you stored. You can 
  renew the duration of this effect at any time as a reaction by 
  expending another focus point.
   
  Mirage: You may spend 1 focus point as an action 
  to cloak an area in illusion, allowing you to change the 
  area’s appearance. You can affect up to one 5’ by 5’ by 5’ 
  cube area (15’ by 15’ by 15’ if you spend 2 focus points), 
  changing the appearance in a way that seems natural to 
  the surroundings, subject to GM discretion. You could, for 
  example, hide a door or passageway, make a table appear to 
  be covered in food, or even create the illusion of a pit. You 
  can’t make creatures or objects invisible with this power, 
  but you can change the appearance of an object or create 
  an illusion for creatures to hide behind. This functions 
  as major image, and creatures that physically interact 
  with the illusion in any way can attempt an Intelligence 
  (Investigation) check against your spell save DC to 
  determine if it is an illusion.
   
  Vanish: You may spend 1 focus point as a bonus 
  action to become invisible until the beginning of your next 
  turn. If you expend 2 focus points, you instead become 
  invisible for 1 minute. This works mechanically as the 
  invisibility spell.
  9th level slot.
   
  Wall of Power: You may spend 2 focus points as an 
  action to create a wall of energy for 1 minute. Choose fire, 
  cold, acid, lightning, or thunder. You create a wall that 
  mimics the wall of fire spell (including in how it damages 
  and requires concentration), except that the wall is only 25 
  feet in length. If you spend 4 points when you create the 
  wall, it can be 50 feet in length, and 6 points yields 100 feet 
  of wall. This wall can only ever be formed in a straight line.
  Classes
  Necromancy Implant
  No other school of magic has as dark a reputation as 
  necromancy. It is a magic that explores the cosmic forces 
  of life, death, and undeath. Wielding this magic is akin to 
  controlling life energy itself.
  Focus Investment Bonus
   
  Spirit Vitality: You gain a bonus based on the 
  amount of focus points you invest in this implant. When 
  you invest at least 2 focus points, you temporarily increase 
  your current hit points and hit point maximum by 10 for 
  24 hours. When you invest 4 points, you increase your hit 
  points by 20 instead. At 7 points, you increase them by 30 
  instead.
  Focus Powers
   
  Absorb Life: When you deal damage, you may spend 
  1 focus point as a reaction to heal yourself equal to your 
  psion level + your Intelligence modifier.
   
  Pain Wave: You may spend 1 focus point as an action 
  to let loose a wave of agony to creatures surrounding 
  you. Each creature of your choice within 20 feet of you 
  
  118
  Transmutation Implant
  The art of transmutation fixates on the core fact of science 
  that matter cannot be destroyed, only changed into 
  something else. Of all the magical arts, transmutation flies 
  closest to technological science. Those who specialize in 
  this art are often possessed of an intense understanding of 
  chemistry and physics.
  Focus Investment Bonus
   
  Enhanced Accuracy: You gain a bonus based on the 
  amount of focus points you invest in this implant. When 
  you invest at least 2 focus points, you gain a +1 to your 
  attack rolls. This bonus increases by 1 at 4 points and again 
  at 7 points to a maximum of a +3 bonus.
  Focus Powers
   
  Alter Matter: You may spend 1 focus point as an 
  action to change the hardness or softness of 10 pounds or 
  less of a single non-living, inert object. For each point you 
  spend beyond the first, you can change 10 more pounds 
  of the same material. This change lasts for 1 hour or until 
  you stop concentrating on the effect (as concentration on 
  a spell). When an object is softened by this power it can be 
  manipulated like putty. Objects hardened by this power 
  resist all damage and become immune to any damage type 
  they already resisted.
   
  Physical Mastery: You may spend 1 focus point as 
  an action to give yourself advantage on Strength, Dexterity, 
  and Constitution ability checks for the next 10 minutes.
   
  Telekinetic Talent: As long as you have at least 
  1 point in your focus pool, you can move or manipulate 
  things with your thoughts as though you had actively cast 
  the mage hand cantrip. You may spend 1 focus point as 
  an action in order to strengthen your telekinetic power to 
  greater heights. When you do so, for the next 10 minutes 
  you can affect creatures and objects much larger than you 
  might otherwise be able to. This works as the telekinesis 
  spell, except that you can only affect creatures of a medium 
  or smaller size and you can only hold objects of up to 350 
  pounds. For each focus point you spend beyond the first 
  when you use this ability, you can affect creatures of that 
  many size categories larger than medium and add 350 more 
  pounds per point used to the weight of objects you can 
  manipulate.
  Classes
  must succeed at a Constitution saving throw or suffer 
  disadvantage on all attack rolls and ability checks they 
  make for 1 minute. They may attempt this saving throw 
  again at the end of each of their turns.
   
  Rot Flesh: When you deal damage with a melee 
  attack, psychic knack, or cantrip, you may spend 1 focus 
  point to deal an extra 1d12 necrotic damage on that damage 
  roll. You may expend additional focus points this way. For 
  every 2 points beyond the first, you deal another 1d12, up to 
  10d12 for 19 focus points.
  
  119
  Roboticist
  A Glabrau raises their hand to the sky and a robot propels 
  down, raining gunfire on their foes. Its chest cavity opens, 
  firing a rocket to scatter the enemy.
   
  A Kyrrov clambers into the cockpit of her mech and 
  straps herself in. Her senses extend until she and the mech 
  are one and the same.
   
  An amphibious robot dives deep, powered by a turbine 
  on its back. Its Piranthi pilot clings to the chassis as they 
  blast through the water at breakneck speed.
  Dark Matter Core
  At the heart of a roboticist’s unique build is its power 
  source, the Dark Matter Core. The Core renders a robot 
  immune to electromagnetic attacks (EMP weaponry 
  and abilities) and grants them resistance to a number of 
  magical effects. Although roboticists don’t directly use 
  the Dark Matter Core the way a scientist does to emulate 
  spellcasting, they can accomplish a number of seemingly 
  impossible things by using the Core. Perhaps the most 
  crucial powers the Core grants them is the ability to restore 
  their robot when it sustains damage. Magic doesn’t typically 
  have the finesse required to repair complex mechanical 
  machines, but the integration of machine and magic in the 
  robot companion allows for rapid reconstruction.
   
  Both the scientific and occult communities are 
  mystified by the Dark Matter Core. It is a new marriage of 
  science and magic that is shrouded in mystery despite how 
  many exist in the modern day. Every Dark Matter Core 
  performs slightly differently from the next and each attunes 
  itself to an individual, which further baffles researchers. 
  What is known, however, is that the Dark Matter Core 
  generates energy by cycling charged and dormant dark 
  matter particles in a constant cycle. Spent particles are 
  replaced by exchange with the surrounding environment. 
  The process mysteriously halts if the Core leaves the 
  proximity of the attuned individual. Even those who create 
  their Dark Matter Core themselves are never quite sure 
  what happy accident resulted in their success.
  Mechsuits
  Some roboticists choose to build their robot companion 
  not as a separate entity, but as a battlesuit or mech for 
  themselves. When they find themselves in a conflict, they 
  enter the cockpit and jack themselves in to their robot. 
  In this way, they become the robot, sharing its senses 
  and controlling it with their direct thoughts rather than 
  programmed responses. Militaries across the Nacora 
  Galaxy employ roboticists specifically for this purpose. 
  Mechsuit soldiers can engage directly with spaceships and 
  even travel through the void of space.
  Creating a Roboticist
  Your first question when making a roboticist should be 
  when, where, and why you built your robotic companion 
  and how you acquired your Dark Matter Core. Even 
  though a first level roboticist doesn’t begin with either, 
  it’s important to know that it is something you will soon 
  construct. Knowing this can help flesh out a backstory for 
  Classes
  “Robot? Ma’argie is more 
  than a bot, she’s the other 
  half of me!”
   — Tha’ani Ruto,
  W’uther Roboticist
  
  120
  the character. 
   
  Beyond that, it is 
  important to consider what 
  kind of robot you will have 
  and the relationship between 
  roboticist and robot. Like any 
  technological specialist who 
  wields unique equipment, you 
  should also think about what 
  sort of funding your roboticist 
  may or may not have had in 
  regards to their work on their 
  robot.
  Level Proficiency 
  Bonus
  Customization 
  Points
  Features
  Gadgets 
  Known
  1st
  +2
  -
  Expertise, Gadgets
  2
  2nd
  +2
  4
  Dark Matter Core, Robot Companion
  2
  3rd
  +2
  5
  Hot Fix
  2
  4th
  +2
  6
  Ability Score Improvement
  2
  5th
  +3
  8
  -
  3
  6th
  +3
  9
  Call to Arms
  3
  7th
  +3
  10
  Persistent Programming
  3
  8th
  +3
  11
  Ability Score Improvement
  3
  9th
  +4
  12
  Extended Range
  3
  10th
  +4
  13
  Flexible Build
  3
  11th
  +4
  15
  Improved Recharge
  4
  12th
  +4
  16
  Ability Score Improvement
  4
  13th
  +5
  17
  Circuit Surge
  4
  14th
  +5
  18
  -
  4
  15th
  +5
  19
  -
  4
  16th
  +5
  21
  Ability Score Improvement
  4
  17th
  +6
  22
  -
  5
  18th
  +6
  23
  -
  5
  19th
  +6
  24
  Ability Score Improvement
  5
  20th
  +6
  25
  Twinning Trick
  5
  The Roboticist
  Quick Build
  You can make a roboticist 
  quickly by following these 
  suggestions. First, Wisdom 
  should be your highest ability 
  score, followed by Dexterity. 
  Second, choose the mechanic 
  background. Third, choose skills 
  that use your best ability scores 
  and select the following starting 
  equipment: a plasma rifle, mark 
  I handheld computer, shield bracers, and a personal energy 
  barrier mark II. Finally, choose the shocking grasp and 
  mage hand gadgets.
  Class Features
  The roboticist is a new companion-focused class that 
  allows you to construct a robot and use it for any purpose 
  you desire. The character you’re building might be the 
  roboticist, but the mechanical build of your robot is what 
  makes your character unique.
   
  Given the nature of the class and the action economy 
  involved, it is recommended that for a party size greater 
  than 5 you should consider avoiding this class, or otherwise 
  discuss how to best facilitate the additional unit (this is 
  most easily solved by taking a mech suit style approach to 
  the robot companion).
   
  As a roboticist you gain the following features.
  Hit Points
  Hit Dice: 1d6 per roboticist level
  Hit Points at 1st Level: 6 + your Constitution modifier
  Hit Points at Higher Levels: 1d6 (or 4) + your 
  Constitution modifier per roboticist level after 1st
   
  Proficiencies
  Armor: None
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Intelligence, Wisdom
  Skills: Choose four from Acrobatics, Computers, 
  Deception, History, Intimidation, Insight, Investigation, 
  Mechanics, Perception, Piloting, Science, and Stealth
   
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  A simple weapon costing 1000 cc or less.
  Classes
  
  121
  • 
  A credstick with 2500 cc.
  • 
  Cyberware purchased and installed at character 
  creation is half price for you.
  Expertise
  Choose two of your skill proficiencies or one of your skill 
  proficiencies and your proficiency with a tool or kit. Your 
  proficiency bonus is doubled for any ability check you make 
  that uses either of the chosen proficiencies.
   
  At 5th level, you repeat this process.
  Gadgets
  Also at 1st level, you know how to make 2 gadgets of your 
  choice chosen from the scientist invention list (Chapter 
  Eleven). You learn additional gadgets of your choice at 
  higher levels as shown in the Gadgets Known column of 
  the Roboticist Table. Gadgets work identically to cantrips, 
  except that they are not spells and cannot be interacted 
  with in ways that spells can. You use your Wisdom score for 
  your gadget’s attack and DC modifiers.
   
  The majority of gadgets do not break with use, 
  but sometimes a gadget might be a grenade or other 
  consumable object. In that case, making a replacement 
  gadget for the used one is part of the same action as using 
  it. Otherwise, the gadget remains on your person. Due to 
  the complex nature of your gadgets’ design, only you can 
  utilize gadgets you create to use their effects.
   
  For example, an acid splash gadget might be a grenade 
  of some kind that is thrown at a foe. Using it requires only a 
  single action in which you both cobble together the grenade 
  and throw it. On the other hand, a prestidigitation gadget 
  might be a handheld switch with buttons that activate a 
  light beam that accomplishes anything prestidigitation 
  might. In this case it is still an action to use, but does not 
  require you to also construct the consumable piece of it.
  Dark Matter Core
  Your robot is powered by a special power source called a 
  Dark Matter Core. This power source contains a number 
  of charges equal to your Wisdom modifier and you recover 
  any charges you use when you allow the battery to charge 
  for a full long rest. These charges can be used for a number 
  of abilities that both you and your robot can acquire as 
  you level up or utilize customization points. If you have 
  Dark Matter Core charges from the scientist class, you add 
  those together with the ones from the roboticist class to 
  determine your full pool.
  Robot Companion
  At 2nd level, you construct a robotic companion. Its 
  general shape and appearance are up to you, though 
  the customizations you choose as you level up will have 
  an influence on its looks. Your companion has the base 
  intelligence to understand your commands, but is not 
  sentient and cannot make decisions beyond the directives 
  you give it. When you first construct it, it has the base stat 
  block and abilities listed at the end of the roboticist entry 
  under the Robot Companion section. It also starts with 4 
  customization points. Additional customization points are 
  gained at each level, as shown in the Customization Points 
  column of the roboticist table. These points determine what 
  features your robot has beyond its base setup. 
   
  At each level, you can change which features and 
  add-ons your robot has so long as you are within your 
  customization point limit.
  Construction, Damage, and Repair
  Constructing your robot does not cost time or money, but 
  it does cost you energy. Your robot is powered by a special 
  power source called a Dark Matter Core. If your robot is 
  reduced to 0 or less hit points, it immediately becomes 
  broken. You can repair your broken robot by restoring even 
  a few hit points to it. Your robot has hit dice that can be 
  expended during short rests for you to repair it (this works 
  identically to a player character restoring hit points during 
  a short rest).
   
  In addition, your robot has its entire hit point total 
  restored upon completion of a long rest as you repair it.
   
  Private Network
  Your connection with your robot is on a private network. 
  The DC to use the Bypass Hack action on your private 
  network is equal to 10 + roboticist level + your Wisdom 
  modifier.
   
  On this network, your robot receives its commands 
  via a mental link that works as long as it is within 100 feet 
  Classes
  
  122
  of you. Beyond that distance, the robot will cease moving 
  and acting until it is once again within 100 feet of you. This 
  increases to 1000 feet while you are directly controlling 
  your robot.
   
  Controlling your Robot
  There are two options when it comes to directing your 
  robot’s moves: Command Directives and Direct Control. 
  In either case, your robot shares your initiative and 
  always acts on your turn after you act. If it has received no 
  commands it will follow idly behind you until otherwise 
  commanded.
   
  Command Directives
  As a bonus action, you can command your robot to move its 
  move speed to a location of your choosing and take a single 
  action.
   
  Direct Control
  As an action, you can take direct control of your robot’s 
  actions by fully entering your shared private network and 
  possessing it. While exerting direct control, you no longer 
  take actions. Instead, your robot takes those actions for 
  you. It gets your bonus action, action, movement, reaction, 
  and interactions. It acts on your turn with you specifically 
  controlling its every movement. It can also use your gadgets 
  and cast spells as though it were you and utilize any skill 
  proficiencies you have (including Computer checks made 
  as part of a Hack action). Any roll it makes using one of 
  its mental ability scores uses your mental ability scores 
  instead. Your robot still uses its own physical ability scores 
  for any relevant rolls and it retains any skill proficiencies it 
  has even if you are not proficient in those skills.
           
  While you’re directly controlling your robot you 
  have the incapacitated condition. If the robot is brought to 
  0 hit points while you are controlling it this way, you take 
  any remaining damage as psychic damage and immediately 
  wake up inside your body. Any psychic damage or effects 
  that would require an Intelligence, Wisdom, or Charisma 
  saving throw that aren’t specifically affecting your robot (as 
  specified by the effect) affect you directly instead.
   
  Disengaging from direct control is a bonus action.
  Hot Fix
  At 3rd level, as an action, you may spend 1 charge of the 
  Dark Matter Core within your robot to heal your robot. 
  Your robot restores a number of hit points equal to 1d10 + 
  your Roboticist level + your Wisdom modifier. If you are 
  utilizing direct control of your robot, you can use this ability 
  as a bonus action.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and 
  19th level, you can increase one of your robot’s physical 
  ability scores or one of your ability scores of your choice by 
  2, or you can increase two ability scores of your choice from 
  any combination of your robot’s physical ability scores and 
  any of your ability scores by 1 instead. As normal, you can’t 
  increase an ability score above 20 using this feature.
  Call to Arms
  At 6th level, as a bonus action, you may spend 1 charge of 
  the Dark Matter Core within your robot to transport your 
  robot instantly to your side as long as it is within 1000 feet 
  of your current position. When you do, it disassembles into 
  particles of light and reappears in an empty space within 
  5 feet of you. This teleportation is instantaneous and is 
  not considered magic teleportation. If you have no space 
  next to you that your robot could fit, you cannot use this 
  ability except in the following circumstance. If you have 
  the cockpit feature, you may instead use this ability to have 
  your robot appear in the same square as you, enveloping 
  you and placing you automatically in your cockpit. This 
  ability does nothing if your robot is already within 5 feet of 
  you or sharing your space.
  Persistent Programming
  Beginning at 7th level, if you are reduced to 0 or less hit 
  points you can use your reaction to give a single order to 
  your robot. This order must be a simple command sentence 
  no longer than 10 words. The robot will spend the next 
  minute attempting to complete this command before it 
  stops moving. If you are brought back to consciousness it 
  also ceases following this command.
  Classes
  
  123
  Extended Range
  Starting at 9th level, the range at which you and your robot 
  can utilize your private network is increased from 100 feet 
  to 250 feet. Likewise, your direct control range increases to 
  2500 feet.
   
  At 18th level, it increases again to 500 feet, with a direct 
  control range of 5000 feet.
  Flexible Build
  At 10th level, when you complete a short or long rest, 
  you can choose up to 5 points worth of customizations to 
  uninstall from your robot. If you do, choose 5 points worth 
  of other customizations and install those instead.
   
  At 15th level, you can change up to 10 points worth of 
  customizations when you do this.
  Improved Recharge
  Beginning at 11th level, your Dark Matter Core regains 1d3 
  charges whenever you complete a short rest.
  Circuit Surge
  At 13th level, on your turn you can spend 1 charge from 
  your Dark Matter Core to activate a circuit surge in your 
  robot. If you do, you gain a second bonus action with which 
  you can give your robot a command directive. If you’re 
  controlling your robot via direct control, you gain a second 
  action and bonus action. Once used, you can’t use this 
  ability again until you complete a short or long rest.
  Twinned Trick
  When you reach 20th level, you create a special device 
  that can manifest and instantly construct a copy of your 
  robot. You can use this device as an action and when 
  you do so, you summon a second robot with identical 
  customizations as the first in a space you can see within 
  10 feet of you that is unoccupied. This second robot 
  remains for up to 10 minutes and acts on your initiative 
  as though you were directly controlling it. You can spend 
  Dark Matter Core charges as normal for this robot. If its 
  hit points are reduced to 0 or your 10 minutes are up it 
  vanishes back into your device. Once used, the device 
  can’t be used until it spends a long rest recharging.
  Building Your 
  Robot Companion
  The following section includes the base set of abilities and 
  features your robot has. Once you start with this set, you 
  can install customizations to your robot by using your 
  customization points. You have a number of points to spend 
  based on the Customization Point column of the roboticist 
  table.
  Base Stat Block
  Creature Type: Construct (Robot)
  Size: Small
  Armor Class: 12 + Dexterity modifier
  Hit Points: 1d8 + Constitution modifier for each roboticist 
  level you possess
  Speed: Depends on Customizations
  Proficiency: Your robot uses your proficiency bonus.
  Ability Scores: STR 14, DEX 14, CON 10, INT: Your 
  Wisdom Score, WIS: 10, CHA: 6
  Saving Throws: Intelligence, Constitution
  Skills: Choose Acrobatics or Athletics
  Weapon Proficiencies: Your robot has no natural 
  weapon, armor, or shield proficiencies
  Sensors: Normal Vision and Hearing
  Immunities: poison damage, psychic damage, the 
  charmed condition, the frightened condition, the paralyzed 
  condition, the poisoned condition, and exhaustion
  Spaceship-Sized Mechs
  One campaign option or idea may 
  involve roboticist mechs that 
  can fight alongside or against 
  spaceships in the void. For such 
  adventures, consider using the 
  basic spaceship sizes located in 
  Chapter Seven rather than the normal 
  creature sizes for the mechs, as 
  this will have them interacting 
  normally with spaceships as a 
  typical mech might with creatures.
   
  If you choose to use these rules, 
  you should also give all mechs a 
  turning movement value of 1 and a 
  body equal to a spaceship frame of 
  a size comparable to the mech.
  Classes
  
  124
  Customization Points
  The following section contains a list of customization 
  features and add-ons to your robot. Each of the features 
  has a customization point cost associated with it. In some 
  cases, the first time a customization is used it is cheaper 
  than following times. Each time you level up, you can 
  completely change which features and add-ons you wish for 
  your robot to use, as well as its general aesthetic and look. 
  Some customizations have additional prerequisites beyond 
  the amount of points they cost, usually based on roboticist 
  class level. These prerequisites are listed below the name of 
  the customization.
  Customization
  Prerequisite
  Cost
  Ability Score Boost
  None
  3
  Anti-Magic Field Generator
  14th level
  4
  Armor
  None
  Varies
  Arms
  None
  0+
  Auto Repair Enhancer
  10th level
  2
  Ballistic Turret
  None
  2
  Barrier Generator
  None
  2/mark
  Blade
  Arms
  1/blade
  Burning Ventilation
  10th level
  3
  Clamp
  Arms
  1
  Drill Digger
  6th level
  3
  Energy Cone Blaster
  6th level
  4
  Energy Generator
  6th level
  2
  Enhanced Network
  None
  2
  Extending Limbs
  Arms or Legs
  3
  External Cockpit
  None
  0+
  Extra Attack
  6th level
  2
  Flight Boosters
  10th level
  2+
  Grappling Hook
  None
  2
  Greater Invention
  8th level, Major 
  Invention
  3
  Heavy Turret
  10th level
  3
  Hover Boosters
  None
  2
  Internal Cockpit
  None
  0+
  Internal Containment Cell
  None
  2
  Customization
  Prerequisite
  Cost
  Itemized Tool Slot
  None
  1/slot
  Legs
  None
  0+
  Major Invention
  4th level, Minor 
  Invention
  2
  Maul
  Arms
  1
  Minor Invention
  None
  1
  Motion Sensors
  10th level
  4
  Plasma Turret
  None
  2
  Potent Weaponry
  12th level
  2
  Prehensile Appendage
  None
  1/each
  Pressure Resistance
  None
  1
  Resilience
  None
  3
  Resistant Materials
  None
  2
  Runic Weaponry
  5th level
  1
  Scent Analyzer
  None
  1
  Sealed Internal Cockpit
  None
  1+
  Shield
  Arms
  1-2
  Size Change
  None
  0+
  Skill Chip
  None
  2
  Sleep Syringe
  None
  2
  Spear
  Arms
  1
  Special Vision
  None
  1/upgrade
  Tough Materials
  None
  3
  Transporter
  10th level
  4
  Waterproofing
  None
  1
  Wheels/Treads
  None
  0+
  Whip
  Arms
  1
  Ability Score Boost
  Prerequisite: none; Cost: 3
  Choose an ability score other than Intelligence and increase 
  it by 2. You can’t increase your robot’s score to a number 
  above 20 this way.
  Anti-Magic Field Generator
  Prerequisite: 14th level; Cost: 4 points
  Your robot has advantage on saving throws it makes against 
  magic.
  Classes
  
  125
  Armor
  Prerequisite: none; Cost: 1 point for the first, 2 points for 
  the second, 3 points for the third
  Your robot has its base armor class raised by 2 for each 
  instance of this customization it has. This customization 
  can’t be taken more than 3 times.
  Arms
  Prerequisite: none; Cost: 0 points for the first, 2 points for 
  each pair thereafter
  Your robot has a pair of humanoid arms with humanoid 
  hands. Which humanoid you mimic is your choice. Each 
  time you choose this feature after the first you gain another 
  pair of arms.
  Auto Repair Enhancer
  Prerequisite: 10th level; Cost: 2 points
  When you roll dice to repair your robot, you can choose 
  any number of those dice and reroll them before totalling 
  the final result. You must take the new rolls on the rerolled 
  dice.
  Ballistic Turret
  Prerequisite: none; Cost: 2 points
  Choose any ranged ballistic weapon without the Bulky 
  property from the list of weapons in Chapter Six. That 
  weapon is mounted on a turret on your robot. It can fold 
  into and out of your robot, or always be located on the 
  outside. Your robot is proficient in the chosen installed 
  weapon.
  Barrier Generator
  Prerequisite: none; Cost: 2 points per Mark
  Your robot gains a personal energy barrier as per the 
  purchasable item. This barrier is always considered active 
  for the robot. Each mark level grants the same number of 
  points it would for any other creature.
  Blade
  Prerequisite: Arms; Cost: 1 point per blade
  Your robot has a deadly blade. This can either flip out or 
  transform out of an arm, or merely be stored on its person 
  to be drawn for combat. When you select this feature, 
  choose metal or plasma. If you choose the metal blade 
  you get a sword that utilizes your robot’s Strength ability 
  score and deals 2d6 slashing damage if the robot uses both 
  arms for the attack, or 1d8 if it only uses one arm. If you 
  choose plasma, your robot gets a plasma sword that uses 
  your robot’s Dexterity ability score and deals 1d8 plasma 
  damage. It only requires a single arm to use. Although you 
  can obtain multiple swords using this feature, your robot 
  cannot perform two-weapon fighting without choosing that 
  customization. Your robot is proficient with this weapon.
  Burning Ventilation
  Prerequisite: 10th level; Cost: 3 points
  You can expend 1 charge from your Dark Matter Core as an 
  action to have your robot vent out energy, creating a shield 
  around itself. This shield acts identically to the fire shield 
  spell (as if cast at 4th level), except that it can instead deal 
  radiant damage (granting resistance to necrotic damage) 
  or deal necrotic damage (granting resistance to radiant 
  damage).
  Clamp
  Prerequisite: Arms; Cost: 1 point
  On the end of one of your robot’s arms is a hand that is 
  either always, or can turn into, a large clamping device. 
  This can be used to grab hard points for increased stability 
  or for attacking and grappling. When used for attacking, it 
  is a weapon that uses the robot’s Strength ability score and 
  deals 1d8 bludgeoning damage. Creatures grappled in the 
  clamp have disadvantage on Strength (Athletics) checks 
  and Dexterity (Acrobatics) checks to escape the grapple. 
  Your robot is proficient with this weapon.
  Drill Digger
  Prerequisite: 6th level; Cost: 3 points
  Your robot gains a burrow speed of 20 feet and can move 
  by creating tunnels through non-metal stone and earth. 
  Where you place this drill and how it operates is up to your 
  creative freedom. If the drill is used as a weapon, it uses 
  the robot’s Strength ability score and deals 1d8 piercing 
  damage on a hit. The tunnel left behind the robot is two size 
  categories smaller than the robot’s size as the ground fills 
  in behind it. The drill also grants advantage on Strength 
  ability checks used to break down doors or walls. Your 
  robot is proficient with this weapon.
  Energy Cone Blaster
  Prerequisite: 6th level; Cost: 4 points
  Choose any ranged weapon with the cone shot property 
  Classes
  
  126
  from the list of weapons in Chapter Six. That weapon is 
  mounted on a turret on your robot. It can fold into and out 
  of your robot at your desire or always be located on the 
  outside. Your robot is proficient with this weapon.
  Energy Generator
  Prerequisite: 6th level; Cost: 2 points
  Choose acid, cold, fire, lightning, or thunder. Your robot 
  gains a generator that creates that energy in sufficient 
  amounts to imbue its physical melee attacks with the 
  energy type. Its melee attacks deal an additional 1d8 
  damage of the chosen type. You can only choose this 
  customization once.
  Enhanced Network
  Prerequisite: none; Cost: 2 points
  Your robot’s private network is increasingly difficult to 
  affect. Creatures attempting to log on to your network have 
  disadvantage on their Intelligence (Computers) check to do 
  so. In addition, they have disadvantage on any Hack actions 
  they attempt while on your network. You have advantage on 
  ability checks to boot a creature off your private network.
  Extending Limbs
  Prerequisite: Arms and/or Legs; Cost: 3 points
  Each of your robot’s limbs can extend to a length of up to 15 
  feet. This increases the reach of your robot’s melee attacks 
  to 15 feet and it can make opportunity attacks at that 
  distance.
  External Cockpit
  Prerequisite: none; Cost: 0 points for the first, 1 point for 
  each additional
  Your robot has a place where a creature of one size category 
  smaller than it can sit comfortably. The creature is still 
  external, can be attacked and is affected by area effects. 
  While seated, you have the restrained condition. More than 
  one cockpit can be on the same robot only if they would 
  reasonably fit. A robot can have 1 seat for a creature of 
  one size category smaller, 2 seat for creatures of two sizes 
  smaller, 3 for three and so on. Getting into the cockpit takes 
  half your movement speed while getting out takes all your 
  movement speed.
  Extra Attack
  Prerequisite: 6th level; Cost: 2 points
  Your robot can make two attacks when it takes the Attack 
  action when you are in direct control instead of just one. 
  You can only choose this customization once.
  Flight Boosters
  Prerequisite: 10th level; Cost: 2 points, extra for increased 
  move speed
  Your robot gains a fly speed of 40 feet. For each point 
  after the base 2 that you spend, you increase this fly 
  speed by 10 feet. These boosters can be used for flight, 
  but in gravitational atmospheres, they cannot be used for 
  hovering. You still require the Hover Boosters feature to 
  remain floating in place. How the boosters look, where they 
  are placed, and whether or not you have other pieces, such 
  as wings, is your choice.
  Grappling Hook
  Prerequisite: none; Cost: 2 points
  Your robot has a grappling hook that it can fire from 
  its body. Where you place it is your choice. This works 
  identically to the grappling hook item available in Chapter 
  Six of this guide. Your robot is proficient with this weapon.
  Greater Invention
  Prerequisite: 8th level, Major Invention; Cost: 3 points
  Choose one 3rd level invention from the scientist invention 
  list. You can expend 1 charge of your Dark Matter Core 
  to allow your robot to use this invention as a 3rd level 
  invention. You can take this customization multiple times, 
  but you must choose a different invention each time. For 
  more information on using inventions, refer to the scientist 
  class in Chapter Three and for the invention list refer to 
  Chapter Eleven of this guide.
  Heavy Turret
  Prerequisite: 10th level; Cost: 3 points
  Choose any ranged weapon with the Bulky property from 
  the list of weapons in Chapter Six. That weapon is mounted 
  on a turret on your robot. It can fold into and out of your 
  robot at your desire or always be located on the outside. 
  You must pay any ammunition costs associated with the 
  chosen weapon. Your robot is proficient with this weapon.
  Classes
  
  127
  Hover Boosters
  Prerequisite: none; Cost: 2 points
  Your robot gains boosters that allow it to hover 5 feet above 
  the ground. It can move vertically up or down at a speed 
  of 5 feet. If it is within 5 feet of the ground, it can move 
  horizontally at a speed of 20 feet and is not hindered by 
  rough terrain. For each point beyond the base that you 
  spend, its horizontal move speed increases by 10 feet and 
  its vertical speed increases by 5. If you have this feature in 
  addition to the Flight Boosters feature, you can use them to 
  remain hovering at any location during flight.
  Internal Cockpit
  Prerequisite: none; Cost: 0 point for the first, 2 for each 
  after the first
  Your robot has an internal cockpit where a creature of 
  one size category smaller than it can sit comfortably. The 
  creature is protected by the robot while inside and acts 
  as though they have full cover. This cockpit is not sealed 
  and does not provide protection in underwater or space 
  environments. While seated, you have the restrained 
  condition. More than one cockpit can be in the same 
  robot only if they would fit. A robot can have 1 cockpit 
  for a creature of one size category smaller, 2 cockpits for 
  creatures of two sizes smaller, 3 for three and so on. It 
  requires your full movement to enter the cockpit and an 
  action to exit it.
  Internal Containment Cell
  Prerequisite: none; Cost: 2 points
  Your robot has an internal holding cell that can hold a 
  creature of one size category smaller than it. The creature 
  is protected by the robot while inside and acts as though 
  they have full cover. While contained, the creature has 
  the restrained condition. Placing a creature in the cell is 
  an action that can only be accomplished if the target is 
  incapacitated, unconscious, restrained, or if the creature 
  goes willingly into the containment cell. The robot can 
  be damaged from inside the cell as normal. If the cell 
  takes half the robot’s total hit points, it breaks open. This 
  containment cell is not protected from underwater or space 
  environments, however, you may spend 1 extra point for 
  this cell to be sealed against underwater and outer space 
  environments.
  Itemized Tool Slot
  Prerequisite: none; Cost: 1 point for each slot
  Choose a handheld tool with which you have proficiency. 
  Your robot has a slot somewhere on its body that can hold 
  that tool. It uses your proficiency when using the tool, but 
  only if you are directing it as your action.
  Legs
  Prerequisite: none; Cost: 0 points for the first pair, 1 for 
  each additional pair, 1 additional for increased speed
  Your robot has stabilized limbs that it moves with. It has 
  a movement speed of 30 feet. For each point beyond the 
  base that you spend, your robot’s speed increases by 10 to 
  a maximum of 60 feet for 3 points. You can spend 1 extra 
  point for an additional pair of legs. If your robot has 2 pairs 
  of legs, it has advantage against being made prone for any 
  reason (it imposes disadvantage on rolls to render it prone). 
  At 3 pairs it also gains an additional +5 to any ability check 
  it makes to avoid being prone (and imposes a -5 to others 
  attempts). At 4 pairs of legs it cannot be made prone.
  Major Invention
  Prerequisite: 4th level, Minor Invention; Cost: 2 points
  Choose one 2nd level invention from the scientist invention 
  list. You can expend 1 charge of your Dark Matter Core 
  to allow your robot to use this invention as a 2nd level 
  invention. You can take this customization multiple times, 
  but you must choose a different invention each time. For 
  more information on using inventions, refer to the scientist 
  class in Chapter Three, and for the invention list refer to 
  Chapter Eleven of this guide.
  Maul
  Prerequisite: arms; Cost: 1 point
  Your robot has a deadly maul. This can either flip or 
  transform out of an arm or merely be stored on its person 
  to be drawn for combat. It uses the robot’s Strength ability 
  score and deals 2d6 bludgeoning damage if the robot uses 
  both arms for the attack or 1d8 if it only uses one arm. Your 
  robot is proficient with this weapon.
  Minor Invention
  Prerequisite: none; Cost: 1 point
  Choose one 1st level invention from the scientist invention 
  list. You can expend 1 charge of your Dark Matter Core 
  to allow your robot to use this invention as a 1st level 
  Classes
  
  128
  invention. You can take this customization multiple times, 
  but you must choose a different invention each time. For 
  more information on using inventions, refer to the scientist 
  class in Chapter Three, and for the invention list refer to 
  Chapter Eleven of this guide.
  Motion Sensors
  Prerequisite: 10th level; Cost: 4 points
  Your robot has special sensors that allow it to accurately 
  calculate the area around itself. Invisible and hidden 
  creatures within 30 feet of your robot don’t have advantage 
  when attacking your robot, and your robot does not have 
  disadvantage when attacking them. It knows exactly where 
  they are. The covered condition works as normal.
  Plasma Turret
  Prerequisite: none; Cost: 2 points
  Choose any ranged plasma weapon without the Bulky 
  property from the list of weapons in Chapter Six. That 
  weapon is mounted on a turret on your robot. It can fold 
  into and out of your robot at your desire or be located on 
  the outside. Your robot is proficient with this weapon.
  Potent Weaponry
  Prerequisite: 12th level; Cost: 2 points
  Each time you take this customization, choose one 
  weapon or attack that your robot has. That attack deals 
  an additional 1d8 radiant damage whenever you make a 
  damage roll utilizing it. This radiant damage represents 
  pure dark matter energy given off by the Dark Matter Core 
  that powers your robot.
  Prehensile Appendage
  Prerequisite: none; Cost: 1 point each
  Your robot has a grasping mechanical tentacle or tail that 
  can fully recede into its outer shell. The tentacle has a fully 
  extended reach of 10 feet and can be used to hold objects 
  and move them, but not to manipulate them in a way that 
  would assist in combat, such as attacking. If you have the 
  extending limbs feature, this applies to the tentacle.
  Pressure Resistant
  Prerequisite: none; Cost: 1 point
  Your robot can operate in outer space environments. A 
  sealed cockpit is still required for you to be able to operate 
  the robot from within safely.
  Resilience
  Prerequisite: none; Cost: 3 points
  Choose a saving throw. Your robot is proficient in the 
  chosen saving throw as long as it has this feature.
  Resistant Materials
  Prerequisite: none; Cost: 2 points
  Choose one type of damage other than ballistic, force, or 
  plasma. Your robot is resistant to that type of damage.
  Runic Weaponry
  Prerequisite: 5th level; Cost: 1 point
  Weapons that your robot has are imbued by runes to 
  channel magical power from your Dark Matter Core. Its 
  melee and ranged weapon attacks act as though they are 
  magical for the purposes of resistances and immunities to 
  the damage it deals.
  Scent Analyzer
  Prerequisite: none; Cost: 1 point
  In addition to visual and hearing sensors, your robot also 
  has a sensor for recognizing and analyzing scent particles. 
  It has advantage on Intelligence (Investigation) checks and 
  Wisdom (Perception) checks in regards to scent.
  Sealed Internal Cockpit
  Prerequisite: none; Cost: 1 point for the first, 2 for each 
  additional
  This acts identically to the internal cockpit feature, 
  except that it is sealed for use in space and underwater 
  environments.
  Shield
  Prerequisite: arms; Cost: 1 point for a normal shield, 2 
  points for a tower shield
  Your robot has a shield that folds out of one of its arms. The 
  shield is sized for the robot and adds to its armor class as 
  normal. The shield can be either plasma or metal, but the 
  effect is the same. For an extra customization point it can 
  be a tower shield and provide the advantages inherent to a 
  tower shield. Your robot is proficient with this shield.
  Size Change
  Prerequisite: none; Cost: 0 points for medium or small, 1 
  point for tiny or large, 4 points for diminutive or huge
  Your robot changes its size category to become larger or 
  smaller based on the points used. Tiny creatures have 
  Classes
  
  129
  their reach shortened to be only the square they are in 
  and can share a square with another creature. They have 
  advantage on Dexterity (Stealth) checks and their Dexterity 
  score increases to a 16 base. Diminutive creatures have 
  their reach shortened to be only the square they are in and 
  can share a square with another creature. Their ground 
  movement speed is reduced by 5 feet and their Strength 
  score decreases to a 12 base, but they have advantage 
  on Dexterity (Stealth) checks and their Dexterity score 
  increases to an 18 base. Large robots have their base reach 
  extended to 10 feet and their Strength score increases to 
  a 16 base. Huge robots have their base reach extended to 
  10 feet and their Strength score increases to an 18 base 
  and Constitution to a 16 base, while their Dexterity score 
  decreases to a 12 base. Outside of features that care about 
  size, there is no appreciable difference between a medium 
  or small robot.
  Skill Chip
  Prerequisite: none; Cost: 2 points
  Choose a Strength or Dexterity skill of your choice. Your 
  robot is proficient with that skill and can perform it when 
  commanded.
  Sleep Syringe
  Prerequisite: none; Cost: 2 points
  Your robot has a syringe attached to it. This can be on 
  a limb or on the body with a spring. When your robot 
  makes an attack, it can choose to make the attack with 
  the syringe using its Dexterity modifier. On a successful 
  hit, the syringe deals 1 damage plus your robot’s Dexterity 
  modifier. Roll 5d8 plus 1d8 for every 3 roboticist levels you 
  possess. A creature struck by the syringe with hit points less 
  than or equal to the amount you rolled immediately falls 
  unconscious as though affected by the sleep spell.
  Spear
  Prerequisite: arms; Cost: 1 points
  Your robot has a deadly lance. This can either flip or 
  transform out of an arm or be stored on its person to be 
  drawn for combat. It uses the robot’s Strength ability score 
  and deals 1d10 piercing damage if the robot uses both arms 
  for the attack or 1d6 if it only uses one arm. Attacks made 
  with the spear have an additional 5 feet of reach. Your robot 
  is proficient with this weapon.
  Classes
  Special Eyes
  Prerequisite: none; Cost: 1 point for each upgrade
  Choose any of the cyber eye upgrades available in Chapter 
  Six of this guide. Your robot gains that type of sensory 
  vision in addition to its normal vision.
  Tough Materials
  Prerequisite: none; Cost: 3 points
  Your robot is particularly sturdy. It gains 2 hit points for 
  each roboticist level you possess. This happens retroactively 
  as long as you have this feature. You can only select this 
  feature once.
  Transporter
  Prerequisite: 10th level; Cost: 4 points
  You can expend 1 Dark Matter Core charge as an action to 
  have the transporter teleport your robot (and anyone in its 
  cells, cockpits and up to 1 person its holding onto it) up to 
  600 feet away as per the dimension door spell.
  Waterproofing
  Prerequisite: none; Cost: 1 points
  Your robot can now operate underwater without any issues.  
  It gains a swim speed equal to its land speed.
  Wheels/Treads
  Prerequisite: none; Cost: 0 points, up to 3 additional 
  points
  Your robot has treads or wheels on which it moves. It has 
  a movement speed of 30 feet. For each point beyond the 
  base that you spend, your robot’s speed increases by 10, 
  to a maximum of 60 feet for 3 points. Your robot ignores 
  the movement penalty for rough terrain as long as it isn’t 
  climbing.
  Whip
  Prerequisite: Arms; Cost: 1 points
  Your robot has a bladed, non-bladed, or plasma whip (your 
  choice). This can either flip or transform out of an arm 
  or be stored on its person to be drawn for combat. It uses 
  the robot’s Dexterity ability score and deals 1d8 slashing 
  damage. Attacks made with the whip have an additional 5 
  feet of reach. Your robot is proficient with this weapon.
  
  130
  Scientist
  A Human woman steadies her hand and tips the contents of 
  one vial into another. The liquids bubble as they react and 
  she holds her breath, waiting for the results.
   
  A Wireborn dives to the ground as gunfire erupts 
  around them. They press a hand to the cold stone floor and 
  a wall springs up in front of them.
   
  In a blue-lit lab, a Proxy prepares for surgery, strange 
  implements of his own invention on the table in front of 
  him. He will save a life today.
   
  Typing furiously, an Ix hides outside the enemy’s 
  security center. With the press of a button, they are seeing 
  through the camera inside the room, privy to all the goings 
  on there.
   
  Scientists are technological spellcasters who utilize 
  gadgets and inventions to mimic spell effects. Not 
  dissimilar from the power source used by roboticists, 
  scientists use Dark Matter Cores to power their inventions 
  and alter reality itself. Beyond their inventions and gadgets, 
  scientists are experts in the use of tools and specialize in a 
  number of powerful skills, such as computers and medicine.
  Dark Matter Core
  Everything a scientist creates is powered by a power source 
  called a Dark Matter Core. Since each Core varies from the 
  rest, the exact process of creation never seems to work a 
  second time. To make matters even more complex, each 
  Dark Matter Core attunes itself to a single person. Many 
  scholars posit that these devices have some sort of will, an 
  artificial magical intelligence. Because the Core differs from 
  scientist to scientist, so too do the inventions and gadgets of 
  each individual.
   
  Despite these differences, the basic operation of a Dark 
  Matter Core uses the same principles. A Core generates 
  energy by cycling charged and dormant dark matter 
  particles while replacing spent particles with those from the 
  surrounding environment. This cycle provides the energy 
  that powers a scientist’s inventions.
   
  Interestingly, this process ceases if the Core is not 
  within close proximity of the attuned scientist, and no 
  scientist can operate another’s Core. Despite the seeming 
  pricelessness of these Cores, Dark Matter Cores taken from 
  dead scientists are rarely worth more than scrap metal as 
  they most often become inert. In a few rare cases, a Core 
  might attune to a new person if their previous owner dies.
  Inspired through Education
  Scientists are scholars at heart and researchers first and 
  foremost. These academics toe the line between innovation 
  and the scientific methods that have defined technological 
  progress for millennia. Every scientist is likely to have had 
  some amount of formal training, and there are a multitude 
  of academies and universities that inform individuals about 
  the merits and finer points of science and magic.
   
  Regardless that a scientist’s inventions mimic magic 
  spells, they are truly working with something new. It is 
  important to customize the types of inventions and gadgets 
  each individual scientist utilizes. With the right mixture 
  of creativity and expression, a party of multiple scientists 
  Classes
  “Science is sometimes 
  messy and explosive, but 
  it’s research all the same.”
   — Brick,
  Ix Scientist
  
  131
  could each have an invention that accomplishes the same 
  ends by multiple different means.
  Creating a Scientist
  Level
  Proficiency 
  Bonus
  Features
  Gadgets 
  Known
  Dark Matter 
  Batteries
  Core 
  Charges Use Level
  1st
  +2
  Gadgets, Inventions, Tool Proficiencies
  3
  2
  2
  1st level
  2nd
  +2
  Research Focus
  3
  2
  4
  1st level
  3rd
  +2
  Signature Weapon
  3
  2
  4
  2nd level
  4th
  +2
  Ability Score Improvement
  3
  2
  4
  2nd level
  5th
  +3
  Weapon Improvement
  3
  3
  6
  3rd level
  6th
  +3
  Research Feature
  4
  3
  6
  3rd level
  7th
  +3
  —
  4
  3
  6
  4th level
  8th
  +3
  Ability Score Improvement, Weapon Improvement
  4
  3
  8
  4th level
  9th
  +4
  —
  4
  3
  8
  5th level
  10th
  +4
  Research Feature, Careful Consideration
  4
  4
  8
  5th level
  11th
  +4
  Masterpiece (6th level), Weapon Improvement
  5
  4
  10
  5th level
  12th
  +4
  Ability Score Improvement
  5
  4
  10
  5th level
  13th
  +5
  Masterpiece (7th level)
  5
  4
  10
  5th level
  14th
  +5
  Research Feature, Weapon Improvement
  5
  4
  12
  5th level
  15th
  +5
  Masterpiece (8th level)
  5
  4
  12
  5th level
  16th
  +5
  Ability Score Improvement
  6
  5
  12
  5th level
  17th
  +6
  Masterpiece (9th level), Weapon Improvement
  6
  5
  14
  5th level
  18th
  +6
  Research Feature
  6
  5
  14
  5th level
  19th
  +6
  Ability Score Improvement
  6
  5
  14
  5th level
  20th
  +6
  Quick Construction, Weapon Improvement
  6
  5
  16
  5th level
  The Scientist
  The path of a scientist’s backstory is fairly straightforward. 
  Education typically plays a big role in their past, and often 
  their present, too. Was your scientist educated in a top 
  university of science? Or perhaps a school of the occult? 
  Maybe your scientist was an apprentice, or even self-taught. 
  The method of your character’s education can add some 
  interesting depth to them.
   
  Beyond training, it is crucial to determine how your 
  scientist acquired or constructed the Dark Matter Core that 
  is unique to them. Oftentimes their inventions and gadgets 
  will reflect the Dark Matter Core. Your scientist might 
  create convoluted clockwork machines, intricately detailed 
  inventions powered by miniature Tesla coils, or they might 
  prefer syringes and vials of charged up liquid concoctions. 
  There are no limits on what your scientist’s inventions 
  might look like, just as long as it could realistically yield the 
  effect you’re building it for.
  Quick Build
  You can make a scientist quickly by following these 
  suggestions. First, Intelligence should be your highest 
  ability score, followed by Constitution. Second, choose the 
  sage background. Third, choose skills that use your best 
  ability scores and select the following starting equipment: a 
  plasma pistol, shield bracers, a mark I handheld computer, 
  and a personal energy barrier mark II. Finally, choose the 
  shocking grasp, message, and mage hand gadgets, as well 
  as the following 1st level inventions: mage armor, magic 
  missile, and burning hands.
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  Class Features
  The scientist is the primary Intelligence casting class of S&S 
  and plays a mixed role of wizard and warlock, depending 
  on which skills and paths you choose. The scientist benefits 
  most from situations where they can enter prepared. As a 
  scientist you gain the following 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: Choose three tools of your choice. You have 
  proficiency with those tools.
  Saving Throws: Intelligence, Wisdom
  Skills: Choose three from Computers, History, Insight, 
  Investigation, Mechanics, Medicine, Piloting, Perception, 
  Persuasion, Science, Stealth, Survival
   
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  Two tools or kits of your choice.
  • 
  A simple weapon costing 500 cc or less.
  • 
  A suit of armor costing 1000 cc or less.
  • 
  A credstick with 1500 cc.
  • 
  Cyberware purchased and installed at character 
  creation is half price for you.
  Gadgets
  You begin play knowing how to make three gadgets of your 
  choice from the scientist invention list. You learn additional 
  scientist gadgets of your choice at higher levels as shown in 
  the Gadgets Known column of the scientist table. Gadgets 
  work identically to cantrips, except that they are not spells 
  and cannot be interacted with in ways that spells can. They 
  use the same invention attack modifier and invention save 
  DC as your inventions do. Unlike most inventions you 
  make, your gadgets do not require dark matter energy and 
  therefore don’t require a charged battery for use.
   
  The majority of gadgets do not break with use, 
  but sometimes a gadget might be a grenade or other 
  consumable object. In that case, making a replacement 
  gadget for the used one is part of the same action as using 
  it. Otherwise, the gadget remains on your person. Due to 
  the complex nature of your gadgets’ design, only you can 
  utilize the gadgets you create to use their effects.
   
  For example, an acid splash gadget might be a grenade 
  of some kind that is thrown at a foe. Using it requires only a 
  single action in which you both cobble together the grenade 
  and throw it. On the other hand, a prestidigitation gadget 
  might be a handheld switch with buttons that activate a 
  light beam to accomplish anything the prestidigitation spell 
  might. In this case, it is still an action to use, but does not 
  require you to also construct the consumable piece to it.
  Inventions
  Science is a vast subject matter with hundreds of 
  specializations, but one thing draws all those who work 
  with it together: innovation. As a scientist, you will innovate 
  and create special inventions and gadgets which baffle the 
  understanding of those around you. Using a special battery, 
  called a Dark Matter Core, you can make devices that mimic 
  true spellcasting without technically casting a spell.
   
  Inventions are machines, extracts, or devices of some 
  kind that you keep on your person. When utilized, an 
  invention mimics a spell effect that is chosen when the 
  invention is created. Effects of inventions are considered 
  magical effects because of their power source and therefore 
  can be interacted with as though they are spells.
   
  You are encouraged to personalize how your inventions 
  look and work. Given how many types of science are out 
  there, no two scientists’ inventions need to be the same, 
  despite having an identical spell effect. A chemist might 
  have a catalyst chamber they shake and then launch, 
  creating the fireball spell as an effect and consuming 
  the grenade, while a different scientist might use a small 
  pen that emits an energy pulse and creates the resulting 
  explosion.
   
  The list of inventions you can choose from is located in 
  Chapter Eleven of this book.
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  Research Journal
  At 1st level, you begin with a research journal in which 
  you keep all of your schematics for how to build your 
  inventions. This journal starts with the schematics for six 
  1st level scientist inventions of your choice from the list in 
  Chapter Eleven. The appearance of this journal and your 
  personal shorthand within it are entirely of your choosing.
   
  Whenever you gain a scientist level past the 1st, you 
  add two additional schematics to your research journal 
  of any level of invention you could create. The invention 
  schematics you add to your research journal as you gain 
  levels reflect the research you conduct on your own and 
  your intellectual breakthroughs. However, you can also find 
  schematics to other inventions during your adventures, 
  either by chance or by intention.
   
  When you find a scientist invention schematic of 1st 
  level or higher, you can add it to your research journal if it’s 
  of a level of invention you could use. Copying an invention 
  schematic into your journal involves reproducing the 
  basic form of the invention, then deciphering the unique 
  system of notation used by the scientist who wrote it. You 
  must practice making and using the invention until you 
  understand the particulars required, then inscribe it in your 
  own notation. For each level of the invention, this process 
  takes 2 hours and costs 50 credits. Once you have spent this 
  time and money, you can create this invention just like any 
  other in your journal.
   
  If you lose your journal or it is destroyed, you can 
  transcribe your currently constructed inventions into a 
  new book alongside your gadgets for free, but you lose the 
  remaining inventions in your destroyed book. You can 
  also spend 100 credits to create a backup journal in either 
  physical or digital form just in case something were to 
  happen to your journal.
   
  Your Dark Matter Core
  At the heart of your inventions is a priceless item called a 
  Dark Matter Core. How you acquired or created it is up to 
  you and your GM, but regardless of how it came into your 
  possession, the Core holds energy beyond imagination and 
  powers your inventions so that they can accomplish things 
  normal technology cannot.
   
  The Core itself is too powerful to directly charge 
  your inventions, so you have a collection of Dark Matter 
  Batteries that you have constructed. The number of Dark 
  Matter Batteries you can build and have on your person 
  at one time are described in the scientist table under the 
  Batteries column.
   
  Each of these Batteries can hold only one charge from 
  your Dark Matter Core. You can take 1 minute to charge one 
  of your Batteries. These Batteries only remained charged 
  for 8 hours, after which they lose their charge.
   
  The Dark Matter Core has a number of charges it can 
  give out as determined by the Core Charges column of the 
  scientist table. The Core regains all expended charges after 
  recharging without being used for 8 hours at one time (a 
  long rest).
   
  For example, at 5th level, your Dark Matter Core has 
  6 charges and you can have up to 3 charged Batteries at 
  a given time. That means at the start of the day when you 
  finish constructing your prepared inventions, you will 
  have 3 Batteries charged up to use in your inventions and 
  3 charges in reserve on your Dark Matter Core. Once you 
  use a battery, you can spend 1 minute to charge it again by 
  using one of the reserve charges (ergo at 5th level you will 
  have a total of 6 uses of inventions across the day).
   
  Your Dark Matter Core cannot be stolen, understood, 
  or used by another creature. If it is taken from you, it 
  simply reappears on your person after 10 minutes of 
  separation. Your Dark Matter Batteries, on the other hand, 
  can be both taken and destroyed. If such a thing occurs, it 
  takes you 1 hour and 100 credits of materials to construct 
  a single new battery. Batteries gained from leveling up do 
  not have these associated costs of building. Even if you 
  could afford to build more Batteries, you can only ever have 
  a number of them on your person and usable equal to the 
  Batteries column on the scientist table.
   
  Preparing Inventions by Construction
  When you begin your day, as part of your long rest, you 
  spend 30 minutes choosing which inventions to prepare 
  for the day. You can choose a number of inventions in 
  your research journal equal to your scientist level + your 
  Intelligence modifier. When you choose, you construct the 
  inventions based on the schematics in your journal. Once 
  constructed, you can use any prepared invention by slotting 
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  134
  in one of your Dark Matter Batteries. Using the invention 
  expends the charge of that Battery, but does not affect the 
  invention you’ve prepared. If you slot in another Battery, 
  you can use the same invention over and over again 
  throughout the day.
   
  At any time during the day, you can spend 30 minutes 
  to change which inventions you have prepared and prepare 
  a different set of inventions instead. This time represents 
  the time required to dismantle and construct the different 
  inventions you are preparing. You can exchange any 
  number of prepared inventions with other inventions from 
  your research journal this way.
   
  Using Inventions and Usage Level
  Due to the complex mechanisms, other creatures cannot 
  activate or use your inventions. Using an invention 
  mirrors casting a spell and requires similar attention for 
  similar effect, however, there are a few differences. The 
  components for inventions are Activation (A), Input (I), 
  and Material (M). Activation (A) is the final verbally spoken 
  word that activates the function of your invention. This 
  component mirrors Verbal (V) components in spells and 
  works the same in regards to spells such as silence or being 
  gagged. Input (I) is a series of typed or otherwise entered 
  commands that dictate to your invention how it will work. 
  In order to use Input (I) components, you must have a hand 
  free (this hand can be holding the invention itself). This 
  mirrors Somatic (S) components in spellcasting. Material 
  (M) components are used as the invention itself is used. 
  The invention counts for any material component without a 
  monetary value listed in the spell description. In the case of 
  a spell with valuable material components you must use or 
  expand those components as part of casting the spell.
   
  When you use an invention, the spell effect that comes 
  from it is always cast at the level listed in the Usage Level 
  column of the scientist table. For example, at 5th level, 
  you have 3 Dark Matter Batteries. You choose to use your 
  thunderwave invention which you prepared earlier that 
  day. To do so, you check the spell entry for thunderwave. It 
  requires an action to cast the spell, so it requires an action 
  to use the invention. As part of that action you insert one of 
  your charged Dark Matter Batteries. The invention mimics 
  the thunderwave spell and is cast at 3rd level instead of 1st. 
  When the spell is complete, your Battery loses its charge 
  and requires 1 minute with your Core to be charged again, 
  but you could use one of your other two charged Batteries 
  to utilize the thunderwave invention another time.
   
  Invention Ability Score
  Intelligence is your ability score for your scientist 
  inventions. You use your Intelligence whenever a spell 
  effect created by an invention or gadget you use refers to 
  your spellcasting ability. 
   
  Invention save DC = 8 + your proficiency bonus + your 
  Intelligence modifier
  Invention attack modifier = your proficiency bonus + 
  your Intelligence modifier
  Tool Expertise
  Also at 1st level, any time you make an ability check using 
  a tool you’re proficient in, you add twice your proficiency 
  instead of just your proficiency.
  Research Focus
  At 2nd level, you select an area of scientific research to 
  specialize in, sacrificing broad knowledge for selective 
  mastery. Each of these avenues of research comes with 
  numerous opportunities to better yourself and your work. 
  Benefits from your research focus come at 2nd, 6th, 10th, 
  14th, and 18th level. Four research focuses are included 
  in this guide: Chemistry, Computers, Engineering, and 
  Medicine. The specifics of each are detailed at the end of 
  the scientist entry.
  Signature Weapon
  When you reach 3rd level, you construct a special weapon 
  unique to you. Choose a simple weapon upon which to 
  base this weapon. The constructed weapon has the base 
  properties of that weapon, including range, damage types, 
  and other relevant properties. Attack and damage rolls 
  you make with this custom weapon use your Intelligence 
  modifier instead of the normal modifier you would use.
   
  At 5th level, choose radiant or necrotic damage. Once 
  made, this choice cannot be changed. Once each turn, when 
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  135
  Careful Consideration
  Practice makes perfect, and your mind catalogs thoughts 
  at an alarming rate. Beginning at 10th level, whenever 
  you make an ability check you are proficient in using your 
  Intelligence modifier and you roll less than a 10 on the die, 
  you may treat the die as if you had rolled a 10.
  your custom weapon deals damage, it deals 1d8 damage 
  of the chosen type on top of its normal damage. This is 
  representative of the radiative dark matter magic you infuse 
  the weapon with from your Dark Matter Core. At 8th level 
  this extra damage increases from 1d8 to 2d8. It increases 
  again at each of the following levels: 11th (3d8), 14th (4d8), 
  17th (5d8), and 20th (6d8).
   
  At 7th level, the damage your weapon deals counts 
  as magical for the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.
   
  Only you can use this special weapon. You’re 
  considered proficient with it, but if another creature 
  attempts to use it, they are not considered proficient and 
  they do not get any additional damage or effects from the 
  weapon. If you lose the weapon or it is destroyed, it takes 
  you 8 hours and 500 credits to recreate it. If you want to 
  make your weapon into a different simple weapon, it takes 1 
  hour and 250 credits.
   
  What your custom weapon looks like and how it 
  works is up to you and your imagination, but it should be 
  relatively similar in use to the weapon that it is based on.
  Quick Construction
  At 20th level, your genius is such that you have learned the 
  secret of building and charging your inventions at a rate 
  ten times that of what it once took. It now only takes you 10 
  minutes to change which inventions you have prepared and 
  constructed. In addition, you can charge one of your Dark 
  Matter Batteries using your Core with 1 action instead of 1 
  minute.
  Research Focuses
  The following section describes four different research 
  focuses that the scientist can select at level two to inform 
  their specialties. The four focuses are: Chemistry, 
  Computers, Engineering, and Medicine.
  Chemistry
  Chemistry is the scientific study surrounding how differing 
  types of matter interact and interconnect in the world. 
  Within its ranks there are disciplines involving everything 
  from explosives to new building materials to powerful 
  fuels and energy sources. Scientists who choose to focus 
  on chemistry often utilize tinctures and philters of mixed 
  chemicals infused with the energy of their Dark Matter 
  Core as their inventions. Oftentimes they discover their 
  Core through an accidental fusion of chemicals that they 
  are unable to reproduce.
  Expanded Invention List: Chemistry
  When you reach the level described in the list below, you 
  add the associated inventions to your research journal.
  Scientist Lvl
  Inventions
  2nd
  chromatic orb, create or destroy water
  3rd
  crown of madness, enhance ability
  5th
  create food and water, fireball
  7th
  polymorph, stoneskin
  9th
  cloudkill, flame strike
  Bonus Proficiencies
  When you select this research focus at 2nd level, you 
  become proficient with the artisan’s tools (chemistry) and 
  the Science skill. If you are already proficient in the Science 
  skill, choose another Intelligence skill of your choice in 
  which to gain proficiency.
   
  In addition, you add twice your proficiency to 
  Intelligence (Science) checks instead of your normal 
  proficiency addition.
   
  Explosive Innovation
  Also at 2nd level, your improved understanding of chemical 
  reactions allow you to draw the most from your damaging 
  gadgets and inventions. Whenever a gadget or invention 
  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.
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  136
  you activate would deal damage, you add your Intelligence 
  modifier to the damage dealt. This damage is only added 
  once for a given invention.
   
  At 3rd level, you don’t gain the Signature Weapon 
  feature. Instead, at 5th level this feature becomes more 
  powerful. Any gadget you use that deals damage deals 
  an additional 1d8 damage of the same type. This damage 
  increases by 1d8 at 8th level (becoming 2d8) and again at 
  the following levels: 11th (3d8), 14th (4d8), 17th (5d8), and 
  20th (6d8).
   
  Elemental Analysis and Purification
  At 6th level, your need to rely on technological scanners 
  and detectors to determine the elemental makeup of 
  materials, liquids, and atmospheres has dwindled, as you 
  know how to run quick chemical tests to the same result. 
  Running a chemical test takes 1 minute, during which you 
  can determine all the known elements (and the percentage 
  of each) that make up a material, liquid, or a local 
  atmosphere.
   
  In addition, you can take a solid or liquid that is a 
  mix of two or more compounds and purify it into its base 
  components. This is a process that takes you 1 hour for 
  every pound of material you work with.
   
  Neither of these uses of your artisan’s kit (chemistry) 
  requires rolling; you automatically succeed.
   
  Formulaic Alteration
  At 10th level, your expertise with the inventions and 
  gadgets that cause devastation and damage gives you 
  insight on how to alter the types of damage those 
  inventions and gadgets deal. Whenever you use an 
  invention or gadget that deals damage, you may choose 
  acid, cold, fire, lightning, necrotic, radiant, or thunder 
  damage. The damage dealt is that damage type instead of 
  the normal type.
   
  Delayed Consumption
  Beginning at 14th level, you gain the ability to create a 
  delayed-use invention in the form of a potion. Choose an 
  invention in your research journal that has a target of self 
  or a creature. You infuse a potion with a charge from your 
  Core and drink it, lowering your number of Core charges 
  for the day by one. Any time in the next 8 hours, as a bonus 
  action, you can activate the effect of the chosen invention, 
  even if the effect would normally take longer than a bonus 
  action to activate. If the effect would normally affect more 
  than one creature, it only affects you. Once used, you can’t 
  create another invention this way until you complete a long 
  rest.
   
  Intense Reactivity
  At 18th level, your expertise making the most of your 
  deadly inventions reaches an all-time high. After you roll 
  damage for an invention, before you add up the damage, 
  you can choose a number of dice less than or equal to your 
  Intelligence modifier and reroll those dice. You must use 
  the new dice rolls.
  Computers
  In a world full of interconnected technology, the ability 
  to create and execute programs that interact with those 
  technologies is a powerful thing. The study of computers 
  focuses on living creatures and how they interact in an 
  entirely virtual space. Scientists who choose to focus 
  on computers tend to use complex machines controlled 
  by programs as their inventions. The discovery of their 
  Dark Matter Core oftentimes is a stray bit of code or 
  programming that produced unexpected, irreplicable 
  results.
   
  Expanded Invention List: Computers
  When you reach the level described in the list below, you 
  add the associated inventions to your research journal.
  Scientist Lvl
  Inventions
  2nd
  alarm, silent image
  3rd
  blur, darkvision
  5th
  hypnotic pattern, major image
  7th
  hallucinatory terrain, greater invisibility
  9th
  modify memory, seeming
  Bonus Proficiencies
  When you choose to study this research focus at 2nd level, 
  you become proficient with the Computers skill. If you are 
  already proficient in the Computers skill, choose another 
  Intelligence skill of your choice in which to gain proficiency.
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  137
  In addition, you add twice your proficiency to Intelligence 
  (Computers) checks instead of your normal proficiency 
  bonus.
   
  Unique Programming
  Also at 2nd level, you can construct special programs. 
  Choose three of the following programs to add to a personal 
  computer of your choice. If your computer is compromised 
  or destroyed, you can remove the programs from it with 1 
  minute of coding work and transplant them into another 
  computer at no cost to yourself, but you can only have the 
  programs active on one computer at a time.
   
  Each special program is labeled as overt or covert. Like 
  overt and covert hack actions, programs that are labeled 
  overt make you automatically detectable by other machines 
  on the network. Covert hack actions allow you to make 
  an Intelligence (Stealth) check against the DC or opposed 
  Intelligence (Perception) check of the security system or 
  creatures on the network.
   
  You obtain more of these special programs as you 
  advance in level. At 6th level and again at 10th level, you 
  choose two more programs to add to your personal device. 
  Whenever you would obtain new programs at these levels, 
  you can also switch out a program you had previously 
  chosen for a new program of your choosing in addition to 
  obtaining your two new programs. You can also perform 
  this switch when you receive special master programs at 
  14th and 18th level.
   
  Compile (Overt). This program is used any time that 
  you would perform an Intelligence (Computers) check to 
  search the combined galactic network for information on a 
  topic. When you make your Intelligence (Computers) check, 
  you do so with advantage. In addition, the information is 
  added to your internal storage library on your personal 
  device. The gathered intelligence is organized there in 
  such a way that you can scan it directly into your mind and 
  remember in exact detail anything you learned this way.
   
  Co-Opt (Covert). You can use the Co-Opt program 
  as an action. To do so, choose a creature or non-creature 
  machine that is connected to the same network as your 
  computer. You must be within 100 feet of the target and 
  you must be able to see it (or otherwise have very intimate 
  knowledge of its location). The target makes an Intelligence 
  saving throw (or Intelligence (Computers) check) against  
  your invention save DC. If it succeeds, then it is aware 
  that it is being connected to and can read your location. 
  Regardless of its success, you connect to it and your 
  personal computer has access to any sensors the target has 
  (such as cameras, heat sensors, and so on). You cannot turn 
  off the sensors, but you can share sensors with the target 
  indefinitely so long as your maintain concentration (as per 
  spell/invention concentration). This program immediately 
  ends if the target is destroyed or if you use another 
  program, invention, or spell requiring concentration.
   
  Dummy Program (Overt). If you are currently 
  detected by a security system or another creature on 
  a network, you can use your bonus action to deploy a 
  dummy program. Make an Intelligence (Computers) check 
  against the security system DC or opposed Intelligence 
  (Computers) check by the creature that is aware of you. If 
  you succeed, you become hidden again and the security 
  system or creature believes the dummy program is you. The 
  dummy program can be ejected from a network just like a 
  regular hacker. It gets no save to resist being ejected. While 
  your dummy program is active, you have advantage on 
  Intelligence (Stealth) checks to stay hidden and covert on 
  the network.
   
  Encrypt (Covert). You can use the Encrypt 
  program as an action any time you want to make a piece of 
  information particularly difficult to understand. You choose 
  any amount of information and encrypt that information 
  into a file that is impossible to parse for anyone unless they 
  succeed at an Intelligence (Computers) check against your 
  invention save DC. Each failure to decrypt the information 
  you have encrypted increases the DC by 5 for future 
  attempts. You can decrypt the file at will using the same 
  program that encrypted it and you have a key that you can 
  send or physically give to another individual so that they 
  can decrypt it without need for an ability check. While you 
  cannot contain amounts of information that are spread 
  across the combined galactic network, you can encrypt any 
  particular file in your possession regardless of its size.
   
  Firewall (Covert). When you log on or bypass onto a 
  network, you can activate your Firewall program as a bonus 
  action to protect your personal computer and a number of 
  additional machines connected to the network up to your 
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  138
  Intelligence modifier. Any ability roll or saving throw you or 
  a machine chosen with this ability made against the Hack 
  action is made with advantage.
   
  Invisible (Covert). When you log on or bypass onto 
  a network, you can activate your Invisible program as a 
  bonus action to hide your personal computer and a number 
  of additional machines also within the network up to your 
  Intelligence modifier. Ability checks used to detect you 
  or those hidden machines are made with disadvantage. 
  This effect lasts indefinitely so long as you maintain 
  concentration (as per spell/invention concentration). This 
  program immediately ends if you make an overt hack 
  action, or if you use another program, invention, or spell 
  requiring concentration.
   
  Jam (Overt). You may use your Jam program as an 
  action to project a static signal to a number of machines 
  within the same network up to your Intelligence modifier. 
  In order for those machines to communicate over the 
  network, they each must pass an Intelligence saving throw 
  against your invention save DC. This effect lasts indefinitely 
  so long as you maintain concentration (as per spell/
  invention concentration). This program immediately ends 
  if the target is destroyed or if you use another program, 
  invention, or spell requiring concentration.
   
  Marker (Covert). When you are in a network, you 
  can use your Marker program as an action to mark one 
  creature or noncreature machine that you can see within 
  100 feet of you. As long as this node is marked, you can 
  find its physical counterpart as long as the target that 
  you marked remains in the same network as you. If a 
  target is marked and sharing a network with you, it has 
  disadvantage on any Intelligence saving throws it makes 
  against your scientist class features. This effect lasts 
  indefinitely so long as you maintain concentration (as per 
  spell/invention concentration). This program immediately 
  ends if the target is destroyed or if you use another 
  program, invention, or spell requiring concentration.
   
  Overwatch (Overt). When you enter a network, you 
  can activate your Overwatch program as a bonus action 
  to observe everything connected to it. All creature and 
  noncreature machines that wish to attempt to hide from 
  you may attempt an Intelligence saving throw against a DC 
  equal to your invention save DC.
   
  If a creature succeeds, it is unaffected by the Overwatch 
  program. Otherwise, all creature and noncreature machines 
  in the network that failed the saving throw (or did not 
  attempt to hide) are known to you. You have a network map 
  of which machines are attached to which nodes and you 
  can observe mobile machines within the network at will. 
  Machines you can see with this program can be affected by 
  your other programs, as well as the Hack action, regardless 
  of your visual contact or distance.
   
  If an invisible or physically hidden creature is carrying 
  a machine that you can see with your Overwatch program 
  (or has cyberware installed), you know where that creature 
  is and they do not gain advantage on attack or Stealth rolls 
  against you.
   
  Passkey (Covert). You may use your Passkey 
  program as an interaction with an object during your turn 
  on any electronic lock or computer based lock that can be 
  connected to manually or via a network you’re on. When 
  used, you gain advantage on Intelligence (Computers) 
  checks to lock or unlock the targeted mechanism and 
  attempting to unlock it requires only a bonus action instead 
  of an action.
   
  Pitfall (Covert). When you log on or bypass onto a 
  network, you can activate your Pitfall program as a bonus 
  action to set a trap on your personal computer and a 
  number of additional machines connected to the network 
  up to your Intelligence modifier. If another creature 
  attempts the Hack action against any of those machines, 
  it must make an Intelligence saving throw (or Intelligence 
  (Computers) check) against a DC equal to your invention 
  save DC. If it fails, its Hack automatically fails and the 
  machine used to take the Hack action is rendered unusable 
  for 1 minute. If the opposing hacker was logged into a 
  private network that isn’t theirs, they are immediately 
  booted. Once this saving throw is made successfully once, 
  the hacker or machine need no longer attempt the save 
  against any of the trapped machines.
   
  Master Programming
  At 14th level, your mastery over code and networks allows 
  you to take your programs to the next level. Choose one 
  master program to add to your personal computer along 
  with your other programs.
  Classes
  
  139
   
  At 18th level, you choose a second master program 
  from this list and add it to your personal computer.
   
  Alter (Covert). You can use the Alter program as an 
  action to change a single word of code on a machine. The 
  machine attempts an Intelligence saving throw against your 
  invention save DC. If the machine succeeds, your program 
  fails. If the machine fails, you may change one word of its 
  core processes. What you can accomplish with this program 
  is varied and spans everything from changing what a turret 
  reads as ally and enemy to changing a door’s function from 
  locked to unlocked.
   
  Duplicate (Overt or Covert). You can utilize the 
  Duplicate program in two ways. Any time you use one of 
  your programs, you can instead use that program twice 
  without requiring an additional action on your part. The 
  second way to use this program is to copy another program 
  that is actively running. Any time you are on the same 
  network with someone who uses the Hack action, you can 
  use your reaction to do the same action. You can choose 
  new targets for your action.
   
  Simulate (Overt). You can use the Simulate program 
  as an action to directly interface your mind to the network. 
  While using this program, you cannot see or hear and your 
  body is limp and cannot move. You can still feel your body, 
  however. You can return to your body at any time as an 
  action. While in the network, you can interact with the code 
  of machines as though they were objects for your taking 
  and manipulation. Any machine you connect to while in 
  the network can be possessed. The machine attempts an 
  Intelligence saving throw against your invention save DC. If 
  it fails, you possess the machine and act as though you are 
  the machine in the physical world. You can only see or have 
  senses if the machine you’re possessing does, otherwise you 
  are acting blind.
   
  Guardian (Overt). You can call upon your Guardian 
  program as an action. When you do, the guardian appears 
  in the network and begins patrolling. When it appears, 
  you designate any number of machines to be protected. 
  Any time an outside force uses a Hack action on one of 
  the protected machines, the Guardian program attempts 
  a Wisdom (Perception) check using your Intelligence 
  (Computers) check against the outside forces’ Intelligence 
  (Stealth) check.
   
  If the Guardian sees the user of the Hack action, 
  or the user of the Hack action uses an overt hack, the 
  Guardian will mark the device used and any other machines 
  connected to the user of that device. It will then proceed to 
  attack the device and those other machines. It can affect up 
  to three machines each round on your turn, during which 
  time each affected machine must attempt an Intelligence 
  saving throw or be rendered broken and unusable. Once the 
  Guardian has successfully broken five machines, it vanishes 
  and cannot be utilized again until you recreate the program 
  during a short or long rest. If the Guardian’s targets leave 
  the network, it maintains a mark on them that acts like a 
  marker program.
  Engineering
  At its core, the science of engineering is understanding how 
  things come together to create something new that is better 
  than the individual parts. Utilizing their deep knowledge 
  of construction and physics, the engineering scientist is 
  able to generate landscapes that change the battlefield to 
  their advantage with their Dark Matter Core. Engineering 
  scientists typically have uniquely built devices that are nigh 
  unbreakable as their inventions. Their discovery of their 
  Dark Matter Core usually involves combining structural 
  materials in a way that results in something entirely new.
   
  Expanded Invention List: Engineering
  When you reach the level described in the list below, you 
  add the associated inventions to your research journal.
  Scientist Lvl
  Inventions
  2nd
  entangle, floating disk
  3rd
  rope trick, spiritual weapon
  5th
  phantom steed, spiritual weapon
  7th
  secret chest, stone shape
  9th
  animate objects, passwall
  Bonus Proficiencies
  When you select this research focus at 2nd level, you 
  become proficient with medium armor, shields, and 
  the Mechanics skill. If you are already proficient in the 
  Mechanics skill, choose another Wisdom skill of your 
  choice in which to gain proficiency.
  Classes
  
  140
  Scientist Lvl
  Inventions
  2nd
  purify food and drink, sleep
  3rd
  lesser restoration, protection from poison
  5th
  revivify, vampiric touch
  7th
  aura of life, blight
  9th
  contagion, greater restoration
   
  In addition, you add twice your proficiency to Wisdom 
  (Mechanics) checks instead of your normal proficiency 
  bonus.
   
  Instant Wall
  Also at 2nd level, your knowledge of materials and 
  construction manifests in the creation of barriers. As an 
  action, you can touch an inorganic surface within 5 feet of 
  you and create a 1 foot thick, 5’ by 5’ wall of material. The 
  surface your wall is created on must have enough mass 
  to support the new wall, and the new wall is made of the 
  same material as the spot you touched. If the surface can’t 
  support the wall, this ability does nothing.
   
  You can use this ability a number of times equal to your 
  Intelligence modifier, and your expended uses are restored 
  after you complete a short or long rest. The wall remains for 
  1 hour or until destroyed. You can have multiple instances 
  of walls created simultaneously.
   
  At 6th level when you utilize this ability, you can 
  choose to create two 5’ by 5’ walls instead of one. These 
  walls can be stacked on top of or alongside each other, even 
  extending away from you as long as they are touching at 
  one point. You can create three walls at 10th level, four at 
  14th level, and five and 18th level.
   
  Deconstruction Expert
  Beginning at 6th level, damage you deal to objects and 
  cover is doubled. At 18th level, damage you deal to objects 
  and cover is quadrupled instead of doubled.
   
  Murder Holes
  At 10th level, you and creatures you designate that take 
  cover behind walls you build with the Instant Wall class 
  feature gain a bonus 1d4 to damage rolls and don’t 
  suffer penalties when attacking while having the covered 
  condition.
  Debris Shield
  Starting at 14th level, when you use the Take Cover bonus 
  action to gain the covered condition behind one 5’ by 5’ 
  section of the walls you’ve created with your Instant Wall 
  class feature, you can break apart one section of your wall 
  as part of that bonus action. The broken wall floats around 
  you in pieces, providing you with half cover for as long as 
  you maintain the covered condition at the beginning of 
  your turn. The floating debris moves with you and takes 
  damage as normal cover. You are considered to have the 
  covered condition by one of your walls for the purposes of 
  the Murder Holes class feature. The debris will float around 
  you this way for up to 1 hour before falling apart naturally.
  When you are hit by an attack while you have the covered 
  condition from your floating debris, you can use a reaction 
  to take half damage from that attack. If you do, the debris is 
  destroyed and you lose the covered condition.
  Medicine
  Healing arts have been studied for as long as there have 
  been people in need. The many branches of medicine all 
  culminate in a singular goal: saving people from the jaws 
  of death and lengthening their lives. Scientists who focus 
  on medicine often use inventions that are a combination of 
  their healing tools and drugs powered by their Dark Matter 
  Core. In most cases, their discovery of the Core itself is tied 
  to a medical study in which they immersed themselves that 
  resulted in a power source that defined their work. 
   
  Expanded Invention List: Medicine Focus
  When you reach the level described in the list below, you 
  add the associated inventions to your research journal.
  Bonus Proficiencies
  When you select this research focus at 2nd level, you 
  become proficient with the first aid kit and the Medicine 
  skill. If you are already proficient in the Medicine skill, 
  choose another Intelligence skill of your choice in which to 
  gain proficiency.
   
  In addition, you add twice your proficiency to 
  Intelligence (Medicine) checks instead of your normal 
  proficiency bonus.
  Classes
  
  141
  Precise Intellect
  Also at 2nd level, you can use a pool of special dice called 
  precision dice. You start with four precision dice, which are 
  d8’s. At 10th level, your precision dice become 1d10’s and at 
  18th level they become 1d12’s. You gain a fifth precision die 
  at 6th level and a sixth die at 14th level. When you complete 
  a short or long rest, you regain all expended precision dice.
   
  The following abilities use your precision dice.
   
  Adrenaline Shot. As a bonus action on your turn, 
  you can touch a living creature or yourself to grant them a 
  precision die by injecting the creature with an adrenaline 
  booster. Any time in the next 10 minutes, they can use 
  that die on one Strength, Dexterity, or Constitution ability 
  check, or any saving throw they attempt. They can choose 
  to use the precision die after they roll, but they must use it 
  before they know the result of the roll.
   
  Curative Booster. You can expend a precision die as 
  a bonus action. If you do, you can heal a creature you touch 
  an amount of hit points equal to your precision die roll + 
  your Intelligence modifier.
   
  Tireless Caregiver
  At 6th level, you may spend your time during a short rest 
  taking care of the wounds of those around you. During 
  a short rest, you can choose a number of creatures up to 
  your Intelligence modifier that are expending hit dice to 
  heal themselves. You heal each of those creatures for an 
  additional 1d8 hit points. This extra healing increases to 
  1d10 at 10th level and to 1d12 at 18th level. You can use this 
  extra healing on yourself as well.
  Expanded Precision
  At 10th level, you gain two more options for your precision 
  dice.
   
  Bolstering Infusion. As a bonus action, you can 
  touch a living creature or yourself and expend a precision 
  die. The target gains temporary hit points equal to your 
  precision die roll + your Intelligence modifier.
   
  Cleansing Extract. You may touch a living creature 
  as an action and expend any number of precision dice. 
  When you do, you cure a number of conditions ailing the 
  creature equal to the number of dice expended. You can 
  cure the following conditions: blinded, deafened, paralyzed, 
  poisoned, or stunned.
  Persistent Cunning
  Beginning at 14th level, when you roll initiative and have no 
  precision dice remaining, you regain 1 precision die.
  Greater Precision
   
  At 18th level, you gain two more options for your 
  precision dice.
   
  Rejuvenating Tincture. You can touch a living 
  creature or yourself as an action and expend a precision die. 
  When you do, you remove one level of exhaustion from the 
  creature. A creature cannot benefit from this ability more 
  than once in a 24 hour time period.
   
  Reviving Injection. You can touch a creature that 
  is at 0 hit points or has died within 1 minute of their death 
  and expend three or more precision dice. If the creature is 
  dead, it is brought back to life. The creature regains health 
  equal to the combined results of your expended precision 
  dice + your Intelligence modifier.
  Classes
  What’s in an Invention?
  Sometimes it can be difficult to 
  visualize what an Invention is. 
  When you sit down to construct 
  your scientist, imagine the type 
  of experiments they conduct and 
  let that inform the inventions 
  they create. Inventions are 
  limited only by your imagination. 
  For example:
  • A gauntlet with four vials 
  that mix together into a 
  poultice that casts cure 
  wounds.
  • A syringe full of dark matter 
  charged liquid that grants the 
  haste spell to a creature.
  • A transparent sphere with four 
  switches that generates a 
  shield around you.
  • A metal pen that unfolds into 
  a magic missile blaster.
  
  142
  Augmented Classes
  T
  he jump from fantasy to sci-fi necessitates 
  looking at old ideas in new ways. This section 
  contains two classes that are reimagined 
  from their 5th edition counterparts. The adept is almost 
  mechanically identical to the monk, but it introduces a 
  new wave of flavor and archetypes. The monk archetypes 
  available in standard 5th edition can be used for the 
  adept. On the other hand, the vanguard has numerous 
  differences from the barbarian, though any barbarian 
  primal path can be used with the vanguard.
  Adept
  His fists are a blur as they deflect an incoming spray of 
  bullets. The Saguarin leaps over a barricade to throw 
  himself into the ranks of security robots on the other side, 
  knocking away their stun batons and sending them reeling.
   
  A tattooed Hanadarian settles into a balanced stance. 
  They exhale and their focused mind ignites the air around 
  them, enveloping their foes in flames.
   
  Moving silently through the night, a black-clad Glabrau 
  steps into the shadow of an archway and emerges from 
  another inky shadow on the balcony above. She slides her 
  blade free of its scabbard and peers through the window at 
  her mark, vulnerable in the grip of sleep.
   
  Whatever their discipline, adepts are united in their 
  ability to harness the energy that flows through their 
  bodies. Whether channeled as a striking display of combat 
  prowess or a subtler focus on defensive ability and speed, 
  this energy infuses all that an adept does.
  The Science of Psionic Ki
  It is well-documented that the magical radiation that emits 
  from dark matter particles can cause genome mutation. 
  Creatures affected by this sort of mutation have increased 
  brain activity and a deeper connection to the dark matter 
  particles within their own body. Through discipline and 
  training, a person can learn to manipulate those particles 
  and accomplish impossible tasks that seem like magic, but 
  aren’t.
   
  This manipulation of energy is referred to as psionics, 
  while the energy itself is referred to as ki. Though most 
  denizens of the galaxy possess the changed genome after 
  centuries of living in the void, few ever realize or utilize 
  the energy within themselves. Years of discipline and 
  meditation are required in order for an individual to know 
  themself well enough to use their internal dark matter 
  energy.
   
  The use of ki and psionics sparked the invention of 
  cerebral implants, which helped individuals who were 
  unwilling or unable to undergo the necessary mindfulness 
  to bring out latent adept powers to use their dark matter 
  energy. Individuals who utilize these implants are known 
  as psions, and the technology involved did not so much 
  imitate the adept as it created something entirely new.
   
  An adept acknowledges the path they walk and 
  determines their own fate through focus and training. 
  Their powers may not be true magic, but the most powerful 
  adepts use their internal dark matter energy to manipulate 
  the world around them in the same ways a spellcaster 
  might. According to legends, some have even learned to 
  transcend planes and manipulate matter itself with will 
  alone.
  Martial Mastery
  Unlike other combatants who utilize weapons to inflict 
  harm, the adept has a unique skill set that allows them 
  to turn their body into a deadly weapon. Though their 
  training and discipline can include weaponry, they are 
  almost always more effective when striking with their ki-
  infused unarmed attacks. Adepts can be both dexterous and 
  athletic, and mastering their mind is as important as their 
  body in the meditative training they undergo.        
   
  In a world of guns and other technologies that have 
  changed the field of battle, the adept is often viewed as a 
  relic. Yet the ways of the adept have adapted to the trials of 
  fighting ranged weaponry. Their ki can make them faster 
  than incoming shots and can even deflect projectiles. They 
  can move quickly across a battlefield, and energy barriers 
  can’t stop their fists.
  Classes
  
  143
  Level
  Proficiency 
  Bonus
  Features
  Ki Points Unarmored 
  Movement
  Martial 
  Arts
  1st
  +2
  Unarmored Defense, Martial Arts
  -
  -
  1d4
  2nd
  +2
  Ki, Unarmored Movement
  2
  +10 ft.
  1d4
  3rd
  +2
  Psionic Specialty, Telekinetic Deflection
  3
  +10 ft.
  1d4
  4th
  +2
  Ability Score Improvement, Slow Fall
  4
  +10 ft.
  1d4
  5th
  +3
  Extra Attack, Stunning Strike
  5
  +10 ft.
  1d6
  6th
  +3
  Ki-Empowered Strikes, Specialty Feature
  6
  +15 ft.
  1d6
  7th
  +3
  Evasion, Stillness of Mind
  7
  +15 ft.
  1d6
  8th
  +3
  Ability Score Improvement
  8
  +15 ft.
  1d6
  9th
  +4
  Unarmored Movement Improvement
  9
  +15 ft.
  1d6
  10th
  +4
  Purity of Body
  10
  +20 ft.
  1d6
  11th
  +4
  Specialty Feature
  11
  +20 ft.
  1d8
  12th
  +4
  Ability Score Improvement
  12
  +20 ft.
  1d8
  13th
  +5
  Telepathic Bond
  13
  +20 ft.
  1d8
  14th
  +5
  Diamond Soul
  14
  +25 ft.
  1d8
  15th
  +5
  Timeless Body
  15
  +25 ft.
  1d8
  16th
  +5
  Ability Score Improvement
  16
  +25 ft.
  1d8
  17th
  +6
  Specialty Feature
  17
  +25 ft.
  1d10
  18th
  +6
  Barrier of Force
  18
  +30 ft.
  1d10
  19th
  +6
  Ability Score Improvement
  19
  +30 ft.
  1d10
  20th
  +6
  Perfect Self
  20
  +30 ft.
  1d10
  The Adept
  Creating an Adept
  When creating an adept, remember to consider why they 
  chose to spend many years of strict routine to harness their 
  ki, rather than choosing to undergo the implant procedure. 
  Did they lack the funding, or did they shy away from the 
  invasive procedure? Did they prefer self-discipline over 
  technological training? Or did they like themself better 
  without implants?
   
  When you’ve answered these questions, ask yourself 
  how your adept, who is quite in tune with the universe, 
  views the world around them. Understanding oneself can 
  change one’s understanding of the universe. Consider that 
  training to be an adept is rarely a solitary process. Did your 
  character have a mentor or peers they learned alongside? 
  How much of their personal philosophy comes from their 
  mentor? All of these are important questions to consider 
  when building an adept.
   
  Quick Build
  You can make an adept quickly by following these 
  suggestions. First, Dexterity should by your highest ability 
  score, followed by Wisdom. Second, choose the acolyte 
  background. Third, choose skills that use your best ability 
  scores and select the following starting equipment: a 
  plasma pistol, shield bracers, and a personal energy barrier 
  mark I.
  Class Features
  The adept is one of two alternate classes in this guide that 
  help bring a different flavor to a previously established 
  class. While there is nothing inherently wrong with the 
  flavor of the monk, S&S has used this as an opportunity 
  to fill out the technological and mystical landscape of the 
  world in a new way. The following features are gained by 
  taking levels in the adept class.
   
  Classes
  
  144
  Hit Points
  Hit Dice: 1d8 per adept level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per adept level after 1st
   
  Proficiencies
  Armor: None
  Weapons: Simple weapons, plasma swords, plasma 
  whips, and shortswords
  Tools: One set of artisan’s tools and one instrument of 
  your choice
  Saving Throws: Strength, Dexterity
  Skills: Choose two from Acrobatics, Arcana, Athletics, 
  Etiquette, History, Insight, Mechanics, Medicine, 
  Perception, Persuasion, Piloting, Science, and Stealth
   
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  A weapon you’re proficient in costing 1000 cc or less.
  • 
  A credstick with 2000 cc.
  Unarmored Defense
  Beginning at 1st level, while you are wearing no armor and 
  not wielding a shield, your AC equals 10 + your Dexterity 
  modifier + your Wisdom modifier.
  Martial Arts
  At 1st level, your mastery of combat styles that use unarmed 
  strikes and adept weapons, which are plasma swords (only 
  when used one-handed), shortswords and any simple 
  melee weapons that do not have the two-handed or heavy 
  property. You gain the following benefits while you are 
  unarmed or wielding only adept weapons and you aren’t 
  wearing armor or wielding a shield:
  • 
  You can use Dexterity instead of Strength for the attack 
  and damage rolls of your unarmed strikes and adept 
  weapons.
  • 
  You can roll a d4 in place of the normal damage of your 
  unarmed strike or adept weapon. This die changes 
  as you gain adept levels, as shown in the Martial Arts 
  column of the Adept table.
  • 
  When you use the Attack action with an unarmed strike 
  or a adept weapon on your turn, you can make one 
  unarmed strike as a bonus action. For example, if you 
  take the Attack action and attack with a quarterstaff, 
  you can also make an unarmed strike as a bonus action, 
  assuming you haven’t already taken a bonus action this 
  turn.
  Certain monasteries and schools use specialized forms 
  of the adept weapons. For example, you might use a club 
  that is two lengths of wood connected by a short chain 
  (called a nunchaku) or a sickle with a shorter, straighter 
  blade (called a kama). Whatever name you use for a adept 
  weapon, you can use the game statistics provided for the 
  weapon in Chapter Six.
  Ki
  Starting at 2nd level, your training allows you to harness 
  the mystic energy of ki. Your access to this energy is 
  represented by a number of ki points. Your adept level 
  determines the number of points you have, as shown in the 
  Ki Points column of the Adept table. You can spend these 
  points to fuel various ki features. You start knowing three 
  such features: Flurry of Blows, Patient Defense, and Step of 
  the Wind. You learn more ki features as you gain levels in 
  this class. When you spend a ki point, it is unavailable until 
  you finish a short or long rest, at the end of which you draw 
  all of your expended ki back into yourself. You must spend 
  at least 30 minutes of the rest meditating to regain your ki 
  points. Some of your ki features require your target to make 
  a saving throw to resist the feature’s effects. The saving 
  throw DC is calculated as follows. 
  Ki save DC = 8 + your proficiency bonus + your Wisdom 
  modifier
   
  Flurry of Blows. Immediately after you take the 
  Attack action on your turn, you can spend 1 ki point to 
  make two unarmed strikes as a bonus action.
   
  Patient Defense. You can spend 1 ki point to take the 
  Dodge action as a bonus action on your turn.
   
  Step of the Wind. You can spend 1 ki point to take 
  the Disengage or Dash action as a bonus action on your 
  turn, and your jump distance is doubled for the turn.
  Classes
  
  145
  Unarmored Movement
  Starting at 2nd level, your speed increases by 10 feet while 
  you are not wearing armor or wielding a shield. This bonus 
  increases when you reach certain adept levels, as shown in 
  the Adept table. At 9th level, you gain the ability to move 
  along vertical surfaces and across liquids on your turn 
  without falling during the move.
  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.
  Psionic Specialty
  When you reach 3rd level, you will commit yourself to a 
  specific form of training to empower the innate strength 
  granted by your mind. The Way of the Mystic and Way of 
  the Void are both included at the end of the adept entry, but 
  you can also choose any monk tradition in any official 5th 
  edition source book.
  Telekinetic Deflection
  Also at 3rd level, you can use your reaction to deflect a 
  ranged attack using your latent telekinetic powers. When 
  you do so, the damage you take is reduced by 1d10 + your 
  Dexterity modifier + your adept level. You can deflect any 
  attack that comes from a ranged weapon, gadget, psychic 
  knack, or cantrip as long as it doesn’t also require a saving 
  throw of some kind.
   
  If you reduce the damage to 0, you can send out a 
  mental pulse and throw the attack back at the attacker. To 
  do so, you spend 1 ki point to make a ranged attack with the 
  weapon, piece of ammunition, or energy as part of the same 
  reaction. You make this attack with proficiency, regardless 
  of your weapon proficiencies. You have a normal range 
  of 40 feet and a long range of 80 feet. If you hit, you deal 
  damage as if you had used that weapon, gadget, psychic 
  knack, or cantrip to hit with.
  Slow Fall
  Beginning at 4th level, you can use your reaction when you 
  fall to reduce any falling damage you take by an amount 
  equal to five times your adept level.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Stunning Strike
  Starting at 5th level, you can interfere with the flow of ki in 
  an opponent’s body. When you hit another creature with a 
  melee weapon attack, you can spend 1 ki point to attempt a 
  stunning strike. The target must succeed on a Constitution 
  saving throw or be stunned until the end of your next turn.
  Ki-empowered Strikes
  Starting at 6th level, your unarmed strikes count as magical 
  for the purpose of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  Evasion
  At 7th level, your instinctive agility lets you dodge out of 
  the way of certain area effects, such as a blue stardrake’s 
  lightning breath or a fireball spell. When you are subjected 
  to an effect that allows you to make a Dexterity 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.
  Stillness of Mind
  Starting at 7th level, you can use your action to end one 
  effect on yourself that is causing you to be charmed or 
  frightened.
  Purity of Body
  At 10th level, your mastery of the ki flowing through you 
  makes you immune to disease and poison.
  Telepathic Bond
  Starting at 13th level, the focus of your mind and its ki 
  allows you to touch the minds of other creatures. You can 
  touch the mind of a creature within 60 feet of you and 
  create a telepathic bond with them (this does not take an 
  Classes
  
  146
  action). While the bond is active and you and that creature 
  remain within 60 feet each other, you and that creature can 
  speak to each other at the speed of thought in each other’s 
  minds. You do not need to have a shared language to speak 
  with a creature this way. If you create a new bond, the old 
  one ceases to be.
  Diamond Soul
  Beginning at 14th level, your mastery of ki grants you 
  proficiency in all saving throws. Additionally, whenever you 
  make a saving throw and fail, you can spend 1 ki point to 
  reroll it and take the second result.
  Timeless Body
  At 15th level, your ki sustains you so that you suffer none of 
  the frailty of old age and you can’t be aged magically. You 
  can still die of old age, however. In addition, you no longer 
  need food and water.
  Barrier of Force
  At 18th level, you can spend 4 ki points to call up a 
  translucent barrier of pure mentally-sustained force around 
  yourself as an action. This barrier protects you from all 
  environmental dangers such as extreme pressure, cold, 
  or heat and gives you a renewable source of air to breathe 
  with. This barrier lasts for 1 hour, but can last longer if you 
  spend 4 additional points when its duration ends.
   
  Additionally, you can spend 8 ki points instead to 
  create a barrier that does all of these above, but also grants 
  you resistance to a damage type of your choice.
  Perfect Self
  At 20th level, when you roll for initiative and have no ki 
  points remaining, you regain 4 ki points.
  Psionic Specialties
  An adept’s life is one of discipline and self-betterment. 
  This path of discipline is different for every adept and 
  takes as many forms as there are people in the galaxy. Still, 
  some paths are more common than others. Listed here are 
  two specialties that are a mix of talent at birth and hard 
  training: the Way of the Mystic and the Way of the Void. 
  Other traditions for the monk from other 5th edition source 
  books are also great options for psionic specialties with only 
  minor adjustments to flavor.
  Way of the Mystic
  The way of the mystic is one of constant self discovery. 
  Those who study this path learn how to channel their inner 
  ki in ways that other adepts have never conceptualized. This 
  power, integral to who the adept is, manifests in the form of 
  mystic knowledge and skill that defies explanation.
  Mystic Insight
  The powers of a mystic are plentiful, but their greatest 
  strength may be their ability to channel power into any 
  task. When you choose this specialty at 3rd level, as a bonus 
  action, you can spend 1 ki point immediately before making 
  an ability check to gain advantage on that check.
   
  In addition, you are an expert at giving the right word 
  of advice in the nick of time. As a reaction, you can spend 2 
  ki points to grant an ally within 30 feet the ability to reroll 
  a single attack roll or saving throw. The ally must be able to 
  hear you to gain the reroll benefit.
   
  Dream Divination
  Your mystic powers begin to manifest as potent dreams 
  that contain portents of the future. At 6th level, you may 
  receive mystic visions when you complete a long rest. These 
  visions can come as a dream, an epiphany, or even as the 
  voice of an old friend whispering in your mind. The effect is 
  similar to a divination spell with a caster level equal to your 
  level. There is no casting time, as your visions are part of 
  the normal dreams that occur every night. Using this ability 
  costs 2 ki points that are removed from the next day’s total.
   
  Mental Prescience
  As one who is connected to the depths of your own 
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  147
  potential, your ability to foresee and avoid danger 
  increases. Beginning at 11th level, you gain a +2 insight 
  bonus to your Armor Class and your saving throws. At 20th 
  level, these bonuses increases to +4.
   
  Mystic Focus
  At 17th level, you can create an aura as a bonus action at 
  the cost of at least 2 points of ki. The aura emanates out to 
  a 20-foot radius. You and all friendly creatures within the 
  aura have advantage on one roll each round. The aura lasts 
  for 1 round, plus an additional round for every additional 2 
  ki points spent when you create the aura. You can dismiss 
  the aura at any time, but the ki points for the full duration 
  of the aura are lost.
  Way of the Void
  You have tapped into a part of space that brings fear to 
  many denizens of the Nacora. The void seems to be a 
  hungry maw that sucks away the life of all trapped within it. 
  Your powers resemble that of a black hole in deep space as 
  you drain the very life force from other living beings. Most 
  adepts and purveyors of arcane and technological magic 
  view your abilities as an abomination akin to vampirism.
   
  Life Eater
  When you choose this path at 3rd level, you gain the ability 
  to steal ki from other creatures. If you score a critical hit 
  against a living hostile creature or reduce a living hostile 
  creature to 0 or fewer hit points, you can steal some of that 
  creature’s ki. CR 0 creatures don’t trigger this ability.
   
  Absorb Vitality
  At 6th level, while absorbing a creature’s ki, you can also 
  suck away their very life. If you have at least 1 ki point in 
  your ki pool and score a critical hit against a living hostile 
  creature or reduce a living hostile creature to 0 or fewer 
  hit points, you regain a number of hit points equal to your 
  adept level plus your Wisdom modifier. CR 0 creatures 
  don’t trigger this ability.
   
  Dark Vortex
  When you reach 11th level, your skill at drawing life and 
  energy from other creatures becomes stronger. You may 
  spend 3 or more ki points as an action to blast dark necrotic 
  energy in the shape of a 30-foot cone. All creatures hit 
  by the energy cone take 4d8 necrotic damage plus an 
  additional d8 of damage for each ki point you utilize above 
  3, to a maximum of 10d8 for 9 ki points. You gain hit points 
  equal to half of the damage you deal this way. In addition, 
  for each creature in the cone that takes damage, you gain 
  back 1 ki point. Creatures in the cone that succeed on a 
  Wisdom saving throw take half damage from this attack 
  and you do not gain a ki point from them. The DC for this 
  attack is equal to 8 + your proficiency + your Wisdom 
  modifier.
   
  Inexhaustible Hunger
  You cannot suppress your desire to consume the life force 
  of others. At 17th level, any time you strike a living creature 
  with your unarmed strike, you gain 1 temporary hit point. 
  Temporary hit points from this feature stack with each 
  other, but not other sources. The maximum number of 
  temporary hit points you can have from this feature is equal 
  to twice your adept level. Temporary hit points gained this 
  way last for 8 hours.
  Classes
  
  148
  Vanguard
  A Brahvaasch peeks cautiously over the stack of crates 
  concealing her. Lines along her skin begin to glow, etching 
  their way across her body as she grips her maul and charges 
  the enemy with a roar.
   
  A Kyrrov man reaches out to touch the AI core of a 
  rogue space station. His nanomachines bridge the gap 
  between man and machine as he touches the cold metal and 
  whispers a greeting.
   
  Wind tears at the Eezonite’s flames as they lean out of 
  the hovercraft, glowing with active nanites. They leap to the 
  ground fifty feet below and release the built-up force from 
  their fall to send their foes flying.
   
  Though the vanguard is similar to the barbarian at 
  its core, it is in many ways its own class. Vanguards are 
  warriors who prefer melee combat in a world of guns. Their 
  extraordinary physical prowess comes from nanomachines 
  fused with their very bodies. The vanguard most differs 
  from the barbarian in its focus on technology, particularly 
  in ways that are peaceful rather than destructive.
  The Vanguard Project
  As a giant of innovation on Kygor, Morenkain Industries 
  has had a number of successful weapons and military 
  programs. The most lucrative, however, was Vanguard. 
  The project centered around biologically-powered 
  nanomachines that could bond with the cellular DNA 
  of a living individual. Affected individuals essentially 
  became super soldiers after early trials revealed that the 
  nanomachines granted subjects a number of abilities 
  beyond the norm. Though Morenkain was initially under 
  an exclusive contract with Kygoran organizations, the 
  Vanguard project eventually went public and became 
  available throughout the galaxy.
   
  To say that the program changed the face of military 
  strategy would be an understatement. Though not everyone 
  was compatible with the process, those who were became 
  resilient warriors who could forcibly break through enemy 
  lines. Even more dangerous, the nanomachines allowed 
  these warriors to interact with and sometimes even control 
  enemy technology simply by touching it, no computer 
  required.
   
  With the patent restriction period ended, a multitude 
  of companies specialize in the creation of unique 
  nanomachines. Being considered for the process is a matter 
  of money, prestige, and connections.
  Sibling to Machines
  Every vanguard comes to accept that they become part 
  machine after undergoing the procedure. In the early 
  stages of the Vanguard program, this fact was not widely 
  advertised, but when the patent restriction ended, the 
  truth came to light. Nanomachines became as much a 
  part of the individual as their own cells. Machines around 
  the vanguards responded to them almost as a person 
  might. But the truly shocking revelation that brought the 
  union with machinery to light was the birth of the first 
  Wireborn. 
   
  Morenkain and the Kygoran government had set 
  prerequisite sterilization as part of the terms of joining the 
  Vanguard program. Outside a few specific occurrences, 
  vanguards rarely reproduced under their watch. However, 
  they didn’t release the facts of the singular study they did 
  on vanguard parents and their children until after similar 
  programs (minus the forced sterilization that was viewed as 
  inhumane) had already created generations of vanguards. 
  Across the galaxy, a new species of half machine-half mortal 
  creature was being born. The existence of the Wireborn and 
  the complete fusion of biology and machinery within their 
  system were proof more than anything that becoming a 
  vanguard meant becoming more than partly machine.
  Like many of the classes that use technology to enhance 
  their innate abilities, it’s important to determine when 
  your character became a vanguard and how that process 
  was facilitated. In modern Nacora, there are a multitude 
  of places and organizations that generate vanguards for 
  all manner of reasons, but unlike psion implants, the 
  vanguard has a much more specific purpose: combat. Most 
  vanguards are connected to military, security, or mercenary 
  organizations. Some Wireborn inherit all of their parents’ 
  vanguard abilities and are thus vanguards from birth 
  (though this is not common).
   
  When you determine when and how your character 
  got their nanomachines, you can focus on the other 
  Creating a Vanguard
  Classes
  
  149
  Level
  Proficiency 
  Bonus
  Features
  Nanite 
  Surges
  Nanite Surge 
  Damage Bonus
  1st
  +2
  Defense Network, Nanite Charge
  2
  +2
  2nd
  +2
  Reckless Attack, Technomancy
  2
  +2
  3rd
  +2
  Combat Path
  3
  +2
  4th
  +2
  Ability Score Improvement
  3
  +2
  5th
  +3
  Extra Attack, Fast Movement
  3
  +2
  6th
  +3
  Path Feature
  4
  +2
  7th
  +3
  Heightened Senses
  4
  +2
  8th
  +3
  Ability Score Improvement
  4
  +2
  9th
  +4
  Brutal Critical
  4
  +3
  10th
  +4
  Path Feature
  4
  +3
  11th
  +4
  Relentless Surge
  4
  +3
  12th
  +4
  Ability Score Improvement
  5
  +3
  13th
  +5
  Brutal Critical
  5
  +3
  14th
  +5
  Path Feature
  5
  +3
  15th
  +5
  Persistent Surge
  5
  +3
  16th
  +5
  Ability Score Improvement
  5
  +4
  17th
  +6
  Brutal Critical
  6
  +4
  18th
  +6
  Indomitable Might
  6
  +4
  19th
  +6
  Ability Score Improvement
  6
  +4
  20th
  +6
  Perfected Physique
  Unlimited
  +4
  The Vanguard
  aspects of their background. 
  Nanomachines are not a 
  shortcut to combat prowess, 
  so it is important to consider 
  where your character may 
  have received formal martial 
  training.
  Quick Build
  You can make a vanguard 
  quickly by following these 
  suggestions. First, Strength 
  should by your highest ability 
  score, followed by Constitution 
  and Charisma. Second, choose 
  the test subject background. 
  Third, choose skills that use 
  your best ability scores and 
  select the following starting 
  equipment: a plasma pistol, a 
  greatsword, an energy shield, 
  a carbon fiber vacsuit, and a 
  personal energy barrier mark I.
  Class Features
  The vanguard is a recreation of the barbarian for a science 
  fiction setting. Outside of the normal brute strength 
  powers that a barbarian has, the vanguard is also skilled in 
  gunfights and can interact with machines in strange ways. 
  This allows the vanguard to act as a party’s tech-focused 
  skill character in the same way a barbarian was often a 
  party’s athletic and survivalist skill character in standard 
  5th edition games. You gain the following features as a 
  vanguard.
   
  Hit Points    
  Hit Dice: 1d12 per vanguard level
  Hit Points at 1st Level: 12 + your Constitution modifier
  Hit Points at Higher Levels: 1d12 (or 7) + your 
  Constitution modifier per vanguard level after 1st
   
  Proficiencies
  Armor: Light and medium armor, shields
  Weapons: All simple and martial weapons
  Tools: None
  Saving Throws: Strength, Constitution
  Skills: Choose two from Athletics, Computers, 
  Intimidation, Mechanics, Medicine, Perception, Piloting, 
  and Survival
   
  Equipment
  You start with the following equipment, in addition to the 
  equipment granted by your background.
  • 
  A melee weapon of your choice.
  • 
  A simple ranged weapon costing 500 cc or less.
  • 
  A suit of armor costing 2000 cc or less.
  • 
  A credstick with 1500 cc.
  • 
  Cyberware purchased and installed at character 
  creation is half price for you.
  Classes
  
  150
  Defense Network
  Your internal nanomachines give off waves of interference 
  in battle that throw off the aim of attacks made against you, 
  granting you a bonus to your AC against ranged attack rolls 
  equal to your proficiency bonus.
  Nanite Surge
  In battle, you can tap into the nanomachines that move 
  through your body to enhance your abilities and enter a 
  state of adrenaline. On your turn, you can initiate a nanite 
  surge as a bonus action. While surging, you gain the 
  following benefits:
  • 
  You have advantage on Strength ability checks and 
  Strength saving throws.
  • 
  When you make a melee weapon attack using Strength, 
  you gain a bonus to the damage roll that increases as 
  you gain levels as a vanguard, as shown in the Surge 
  Damage column of the Vanguard table.
  • 
  You have resistance to bludgeoning, piercing, slashing, 
  ballistic, and plasma damage.
  • 
  If you’re able to cast spells, you can’t cast them or 
  concentrate on them while surging.
  Your nanite surge lasts for 1 minute. It ends early if you are 
  knocked unconscious or if your turn ends and you haven’t 
  attacked a hostile creature since your last turn or taken 
  damage since then. You can also end your nanite surge on 
  your turn as a bonus action.
   
  Once you have surged the number of times shown for 
  your vanguard level in the Nanite Surges column of the 
  Vanguard table, you must finish a long rest before you can 
  surge again.
  Reckless Attack
  Starting at 2nd level, you can throw aside all concern for 
  defense to attack with fierce desperation. When you make 
  your first attack on your turn, you can decide to attack 
  recklessly. Doing so gives you advantage on melee weapon 
  attack rolls using Strength during this turn, but attack rolls 
  against you have advantage until your next turn.
  Technomancy
  Beginning at 2nd level, your nanomachine integration 
  has improved to the point where you can use it to directly 
  Combat Path
  At 3rd level, you choose a path that reflects the type of 
  combat background you have. Choose the one of the paths 
  listed below, detailed at the end of the class description, or 
  any primal path associated with the 5th edition barbarian 
  class. Your choice grants you features at 3rd level and again 
  at 6th, 10th, and 14th levels.
  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
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn.
  Fast Movement
  Starting at 5th level, your speed increases by 10 feet while 
  you aren’t wearing heavy armor.
  interface with technology. You do not require a computer 
  or network connection to use the Intelligence (Computers) 
  check or Hack action on a machine as long as you’re 
  touching that machine. You may use your Charisma 
  modifier instead of your Intelligence modifier for these 
  checks.
   
  Using this ability, you can also speak directly to 
  machines that have pseudo-sentience or sentience as 
  though you were speaking telepathically with the machine 
  or creature.
  Heightened Senses
  By 7th level, your battle instincts are so honed that you 
  have advantage on initiative rolls.
   
  Additionally, if you are surprised at the beginning of 
  combat and aren’t incapacitated, you can act normally on 
  your first turn, but only if you activate your nanite surge 
  before doing anything else on that turn.
  Brutal Critical
  Beginning at 9th level, you can roll one additional weapon 
  Classes
  
  151
  Starting at 11th level, you remain resilient in a fight despite 
  grievous wounds, thanks to your nanomachines. If you drop 
  to 0 hit points while you’re surging and don’t die outright, 
  you can make a DC 10 Constitution saving throw. If you 
  succeed, you drop to 1 hit point instead.
   
  Each time you use this feature after the first, the DC 
  increases by 5. When you finish a short or long rest, the DC 
  resets to 10.
  Relentless Surge
  Persistent Surge
  Beginning at 15th level, your surge is so focused that it ends 
  early only if you fall unconscious or if you choose to end it.
  Indomitable Might
  Beginning at 18th level, if your total for a Strength check 
  is less than your Strength score, you can use that score in 
  place of the total.
  Perfected Physique
  At 20th level, your nanomachines have reconstructed 
  your body into something beyond what it once was. Your 
  Strength and Constitution scores increase by 4. Your 
  maximum for those scores is now 24.
  Combat Paths
  While the vanguard and barbarian share many similarities, 
  their differences lie in training and the utilization of power. 
  The primal path options for the barbarian vary in difficulty 
  to flavor for the vanguard, but are viable options alongside 
  those detailed here. Likewise, some vanguard options are 
  good potential choices for the barbarian class. Keep in mind 
  that because of their inherent flavor and ability differences, 
  it may be necessary to reflavor certain powers when making 
  such a transfer.
  Dreadnought
  Your training has centered on absorbing and distributing 
  pain at a rate even greater than your fellow vanguards. Your 
  damage die when determining the extra damage for a 
  critical hit with a melee attack. This increases to two 
  additional dice at 13th level and three additional dice at 
  17th level.
  nanomachines, while active, draw kinetic might from every 
  hit you take and in the end, the attacks of your foes become 
  your most potent weapon.
  Kinetic Blowback
  When you choose this path at 3rd level, your nanite surge 
  gains new power. While you surge, your nanomachines 
  run close to your skin and any time you take 5 or more 
  damage from a single source, you gain one kinetic charge. 
  At any given time, you can hold a number of kinetic charges 
  equal to your Constitution modifier. If you are at maximum 
  charge and take damage, you can’t gain more charges. You 
  only gain charges while you’re surging and when you stop 
  surging for any reason you lose all charges you have gained.
   
  When you hit a creature with a melee attack, you can 
  expend any number of your stored kinetic charges as a 
  bonus action and deal 1d12 force damage for each charge 
  you expend.
  Kinetic Burst
  Beginning at 6th level, as an action, you can expend any 
  number of kinetic charges to send out a blast of kinetic 
  power into the air around you. Each object and creature 
  within 10 feet of you that you aren’t wearing or carrying 
  must succeed on a Strength saving throw with a DC equal to 
  8 + your Strength modifier + your proficiency bonus. Each 
  affected object and creature takes 1d12 force damage plus 
  1d12 additional force damage for each expended charge and 
  is moved 10 feet back and knocked prone on a failed save, 
  or half as much damage on a successful one. Creatures that 
  succeed against the save are not moved or knocked prone. 
  Objects are considered vulnerable to this damage unless 
  they resist force damage. The base damage for this ability 
  increases to 3d12 at 10th level.
  Improved Absorption
  At 10th level, when you take 10 or more damage from a 
  single source, you gain two kinetic charges instead of one. 
  In addition, choose three damage types of your choice that 
  aren’t poison or psychic. You are resistant to those damage 
  types while you are in a nanite surge.
  Invulnerable Shield
  Starting at 14th level, you gain two kinetic charges instead 
  of one when you take at least 5 damage from a single 
  Classes
  
  152
  source, and four charges instead of two when you take at 
  least 10 damage from a single source. In addition, while 
  raging, you have resistance to all damage.
  Opportunist
  You underwent stringent training in how to spread your 
  nanomachines’ energy across any item to use it as a weapon 
  against your foes.
   
  Improvised Infusion
  When you choose this path at 3rd level, while your 
  nanite surge is active, you are considered proficient with 
  all improvised weaponry. The energy put off by your 
  nanomachines increases the damage that your improvised 
  weapons deal. A two handed improvised weapon in your 
  hands deals 1d8 damage plus 1d6 force damage. A one 
  handed improvised weapon deals 1d4 of the appropriate 
  damage plus 1d6 of force damage. Thrown ranged 
  improvised weapons are considered one-handed for this 
  ability.
  Energy Shatter
  Beginning at 6th level, when you deal damage with an 
  improvised weapon while in a nanite surge, you can 
  use your bonus action to have that weapon shatter into 
  pieces in a release of energy. When you do so, you deal 
  an additional 1d12 force damage on that attack, but your 
  improvised weapon is considered broken and cannot be 
  used as a weapon anymore.
   
  At 14th level, this damage increases to 3d12.
  Reinforce
  At 10th level, as an action, you can touch an object, wall, 
  door, or area of cover and imbue it with your nanomachine 
  energy. When you do so, that object, wall, door, or area of 
  cover gains resistance to damage and immunity to force 
  damage for 10 minutes. If you’re wielding the object, you 
  can wield it as a shield instead of as a weapon and gain the 
  benefits of wielding a shield. You also gain the benefit of 
  immunity to force damage while wielding an improvised 
  shield that you have reinforced.
   
  At 14th level, your reinforcement lasts for 1 hour 
  instead of 10 minutes.
  Viral Savant
  Your focus has been on the machines that make your 
  biology unique. Through this focused use and study of your 
  own nanomachines, you have discovered the secrets of 
  exuding their power across networks and air to affect the 
  machines around you.
   
  Nanocloud
  If you choose this path at 3rd level, when you initiate a 
  nanite surge as a bonus action, you also create a nearly 
  invisible cloud of energy and nanomachines. Technology 
  that you mentally designate as hostile within 10 feet of you 
  is affected by this cloud in the following ways:
  • 
  Any technological device or machine has disadvantage 
  on Intelligence (Computers) checks and Intelligence 
  saving throws.
  • 
  Any technological device or machine has disadvantage 
  on attacks made against you (this includes weapons 
  that deal plasma damage used to fire at you).
  • 
  You act as though you are on the same network as the 
  technology for the purposes of connecting and using 
  the Hack action even if you’re not touching it.
  • 
  If a technological weapon is used for an attack against 
  you within the radius and the attack roll is a natural 1, 
  the weapon breaks.
  Nanospear
  Beginning at 6th level, you may replace one or more of 
  your attacks on your turn to use a special attack against a 
  machine within your nanocloud. You make an attack roll 
  against the machine’s AC as normal. On a hit, you deal 3d6 
  force damage plus your Intelligence or Charisma modifier 
  to that machine. If you have multiple attacks you can 
  replace any number of them with these nanospears.
   
  At 14th level, this force damage increases to 5d6.
  Greater Cloud
  At 10th level, as a bonus action, you can expand your cloud 
  until it reaches out to every piece of technology within 40 
  feet of you. This expansion lasts until the beginning of your 
  next turn.
   
  At 14th level, this increases to 80 feet.
  Classes
  
  153
  New Archetypes
  Alongside the new classes and reimagined options that 
  shine in the vacuum of space, this guide also contains 
  new archetypes for the bard, fighter, paladin, rogue, and 
  sorcerer. These new archetypes include a new set of starting 
  skill proficiency options and new starting equipment 
  suggestions to bring them in line with the new and 
  augmented classes.
  Changes to Starting Equipment
  Spaceships and Starwyrms includes a great deal of 
  technological equipment and skills that don’t exist in 
  normal 5th edition, so having expanded options and 
  choosing more default skill proficiencies than classes 
  normally provide are important to help the PCs keep up 
  with the added content. The following table includes the 
  details required for making bards, fighters, paladins, 
  rogues, and sorcerers in a galaxy of technology.
  Class
  Proficiencies
  Equipment
  Bard
  Armor: Light armor
  Weapons: Simple weapons, dueling blades, plasma whips, 
  longswords, shortswords, and whips
  Tools: Three musical instruments of your choice
  Skills: Choose any three skills
  One of each of your proficient musical 
  instruments, a simple weapon costing 1000 
  cc or less, a suit of armor costing 1000 cc or 
  less, and a credstick with 1000 cc.
  Fighter
  Armor: All armors and shields
  Weapons: All weapons
  Tools: None
  Skills: Choose two from Acrobatics, Athletics, Computers, 
  History, Insight, Intimidation, Mechanics, Perception, and 
  Piloting
  A martial weapon costing 1000 cc or less, a 
  simple weapon or shield costing 500 cc or 
  less, a suit of armor costing 2000 cc or less, 
  and a credstick with 2000 cc. Cyberware 
  purchased and installed at character 
  creation is half price for you.
  Paladin
  Armor: All armors and shields
  Weapons: All weapons
  Tools: None
  Skills: Choose two from Arcana, Athletics, Etiquette, History, 
  Insight, Intimidation, Medicine, Perception, and Persuasion
  A melee weapon of your choice, a simple 
  weapon or shield costing 500 cc or less, a 
  suit of armor costing 2000 cc or less, a holy 
  symbol, and a credstick with 1500 cc.
  Rogue
  Armor: Light armor
  Weapons: Simple weapons, dueling blades, explosive charges, 
  plasma annihilators, plasma swords, longswords, shortswords, 
  and sniper rifles
  Tools: Choose Thieves’ Tools, Scanning Tools, or the Repair Kit
  Skills: Choose four from Acrobatics, Arcana, Athletics, 
  Computers, Deception, Etiquette, History, Insight, Mechanics, 
  Medicine, Perception, Persuasion, Piloting, Science, and Stealth.
  A weapon costing 1000 cc or less, a suit of 
  armor costing 1000 cc or less, a tool of the 
  tool proficiency you selected or hacking 
  software for your computer, and a credstick 
  with 1500 cc. Cyberware purchased and 
  installed at character creation is half price 
  for you.
  Sorcerer
  Armor: None
  Weapons: Simple weapons
  Tools: None
  Skills: Choose two from Arcana, Deception, Etiquette, History, 
  Insight, Intimidation, Persuasion, Survival, and Stealth
  A simple weapon costing 500 cc or less, an 
  arcane focus, and a credstick with 1500 cc.
  Classes
  
  154
  Bard
  The bard has an interesting place in the lore of Spaceships 
  and Starwyrms, primarily in regard to how theirs is a 
  studied magic instead of an innate one. While most bards 
  have that initial spark of talent, actually utilizing the skills 
  and magic of bards requires training and study.
   
  When you make a bard in S&S, your GM can allow 
  you a choice between Charisma and Intelligence as your 
  primary spellcasting ability score. Each bard archetype says 
  a lot about which ability score is more likely to be used for 
  spellcasting.
   
  In addition to the bard archetypes in base 5th edition, 
  two new archetypes are included here in the S&S Core 
  Sourcebook: the College of the Diva and the College of 
  Investigation. One shows off the type of superfame that 
  entertainers and performers can have in a world where 
  information can be shared in an instant, while the other 
  shows the type of work required of those who would be 
  private detectives or investigative journalists.
  College of the Diva
  You trained for a destiny of stardom. The fame and prestige 
  of being adored surrounds you and suffuses your bardic 
  magic. When you sing, the masses listen, and when you 
  inspire, it is across the hearts of thousands upon thousands.
  Bonus Proficiencies
  When you choose to follow this college at 3rd level, you 
  become proficient in two Charisma skills of your choice and 
  two instruments of your choice (singing and dancing are 
  both considered instruments).
  Inspiring Concerto
  Also at 3rd level, whenever you use a bonus action to 
  grant a bardic inspiration die, you can instead expand 
  your influence to multiple creatures. Choose a number 
  of creatures up to twice your Charisma modifier that can 
  see or hear you. Each of those creatures gains a reduced 
  bardic inspiration die. This die is a d3 instead of a d6, but 
  otherwise works identically to a normal bardic inspiration 
  die and lasts for 10 minutes as usual. Giving out this 
  collection of dice only costs you one use of your bardic 
  inspiration, no matter how many creatures benefit from it.
   
  The reduced die given by this ability becomes a d4 at 
  5th level, a d6 at 10th level, and a d8 at 15th level, as its 
  growth matches the growth of normal bardic inspiration 
  dice.
   
  Heartstring Connections
  Beginning at 6th level, either through virtual performances, 
  live appearances, or simple word of mouth, you begin to 
  amass a group of fans. These unnamed masses might be 
  small or large, but regardless, they are yours and you are 
  theirs. You can call upon these fans via social media or a 
  network any time you have a public network connection. 
  Doing so requires at least 10 minutes of posting, waiting, 
  and replying. When you do so, choose one of the following 
  things your fans can help you do.
  • 
  You can make any Intelligence check to recall 
  knowledge of lore using your proficiency and your 
  Charisma modifier instead of what you would normally 
  roll for that check.
  • 
  You can gain access to an area that might be off-limits 
  normally, using the connections of your fans (at your 
  GM’s discretion).
  • 
  You can ask your fans to remotely hack or operate a 
  piece of machinery. If you do, you roll an Intelligence 
  (Computers) check or Wisdom (Mechanics) check using 
  your proficiency and your Charisma modifier instead of 
  what you would normally roll for the check.
  • 
  You can locate a particular piece or item for sale and 
  know where to find it for purchase (at your GM’s 
  discretion).
  • 
  These are by no means the only things that you can do 
  with this ability. Talk with your GM about what you 
  want to attempt and what they are willing to allow
  You can utilize this ability a number of times each day equal 
  to your Charisma modifier and expended uses are restored 
  upon completing a long rest.
   
  Soulful Ballad
  At 14th level, you may spend your action on your turn to 
  perform a heartfelt ballad. If you do, you spend a bardic 
  inspiration die as if using your Inspiring Concerto class 
  feature without using your bonus action. Additionally, 
  the creatures that gained your reduced bardic inspiration 
  Classes
  
  155
  die this turn also immediately gain temporary hit points 
  equal to twice your Charisma modifier (these temporary 
  hit points last until the creature completes a short or long 
  rest). For the next 10 minutes, the first time any affected 
  creature would be reduced to 0 or less hit points or killed 
  immediately by a spell or effect, that spell or effect is 
  negated and it is reduced to 1 hit point instead.
  College of Investigation
  Yours was a school of intellect and curiosity. You learned 
  how to bend your unique magic and sharp talents toward 
  discovery. Rather than leaning to laboratory science, you 
  studied the mortal mind and interactions between people. 
  Bards of this college are often private investigators and 
  investigative journalists.
  Bonus Proficiencies
  When you choose to follow this college at 3rd level, choose 
  two skills from the following: Computers, Etiquette, 
  History, Insight, Investigation, Perception, or Survival. 
  You are proficient in the chosen skills. In addition, you are 
  proficient with martial weapons and medium armor.
  Discerning Mind
  Also at 3rd level, whenever you make an Intelligence 
  (Computers) check to search for information or 
  make a Charisma (Etiquette), Intelligence (History), 
  Wisdom (Insight), Intelligence (Investigation), Wisdom 
  (Perception), or Wisdom (Survival) check, you can expend 
  one of your bardic inspiration dice and add it to your 
  resulting roll. You can choose to do this after you roll, but 
  must choose to do so before you know the result.
  Walk the Beat
  At 6th level, you gather information and search locations 
  at three times the normal rate. In addition, you have an 
  air about you that allows you to fit in with the poorer 
  and criminal folks of society. You gain proficiency in the 
  disguise kit and have advantage on Etiquette rolls when 
  interacting with creatures in the lower reaches of society.
  Cutting Interrogator
  Also at 14th level, whenever a creature attempts a Charisma 
  check against you, it does so with disadvantage. You make 
  Charisma (Persuasion), Charisma (Intimidation), and 
  Charisma (Deception) checks with advantage as long as 
  you’re using that ability check to obtain information from 
  the target.
  Fighter
  As technology improves, so do weapons, and as weapons 
  improve, fighters find new and interesting ways to utilize 
  them. The Core Sourcebook includes five new fighting styles 
  and two new martial archetypes for the fighter to reflect the 
  new technology at their fingertips in this sci-fi setting.
   
  The Crackshot is the penultimate ranged gunfighter. 
  They specialize in tricky combat utilizing ballistic and 
  plasma weaponry. Meanwhile, the Myrmidon wades 
  directly into combat, dodging and deflecting enemy gunfire 
  with ease as they cut down their foes.
   
  It should be noted that the original three martial 
  archetypes are all also worthwhile options for players in the 
  Spaceships and Starwyrms setting.
  Additional Fighting Styles
  In addition to the standard fighting styles available in the 
  5th edition core book, the following styles are also available 
  to fighters. In keeping with the sci-fi flavor, Marksmanship 
  is a simple renaming for the original Archery fighting style.
   
  Barrier Expert: You can use a bonus action on your 
  turn to restore 1d10 barrier points to a personal energy 
  barrier you’re wearing or an area energy barrier you’re 
  within 5 feet of. The barrier must be active to have its 
  points restored this way.
   
  Cover Shooter: While you have the covered 
  condition, you ignore attack roll penalties imposed by that 
  condition and gain an additional +1 to your Armor Class on 
  top of the cover bonus.
   
  Heavy Gunner: When you roll a 1 or 2 on a damage 
  die for an attack you make with a ranged weapon with the 
  Two-Handed property that you are holding with two-hands 
  or a spaceship weapon, you can reroll the die and must use 
  the new roll, even if the new roll is a 1 or a 2.
   
  Marksmanship: You gain a +2 bonus to attack rolls 
  you make with ranged weapons.
   
  Weightless Mastery: As long as you’re in a 
  Classes
  
  156
  weightless environment (underwater or zero gravity) you 
  have advantage on ability checks, saving throws, and attack 
  rolls that use your Strength or Dexterity and suffer no 
  movement penalties.
  Crackshot
  You’re a master of the tricky shots that only the most 
  unpredictable and wild gunmen ever learn. Your quick 
  reactions and unique style have seen you through 
  numerous altercations, yet you can’t seem to stop getting 
  into fights. All the better to practice your wild style.
   
  Moxie
  When you choose to train yourself in the way of the 
  crackshot at 3rd level, you gain a pool of moxie equal to 
  your Dexterity modifier. Though your amount of moxie 
  may go up and down throughout the day, it cannot go 
  above your Dexterity modifier. You can spend moxie to 
  accomplish special tricks, called Stunts, and you regain one 
  moxie point every time you score a critical hit or reduce 
  a hostile creature to 0 or fewer hit points with a ranged 
  ballistic or energy weapon. Your pool of moxie refills after 
  completing a long rest.
   
  Stunts
  Stunts are what you spend your moxie on. Most stuntss 
  grant momentary bonuses or effects, but some last longer 
  and others are always active if you have at least a single 
  moxie point. Unless otherwise noted, you can perform 
  the same stunt multiple times in a round, as long as the 
  appropriate amount of moxie is spent and you have the 
  actions available to you.
   
  Deadeye. You can spend 1 point of moxie as part of 
  making a ranged attack to roll that attack with advantage.
   
  Quick Dodge. You can spend 1 point of moxie when a 
  ranged attack hits you. Halve the damage from that attack, 
  and all further ranged attacks made against you until your 
  next turn are made with disadvantage.
   
  Fast Draw. You can spend 1 point of moxie as part 
  of rolling initiative. If you do, roll a d12 and add it to your 
  initiative roll.
   
  Utility Shot. As long as you have at least 1 point of 
  moxie, when making one of the following types of checks 
  you can use your attack roll to accomplish the task instead 
  of utilizing the actual skill roll: cauterize a wound to 
  stabilize a person at 0, Strength (Intimidation) checks, jam 
  an electronic lock, open mundane locks, push unattended 
  objects, or trigger traps.
   
  Cunning Mechanist
  All the time you spend with firearms gives you a certain 
  insight into how they are made and allows you to customize 
  your own. At 7th level, you gain proficiency in the 
  Mechanics skill (or double your proficiency bonus with the 
  Mechanics skill if you already have proficiency).
   
  In addition, you can disassemble or reassemble any 
  ballistic or energy ranged weapon in a single action. By 
  doing so, you can immediately fix a broken weapon or 
  determine its inner workings and accessories without an 
  ability check.
   
  You also roll with advantage when determining how 
  any ranged ballistic or energy weapon works or determining 
  their firing distances and effects.
   
  Stunt: Called Shot
  Beginning at 10th level, your ever-improving accuracy 
  allows you to make called shots to the detriment of your 
  foes. When you hit with a ranged weapon attack, you may 
  spend 1 moxie point to use one of the following effects. The 
  DC for this ability is equal to 8 + your proficiency bonus + 
  your Dexterity modifier.
   
  Arm: On a successful hit, the target rolls a Strength 
  saving throw. If they fail the saving throw, you can make 
  them drop one object they are holding with that arm.
   
  Head: On a successful hit, the target rolls a 
  Constitution saving throw. If they fail the saving throw, 
  they are stunned until your next turn.
   
  Leg: On a successful hit, the target rolls a Strength 
  saving throw. If they fail the saving throw, they fall prone 
  and their movement is reduced by 30 feet until your next 
  turn.
   
  Torso: On a successful hit, you roll an additional 2d6 
  damage.
   
  Wing: On a successful hit, the target rolls a Dexterity 
  saving throw. If they fail the saving throw, their fly speed is 
  reduced to 0.
  Classes
  
  157
   
  Stunt: Unstoppable Gunslinger
  Beginning at 15th level, your power is reflected in every 
  stunt you perform. When you roll initiative, if you have less 
  than your maximum allotment of moxie, you gain 2 moxie 
  points.
   
  Stunt: Cheat Death
  At 18th level, you gain a skill belonging only to the luckiest 
  of crackshots. Whenever you would be reduced to 0 or 
  less hit points, you can spend all of your remaining moxie 
  points to instead be reduced to 1 hit point.
  Myrmidon
  In a world full of high-powered guns and deadly weapons, 
  it is rare that a fighter picks up a blade and goes into 
  battle. Your focus and training have prepared you to enter 
  the fray like a blaster shot. You move through combat at 
  unimaginable speeds and predict every move your foes 
  make.
  Predictive Fighting
  When you choose this archetype at 3rd level, you put to use 
  your eye for reading enemy attacks. As long as you’re not 
  wearing medium or heavy armor and not using a shield, 
  you add your proficiency modifier to your armor class in 
  addition to your Dexterity modifier (and any light armor 
  you wear).
   
  Deft Dodging
  Also at 3rd level, your careful eye for enemy gunfire allows 
  you to maneuver through it with masterful ease. Creatures 
  making ranged attack rolls against you act as though you 
  have the covered condition at half cover even when you are 
  not behind cover.
   
  In addition, when you’re hit by a ranged attack that 
  wasn’t a spell or cantrip, you may use your reaction to have 
  that attack deal minimum damage.
   
  Observant Eye
  Reading the attack patterns of hostiles isn’t the only way to 
  use your intense insight. At 7th level, you gain proficiency 
  in any two of Investigation, Insight, or Perception skills. 
  Furthermore, you double your proficiency bonus with one 
  of those listed skills in which you have proficiency, even if 
  that proficiency came from this feature.
   
  Lightning Reflexes
  Your constant training has begun to pay off in new ways 
  on the battlefield. At 10th level, you gain proficiency in 
  Dexterity saving throws and add your proficiency bonus to 
  all initiative checks.
   
  Deadly Precision
  You can pick out the weak points of your enemies with ease. 
  At 15th level, you add your proficiency modifier to damage 
  rolls as well as attack rolls you make with melee weapons 
  that have the finesse property.
   
  Deflecting Blade
  Your skill at mitigating ranged gunfire has reached a god-
  like tier. At 18th level, when you utilize your Deft Dodging 
  class feature against a ranged attack, you also halve the 
  damage from each other ranged attack made against you by 
  the same creature until the beginning of your next turn.
   
  In addition, against the initial attack that you utilized 
  Deft Dodge to reduce, you take no damage and instead 
  reflect that initial blow back at whomever made the attack 
  roll. That attacker takes the damage from their attack 
  as though it was used against them. You can only reflect 
  a ranged attack this way if you’re using a weapon that 
  matches the type of damage the attacker would deal (for 
  example, you require a weapon that deals plasma damage 
  to reflect a firearm attack dealing plasma damage or a non-
  plasma weapon to reflect a ballistic firearm attack).
  Classes
  Paladin
  The individuals known in the galaxy as paladins are defined 
  by their oath. This magically-binding promise is made 
  either on accident or on purpose and heard by a mysterious 
  and powerful entity or energy in the galaxy. Whatever the 
  source of the power, the paladin is granted a fraction of 
  the divine to use for their abilities as long as they adhere to 
  their vow.
   
  Compared to casters such as warlocks who are often 
  subject to the whims of their patron, the paladin has an 
  
  158
  Divine Messengers
  The power of the gods is uncommon among the stars. 
  Something about the distance of worlds has lessened those 
  deities that might be prevalent in the world. While many 
  worship and pay heed to religion, the might of divine 
  casting leaves much to be desired.
   
  Perhaps this, more than anything else is why the 
  paladins are called as they are and treated like divine 
  warriors that serve gods, regardless of the source of 
  their power. Temples and churches to various gods and 
  goddesses often have paladin orders, even if acolytes in 
  those orders may realize that whatever is accepting their 
  oaths and granting their powers may not actually be the god 
  they originally worshiped at all.
   
  There are three new oaths for the paladin: the Oath of 
  Exploration, the Oath of Preservation, and the Oath of the 
  Unknown.
  Additional Fighting Styles
  In addition to base 5th edition fighting styles, the following 
  styles are also available to paladins. Due to their specificity, 
  some of these are not recommended for use in standard 5th 
  edition play.
   
  Barrier Expert. You can use a bonus action on your 
  turn to restore 1d10 barrier points to a personal energy 
  barrier you’re wearing or an area energy barrier you’re 
  within 5 feet of. The barrier must be actively on to have its 
  points restored this way.
   
  Ranged Smiter. You may use your Divine Smite and 
  Improved Divine Smite paladin features on ranged weapon 
  attacks as well as melee weapon attacks. Any spell you cast 
  that triggers on a melee weapon attack will also trigger on a 
  ranged weapon attack.
  Oath of Exploration
  Yours is a purpose as old as human curiosity: to explore 
  every avenue of space and life. You strive more than anyone 
  to leave no stone unturned, no story unheard. Your vow 
  leads you to help others explore the world you know.
  Paladin Level
  Spells
  3rd
  feather fall, longstrider
  5th
  pass without trace, spider climb
  9th
  fly, tiny hut
  13th
  freedom of movement, faithful hound
  17th
  passwall, teleportation circle
  Bonus Proficiencies
  When you take this oath at 3rd level, you become proficient 
  in one of the following skills: Athletics, Acrobatics, 
  Investigation, Perception, Piloting, or Survival. Your 
  movement speed also increases by 10 feet.
  Channel Divinity: Burst of Movement
  Also at 3rd level, as a bonus action, you and up to six willing 
  creatures of your choice within 60 feet of you double their 
  movement speeds, ignore rough terrain, and gain the ability 
  to Dash or Disengage as a bonus action for 1 minute.
  Aura of Athleticism
  Beginning at 7th level, you and all friendly creatures within 
  10 feet of you are immune to the paralyzed, grappled, 
  and restrained conditions. If a creature has one of these 
  conditions and you move until they are within this aura, 
  the condition automatically ceases. The size of this aura 
  increases to 30 feet at 18th level.
  Classes
  easier path. Still, many find the idea of keeping one’s word 
  to be a daunting task, and the cost of breaking such a 
  promise can be devastating.
   
  Push Your Boundaries. Never stop exploring 
  yourself and your limits, for the journey within one’s own 
  mind is as expansive as the journey through the galaxy.
   
  See All There Is to See. Never shy away from 
  something new, no matter the tribulations involved with 
  reaching it.
   
  Lead the Way. Yours is the first step in every place 
  and you should make the path that others can follow.
   
  Discover the Heart. Exploration is more than just 
  seeing the worlds and space; it’s about seeing into the 
  people that live in those places. Never stop connecting with 
  the hearts of everyone you meet, for they will bring new 
  experiences to you as you do to them.
  Oath of Exploration Spells
  
  159
  Indomitable Speed
  At 15th level, your movement speed increases by 20 feet. In 
  addition, when you have two or less levels of exhaustion, 
  you act as though you have none.
  Wings of Exploration
  When you reach 20th level, you gain the ability to draw 
  upon your divine might to create a tiny atmosphere of 
  sustaining power around yourself. As an action or reaction, 
  you gain the following benefits for 1 hour:
  • 
  You have a fly, climb, and swim speed equal to your 
  movement speed.
  • 
  You don’t need to breathe, eat, or sleep.
  • 
  You act as though you have no levels of exhaustion even 
  if you have them.
  • 
  You ignore any ill effects of being in a weightless 
  environment.
  • 
  You can exist in a vacuum or in open space without a 
  vacsuit, feeling no damage from pressure or radiation.
  • 
  You ignore environmental damage and effects from 
  temperature or pressure.
  Once used, you can’t use this ability again until you’ve 
  completed a long rest.
  Oath of Preservation
  The history, culture, and knowledge of the galaxy and every 
  being within it are precious. For it to be lost is to lose that 
  which makes mortals immortal, and thus all of it should be 
  protected at any cost. This is your oath: to preserve all that 
  we are and have been in every world and every history.
   
  History is Meant to Teach Us. We should learn 
  from the past and evolve because of it.
   
  Equality. No one culture or history is more or less 
  important than another when it comes to the lessons of life 
  and the preservation of the galaxy.
   
  Knowledge Should be Shared. Knowledge is 
  power and that power should be in the hands of everyone 
  equally, no matter their background or intelligence.
   
  Nothing Should be Forgotten. No matter how evil 
  or awful something is, the knowledge of it or its existence 
  should never be wiped away, otherwise good lessons cannot 
  be learned from it.
  Oath of Preservation Spells
  Paladin Level
  Spells
  3rd
  comprehend languages, identify
  5th
  arcane lock, warding bond
  9th
  glyph of warding, tongues
  13th
  death ward, divination
  17th
  creation, legend lore
  Bonus Proficiencies
  When you take this oath at 3rd level, you become proficient 
  in three Intelligence skills of your choice.
  Channel Divinity: Internal Library
  Also at 3rd level, as an action, you may call upon the 
  knowledge of ages. When you do so, choose one place, 
  legend, general creature, named creature, culture, or 
  item. For the next hour you gain benefits based on the 
  thing you chose. If you choose an item, you know all its 
  properties and become proficient with it. If you choose a 
  legend, place, or named creature, you know all previously 
  discovered or known information about the legend, place, 
  or named creature as though you had cast the spell legend 
  lore. If you choose a culture, you can read, speak, and 
  understand the culture’s two primary languages and know 
  general knowledge of the culture as though you had been a 
  member of it for ten or more years. Finally, if you choose a 
  general creature, you immediately learn what the creature’s 
  weaknesses, resistances, immunities, and special attacks 
  are.
  Enduring Aura
  At 7th level, non-creature objects of your choosing within 
  10 feet of you are immune to damage and any effect that 
  would destroy them. In addition, you and creatures within 
  10 feet of you cannot be made to forget any knowledge 
  of information that they know. At 18th level, this aura 
  increases in size to 30 feet.
  Word of the Ages
  Beginning at 15th level, you can read, understand, and 
  speak all languages, regardless of their origin. In addition, 
  your bearing and knowledge gives you an advantage 
  when dealing with members of other cultures. You gain 
  Classes
  
  160
  advantage on Charisma ability checks when speaking with 
  creatures of cultures that are not originally yours.
  Omniscience
  When you reach 20th level, as an action, you can channel 
  the collected knowledge of the galaxy. For an hour after 
  initiating this ability, you add your proficiency bonus to 
  every ability check you make. You gain proficiency in all 
  saving throws, and you make all attack rolls as if you had 
  proficiency with whatever weapon you wield. You also act 
  as though you had used your Channel Divinity: Internal 
  Library in regards to every place, legend, creature, culture, 
  and item that you interact with during this time. When the 
  hour passes, so do the beneficial effects of this ability. Once 
  you use this ability, you must complete a long rest before 
  using it again.
  Oath of the Unknown
  The galaxy is fraught with class divides and shades of moral 
  ambiguity that make the grays of the past look black and 
  white. You must seek out those who have fallen underfoot 
  in the maze of worlds and space stations. The people who 
  go unnoticed and unhelped are your people. You live like 
  them and you raise them up.
   
  Be the Hand that Feeds. Always give care and 
  support the downtrodden masses left to the wayside by 
  corporate greed and government policy.
   
  Humility. You are not better than those you help. No 
  one is above another, and it is wrong to believe so.
   
  Anonymity. Do not seek praise, for in it lies hubris 
  and pride. Instead, be as unknown as the people you help.
   
  Remember the Forgotten. The galaxy will often 
  forget people its cultures deem unimportant, but you 
  should remember those people most of all. Each tiny soul 
  forges its own effect on the galaxy.
   
  Champion the Weak. Your strength exists to 
  support those who cannot support themselves against those 
  who would crush them underfoot.
  Oath of the Unknown Spells
  Paladin Level
  Spells
  3rd
  disguise self, healing word
  5th
  invisibility, zone of truth
  9th
  mass healing word, nondetection
  13th
  arcane eye, aura of life
  17th
  greater restoration, mislead
  Channel Divinity
   
  Hand of Compassion. At 3rd level, as an action, 
  you can touch a creature and infuse them with your healing 
  power beyond even what Lay on Hands can accomplish. 
  The creature restores hit points equal to your level + your 
  Charisma modifier. This touch also removes up to one 
  disease afflicting the creature, eliminates up to one level 
  of exhaustion, and neutralizes any poison in the creature’s 
  system.
   
  Shadowed Identity. Also at 3rd level, as an action, 
  you can cloak yourself in anonymity. For a number of hours 
  equal to your Charisma modifier, you have advantage on 
  Dexterity and Intelligence (Stealth) checks, Intelligence 
  (Disguise Kit) checks, and Charisma (Etiquette) or 
  Charisma (Deception) checks used to maintain a disguise 
  or identity you have assumed. While cloaked this way, any 
  creature you meet will only remember vague details about 
  you. Creatures that were present to see you utilize this 
  power are unaffected by this blurring of memory.
  Aura of Rest
  At 7th level, when you and non-hostile creatures within 
  10 feet of you regain hit points for any reason, they regain 
  additional hit points equal to your Charisma modifier. At 
  18th level, this aura increases in size to 30 feet.
  Presence of the People
  Beginning at 15th level, any creature that would not be 
  considered a powerful member of society is inclined to 
  trust and assist you. You have advantage on Charisma 
  (Persuasion) checks with these creatures. Any creature 
  that would be considered a powerful member of society is 
  inclined to fear you and your wrath. You have advantage on 
  Charisma (Intimidation) checks with these creatures.
  Classes
  
  161
  Mantle of the Forgotten Dead
  When you reach 20th level, as an action, you can call upon 
  the spirits of all those who died forgotten. This manifests as 
  a shadowy cloak and armor that congeals around you and 
  a collection of spirits that circle you. To others, you appear 
  to be a faceless entity in this form, while the spirits they 
  see swirling around you are those of the dead and forgotten 
  that were most connected to the person watching. For 
  example, if a CEO funded a project that caused the deaths 
  of hundreds of innocent civilians for her own gain, she 
  would see the souls of those civilians. This mantle lasts for 
  10 minutes, and while active acts as the spirit guardians 
  spell as if cast at 9th level, except it does not require you to 
  maintain concentration. Once used, this power cannot be 
  used again until you’ve completed a long rest.
  Rogue
  Regardless of what path the rogue takes, they are almost 
  always deft and skilled. All three of the original archetypes 
  available in 5th edition are encouraged, though the arcane 
  trickster rogue may want to use the oracle, sorcerer, or 
  psion spell list for flavorful reasons. 
   
  This section includes two new archetypes to choose 
  from in addition to the base three: the Hacker and the 
  Mechanic. Both of these explore new technological 
  connections between rogue skills and the environment.
  Hacker
  The wireless world of the internet is your demesne. Every 
  node of the expansive network that connects machines 
  across the galaxy is yours to play with in ways that others 
  can never imagine.
   
  Hack on the Fly
  When you choose to pursue this archetype at 3rd level, you 
  gain the ability to use your Cunning Action ability to make 
  the Hack action.
  Viral Sabotage
  Also at 3rd level, you gain two additional Hack actions that 
  you can perform:
   
  Sabotage (Overt). When you take the Sabotage Hack 
  action, you make your hacking check as normal. If you’re 
  successful, you deal damage to your target equal to your 
  sneak attack damage + your Intelligence modifier.
   
  Vanish (Covert). If you are currently known to 
  another creature or a security system on the network 
  you are on, you can use the Vanish Hack action to regain 
  your covert status by making your Intelligence (Stealth) 
  check against that system’s DC or creature’s Intelligence 
  (Perception) check.
   
  Ghost in the Machine
  At 9th level, you gain a measure of skill in hiding from 
  machines that goes beyond what is normally possible. 
  When you attempt a Dexterity or Intelligence (Stealth) 
  check in relation to a machine, a device, or a creature with 
  artificial intelligence, you have advantage on your ability 
  check. This includes checks made to fool people with cyber 
  eyes.
   
  Projected Networking
  Not all machinery is hooked up to a public network that 
  you can access for hacking, but after a great deal of trial 
  and error you have learned how to hook yourself in to even 
  the most separate systems. At 13th level, you gain your own 
  special private network.
   
  Unlike normal private networks, you can draw a 
  noncreature machine that is on another network to also 
  be connected to yours as long as that machine is within 
  60 feet of you (it remains connected to its own network 
  too). Doing so requires that you interact with your network 
  device on your turn to turn it on, but no further action. Like 
  all networks, your network is discoverable by others and 
  protected in the same way private networks normally are.
   
  A device connected to your network this way is 
  vulnerable to the Hack action even without you logging on 
  to the noncreature machine’s original network. You don’t 
  need to make Intelligence (Stealth) checks to be covert 
  when acting on your own network.
  Ambient Hacking
  Beginning at 17th level, your self-generated network and 
  hacking abilities reach a height most can only dream 
  of. Any creature, machine, or device that depends on 
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  technology to sense your position or target you (such 
  as cyber eyes, a lens, or sonar) has disadvantage on any 
  attack roll they make against you. You have advantage on 
  attack rolls you make against these creatures, machines, or 
  devices.
  Mechanic
  Rather than a focus on the digital side of technology, the 
  hard construction of the physical is your realm of expertise. 
  Anyone can depend on you to whip together a quick 
  solution to most problems in an emergency and when you 
  tell them that you can get any old rust bucket to fly, they 
  should think twice before deciding you’re exaggerating.
  Jury-Rigging
  When you choose this archetype at 3rd level, you gain the 
  ability to craft an object with whatever you have on hand. 
  Using your Cunning Action, you can take two discrete items 
  (such as a flash grenade and glue) and combine them into a 
  single item that uses the properties of both. To do so, make 
  a Wisdom (Mechanics) check with a DC determined by your 
  GM based on the difficulty of what two items you are trying 
  combine (most checks are between a DC of 10 and 20).
   
  The newly constructed item only works if used before 
  the end of your next turn when it will break, rendering both 
  used items useless for further purposes. If two damaging 
  items are combined this way, the damage they deal is 
  combined as well. 
  Improvised Weaponry
  Also at 3rd level, any object becomes a weapon to you. 
  When you make an attack roll with any object, you add your 
  proficiency to that attack roll. In addition, the improvised 
  weapon you’re using deals damage and gains certain 
  weapon properties based on its size and deadliness as 
  determined by your GM. Any item falls into one of three 
  categories: light, medium, and heavy. Light improvised 
  weapons (such as a screwdriver or bag of nails) deal 1d6 
  damage of an appropriate type and have both the finesse 
  and thrown (20/60) properties. Medium weapons (such 
  as a work wrench or crowbar) have the finesse property for 
  you and deal 1d8 damage of an appropriate type. Heavy 
  weapons (such as a metal chair or car door) have the 
  two-handed and finesse properties for you and deal 1d10 
  damage of an appropriate type.
   
  Swift Fixer
  At 9th level, you gain the skill to build and fix small things 
  quickly and with minimal materials. You can repair things 
  using Wisdom (Mechanics) checks in half the normal time 
  and using half the normally required materials. In addition, 
  you can make a Wisdom (Mechanics) check to determine a 
  problem or solution to a mechanical issue as a bonus action 
  instead of an action by utilizing your Cunning Action class 
  feature.
   
  Barrier Boost
  Beginning at 13th level, when you begin your turn and your 
  personal active barrier has 0 barrier points remaining, you 
  can spend a bonus action and restore the barrier to full BP. 
  You cannot use this feature on personal active barriers that 
  you are not personally wielding. Once used, you cannot use 
  this feature again until you complete a short or long rest.
  Overclocked Weaponry
  While most mechanics are familiar with overclocking the 
  features of a spaceship, you are crazy enough to try it on 
  your own personal guns. At 17th level, you can use your 
  Cunning Action to enhance a weapon that you’re holding 
  that deals ballistic or plasma damage. If the weapon makes 
  a successful attack (you have to roll to hit) within the next 
  minute, that attack is considered an automatic critical hit, 
  dealing extra damage as normal for a critical hit. After the 
  weapon has been fired this way, it breaks and requires a DC 
  20 Wisdom (Mechanics) check, a fourth of the total cost of 
  the weapon in credits, and 1 hour to repair. Once used, you 
  can’t use this feature again until you’ve completed a short 
  or long rest.
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  163
  Sorcerer
  Each of the base sorcerer archetypes included in the core 
  5th edition rules work well in S&S. Draconic bloodline 
  sorcerers have the additional option of starwyrm lineage 
  which grants radiant or necrotic related class features as 
  per the listed class features.
   
  In addition to those base archetypes, the Core 
  Sourcebook for S&S includes four additional that each 
  capture their own science fiction feel. They include the 
  Cosmic, Eldritch, Eclipse, and Magnetism sorcerers.
  Cosmic
  Your very blood is infused with the magic of the universe. 
  This bloodline is commonly found among Eezonites and 
  other species whose planets are in a dark matter cloud, but 
  also manifests often in children born and raised in space 
  station colonies. The magic has changed you to the core, 
  humming in your blood and allowing you to control pure, 
  unadulterated energy in a way that few other spellcasters 
  can.
   
  Winding Energies
  Your magic lies in the pure force energy of the universe and 
  when you utilize it, cantrips that might manifest as other 
  energies for other spellcasters come out as pure energy for 
  you. Whenever you cast a cantrip that would deal cold, fire, 
  or lightning damage, it deals force damage instead.
  You can also use a bonus action to change the cold, fire, or 
  electricity damage a spell you cast would deal into force 
  damage. Once you do this, you can’t do it again until you 
  complete a long or short rest.
   
  Cosmic Force
  Also at 1st level, whenever a cantrip or spell you cast deals 
  force damage, you add your Charisma modifier to the 
  damage dealt. For spells such as magic missile or cantrips 
  such as eldritch blast, this additional damage is only 
  applied once.
   
  Cosmic Shield
  At 6th level, you learn to draw the energies of the universe 
  around yourself into a shield against outside forces. After 
  you complete a long or short rest, you gain temporary hit 
  points equal to twice your sorcerer level.
  Absorb Power
  Beginning at 14th level, whenever you succeed on a saving 
  throw against a spell, cantrip, or spell-like effect, you regain 
  1 sorcery point.
   
  Child of the Stars
  At 18th level, you can spend 4 sorcery points as an action to 
  draw the cosmic power of the universe fully into your body 
  and change yourself into a creature made entirely from 
  energy. This transformation lasts for 10 minutes and while 
  you’re transformed you gain the following benefits.
  • 
  You do not need to and cannot breathe, eat, or sleep.
  • 
  You are immune to pressures and environmental issues 
  related to the vacuum of space, being underwater, or 
  other environmental concerns.
  • 
  You are resistant to all damage except for force damage.
  • 
  You gain a fly speed of 60 feet.
  • 
  You are immune to the poisoned, paralyzed, stunned, 
  and petrified conditions.
  • 
  When you would deal force damage, you deal an 
  additional 1d10 damage.
  • 
  Your unarmed attacks use your Charisma modifier 
  instead of Strength and deal 1d10 force damage instead 
  of their normal amount.
  Eclipse
  Before the rise of science, many inhabitants of the galaxy 
  viewed eclipses as mystical events. Despite scientific 
  understanding of such occurrences, members of the occult 
  community still consider eclipses to be extraordinary. 
  Something in the alignment of celestial bodies creates 
  waves of dark matter energy that suffuse nearby planets 
  and stations. Children born on planets during solar and 
  lunar eclipses often gain strange powers. You are one such, 
  and your magic draws upon the alignment of stars and 
  planets and their chiaroscuro.
  Shifting Penumbra
  As a sorcerer with the eclipse bloodline, you have the ability 
  to alter the amount of light around yourself as you desire. 
  As a bonus action, you can shift the light in a radius of 15 
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  164
  feet centered on yourself to be darker or lighter by one 
  stage from whatever stage it currently is in the area around 
  you. The different stages of light are: daylight, light, dim, 
  and dark. When you do this, you can spend 1 sorcery point 
  to move the light by two stages. Once you shift the stage 
  of light this way, it persists as long as you concentrate on 
  it. This acts as a concentration spell effect and should be 
  treated as such.
  Twilight Child
  Also at 1st level, you gain specific benefits depending on 
  what stage of light you are in. These bonuses apply as long 
  as you are in that type of light, not what the majority of 
  the area is in. In daylight, you add your Charisma modifier 
  to your Perception ability checks and passive Perception. 
  In normal light, you add your Charisma modifier to your 
  Investigation ability checks. In dim light, you gain a +2 
  bonus to your AC. In darkness, you have darkvision and 
  add your Charisma modifier to your Stealth ability checks.
  Shimmering Corona
  At 6th level, as an action you can call upon the magic of 
  the eclipse to create a visual effect around your body that 
  is startling. You become shrouded in darkness, but your 
  form is outlined by a painfully brilliant light. Creatures 
  that could see you at the start of their turn must decide 
  whether to avert their gaze or not. If they avert their gaze, 
  they have disadvantage on attack rolls and Dexterity saving 
  throws made against you and spells you cast and you have 
  advantage on attack rolls made against that creature. If 
  the creature does not avert its gaze at the beginning of its 
  turn, it must make a Constitution saving throw against a 
  DC equal to your spellcasting DC. If it fails, it is blinded 
  for 1 minute and takes 4d6 radiant damage. It can attempt 
  a saving throw against the blinding at the end of each of 
  its turns. If it succeeds, it takes half damage, isn’t blinded, 
  and is immune to the effects of this ability for 24 hours. 
  A success to end the blinding at the end of its turn does 
  not grant immunity, however. Creatures with their gazes 
  averted from you act normally against other creatures, even 
  if that creature is right next to you. Your corona lasts for 1 
  minute after it is summoned forth. Once you use this ability 
  you cannot use it again until you complete a long rest.
   
  Umbral Void
  Beginning at 14th level, as an action, you can sink into a 
  shadow and become a shadow yourself. You must use an 
  already existing shadow, and if that shadow is dispelled 
  through the use of daylight or a similar spell you are 
  immediately expelled and take 4d10 radiant damage. 
  However, while you are inside the shadow you are immune 
  to damage and cannot be targeted. You can move within 
  the same shadow, but cannot transport from one shadow 
  to another without first leaving the shadow you are in and 
  becoming solid again. It is a bonus action to depart from 
  a shadow you are merged with. All of your equipment also 
  merges into the shadow when you do. You can remain 
  merged for up to 8 hours and this does not require 
  concentration. You can take no actions while merged with 
  the shadow except to move around within the shadow or 
  leave the shadow.
  Complete Syzygy
  At 18th level, you regain the ability to use your Shimmering 
  Corona ability after a short or long rest. In addition, while 
  your Shimmering Corona is active, creatures that succeed 
  against the saving throw do not become immune and must 
  attempt it again at the beginning of each of their turns 
  unless they avert their eyes. Lastly, the damage dealt by the 
  corona increases to 8d6 radiant damage.
  Eldritch
  The depths of space may seem empty, but you know 
  otherwise. They teem with strange life and enticing 
  mysteries, each more eerie than the last. Beyond the 
  depths, the planes split to reveal horrors untold, and in 
  some way, they have touched your family line. Many see the 
  mutation as a curse, but your own influence of madness is 
  a boon, as you wield powers beyond the average person’s 
  wildest dreams.
   
  Mutations
  Most eldritch sorcerers are born with their mutations, but 
  sometimes they show up later in life. Choose one of the 
  mutations in the chart in this section, labeled Mutations. 
  You have that mutation, along with its associated benefits.
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  165
  Mutation
  Description
  Benefit
  Body Spines
  You have grown pointed spines over your 
  back, arms, legs, and shoulders. These spines 
  can extend as a reaction and retract at will on 
  your turn.
  When a creature hits you with a melee attack roll, you 
  can use your reaction to deal 1d8 piercing damage to that 
  creature. This damage increases by 1d8 at 6th level, 14th 
  level, and 18th level.
  Carapace/Shell Growth
  You have a bony shell or hard carapace 
  growing over a great deal of your skin.
  Your basic armor class is 13 + your Dexterity modifier 
  instead of 10 + your Dexterity modifier.
  Chemical Throat Sac
  You have a bulbous sac in your neck that 
  allows you to spit acid or fire at your foes. It 
  is clearly visible from the outside and sloshes 
  uncomfortably.
  When you choose this mutation, choose acid or fire. As an 
  action, you can breathe the chosen damage type from your 
  mouth in a 15’ cone. Creatures in range must succeed at a 
  Dexterity saving throw against your spellcasting DC; taking 
  damage equal to 4d6 + your Charisma modifier upon failing 
  or half as much if they succeed. This damage increases by 
  2d6 for every 4 sorcerer levels you possess up to 14d6 at 
  20th level. Once used, you can’t use this ability again until 
  you complete a short or long rest.
  Claws
  You grow twisted claws on your hands.
  You are proficient with your claws and they deal 1d6 
  slashing damage. You also gain a climb speed of 30 feet.
  Disjointed Jaws
  Your lower jaw can unhinge from the upper 
  and allow your mouth to expand to unnatural 
  size. Your teeth are twisted and sharp to 
  complement this.
  You gain a bite attack in which you are proficient which 
  deals 1d6 piercing damage. You can also swallow things 
  much larger than you would normally be able to and can 
  carry objects in your mouth.
  Everlasting Lesion
  You have a large, fleshy, wound-like opening 
  on your skin somewhere with a sac beneath 
  that generates medicinal ooze.
  You can secrete ooze from your opening as an action. When 
  spread on an injury it heals the injured creature 1d10 + your 
  sorcerer level + your Charisma modifier. Application is part 
  of the same action as secretion. Once used, you can’t use 
  this ability again until you complete a short or long rest.
  Extra Arm
  You grow another arm from your torso. This 
  arm can grow from any point on the torso.
  You have a third arm. It acts just like the other two, 
  providing an extra hand for doing things like somatic 
  components or holding a shield.
  Extra Eyes
  You have one or more extra eyes on your body 
  anywhere you like.
  As long as your extra eyes are open and not blocked, you 
  have advantage on Perception and Investigation skill 
  checks.
  Extra Mouths
  You have one or more extra mouths on your 
  body anywhere you like.
  You can use these mouths just like your primary mouth for 
  tasting, eating, or talking.
  Flexible Joints
  Your joints are bulbous and connected in such 
  a way that they can bend in every direction.
  You have advantage on Acrobatics skill checks.
  Gills
  You have very obvious gills on your neck, 
  head, or torso.
  You can breathe underwater.
  Horns
  You have some manner of large horns on top 
  of your head.
  You gain a gore attack that you are proficient in which deals 
  1d6 piercing damage.
  Mutations
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  166
  Mutation
  Description
  Benefit
  Necrotic Veins
  Your veins are an unhealthy color that stands 
  out very plainly from your skin, showing all 
  who see you how diseased you are.
  You have advantage on saving throws against poison or 
  disease.
  Pincer
  One of your hands is a huge, crab-like pincer.
  You have a large pincer to use as an unarmed weapon in 
  which you are proficient which deals 1d6 bludgeoning 
  damage. If you’re using it to grapple a creature, you gain 
  advantage on your Athletics skill check.
  Prehensile Hair
  Your hair is unnaturally long and wild. It is 
  untamable and has actual muscle in it that 
  allows it to move and shift, but gives it a 
  bloody and greasy sheen at all times. It causes 
  you physical pain and bleeding to cut it.
  The longest part of the hair on your body is prehensile and 
  can be used to carry and manipulate objects. If the hair is 
  at least 3 feet long, it can be used to wield a shield, use a 
  weapon, or perform somatic components.
  Prehensile Tongue
  Your tongue (or tongues) is 2 to 3 feet in 
  length and can be used to manipulate objects 
  expertly.
  Your tongue acts like a small prehensile tentacle and can 
  perform minor tasks and carry small objects. It cannot wield 
  a shield, weapon, or perform somatic components.
  Scabbed Skin
  Your skin is covered with scabs and dead skin 
  that collect like cancerous cysts.
  Your body heals faster and sheds injuries faster than others. 
  You add your Charisma to any roll that would restore hit 
  points to you.
  Scent Glands
  Your skin is porous in parts, under which are 
  special scent sacs.
  As a reaction, when a creature makes a melee attack against 
  you, you can spray out your malodorous gas from your 
  glands and impose disadvantage on the attack roll. This has 
  no effect on creatures unaffected by smell or immune to the 
  poisoned condition.
  Tail
  You have a tail. If you are a species that 
  already has a tail, you grow a second one.
  Your tail is prehensile and can be used to manipulate 
  objects; however, it cannot wield a shield, weapon, or 
  perform somatic components.
  Tentacle
  You grow a fleshy tentacle that is 10 feet long 
  from somewhere on your body.
  Your tentacle is prehensile and can be used to manipulate 
  objects, wield shields, wield weapons, and deliver melee 
  spell attacks. It has a range of 10 feet and can be coiled 
  around your body while not being used, though it is still 
  apparent to your appearance.
  Transparent Skin
  Your skin is completely transparent, allowing 
  others to see your muscles and organs. 
  However, you can focus the color in certain 
  ways as camouflage.
  As an action, you can focus on your pigments and change 
  the color of your skin to match your surroundings (or not). 
  You can maintain this for up to 1 hour though it requires 
  concentration as per a spell. If you use it to camouflage 
  yourself you gain advantage on related Stealth checks.
  Body Webbing
  You have thin layers of webbed skin between 
  your limbs and digits that allow for easy 
  swimming.
  You gain a swim speed of 30 feet.
  Wings
  You have withered wings on your back that 
  appear to be feathered, bat-like, or draconic in 
  nature (your choice).
  You have a fly speed of 30 feet that can only be used for 
  gliding and not active flying.
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  167
  Aura of Unease
  Also at 1st level, you gain the ability to take advantage of 
  your strange nature. As a bonus action, you can send out 
  a wave of unease. Creatures that fail have disadvantage on 
  the next ability check or attack roll they attempt. Whether 
  or not an affected creature succeeds or fails this saving 
  throw, it is immune to this ability for the next 24 hours.
  Second Mutation
  At 6th level, you choose a second mutation from the 
  Mutations chart. You grow that mutation and gain the 
  benefit of it.
  Aura of Madness
  Also at 6th level, as an action, you can call up an aura of 
  madness that washes over nearby creatures. Creatures you 
  choose within 30 feet of you must attempt a Wisdom saving 
  throw against your spellcasting DC. Creatures that fail act 
  as though they are under the effects of the confusion spell 
  until your next turn. Whether or not an affected creature 
  succeeds or fails the saving throw, it is immune to this 
  ability for the next 24 hours.
   
  Planar Slither
  Beginning at 14th level, you may slither between planes 
  in order to cross short distances instantaneously. On 
  your turn, you may forgo moving and instead vanish and 
  reappear at a place within 60 feet of you as though you had 
  cast dimension door.
  Third Mutation
  At 18th level, you choose a third mutation from the 
  Mutations chart. You grow that mutation and gain the 
  benefit of it.
  Whispers of the Beyond
  Also at 18th level, you may expend 4 sorcery points to cast 
  telepathy. While connected to the creature you’re speaking 
  to, you may attempt to cast a single enchantment spell that 
  affects only one creature. Once you cast the spell this way, 
  whether or not it was successful, the telepathy spell ends. 
  If a creature successfully saves against telepathy or the 
  enchantment spell, it cannot be contacted this way for 1 
  year.
  Magnetism
  Most people go through their lives unaware and unaffected 
  by the magnetism of everything around them, but not you. 
  Through some dark matter event in the history of your 
  family or your own childhood, you have gained the ability 
  to manipulate your own magnetism and that of the world 
  around you.
   
  Magnetic Field
  You exude a magnetic field that extends out in a radius of 
  15 feet with you at its center. This field isn’t strong enough 
  to affect technology or metals in a significant way, though 
  you always appear to have an electromagnetic field to 
  instrumentation that observes that phenomenon.
   
  You can focus your field into more intense effects as 
  part of the actions, bonus actions, and reactions as listed 
  below, and you gain more of these magnetic powers as you 
  level up.
   
  Your innate field increases to 30 feet in radius around 
  yourself at 6th level, 60 feet at 14th level, and 120 feet at 
  18th level.
   
  1st level    
   
  Manipulate. As an action, you can grasp and 
  manipulate a noncreature metal object that weighs 50 lbs 
  or less as though you were holding the object in your hands. 
  If the object is being held or worn by another creature, the 
  creature can make a Strength or Dexterity saving throw 
  against your spellcasting DC to prevent you from affecting 
  the object. You use your Charisma score as your Strength 
  score for the purposes of any manipulation you perform on 
  this object. If more weight is piled onto the object (such as 
  a creature standing on it), you must add the extra weight to 
  the weight of the object to determine if your power can still 
  manipulate it.
   
  At 6th level, the weight of the object can be up to 100 
  lbs. This increases to 200 lbs at 14th level and 400 lbs at 
  18th level.
   
  Push or Pull. As a bonus action, you can push or pull 
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  168
  a metal creature or metal object not being carried or worn 
  by a creature up to 20 feet directly away from you or toward 
  you (buildings and structures cannot be affected this 
  way). If you are pushing or pulling a creature this way, the 
  creature can attempt a Strength saving throw against your 
  spellcasting DC to ignore the effect. You use your Charisma 
  score as your Strength score if the object is attached to 
  something else (such as being bolted down). You cannot 
  push or pull yourself with this power.
   
  At 18th level, you can push or pull things up to 40 feet 
  with this ability.
   
  Pulse. As a bonus action, you can choose one piece 
  of technology within your range that runs on electricity. 
  If the technological item is used before your next turn, 
  the user must make an Intelligence saving throw against 
  your spellcasting DC. If the user fails, the ability check or 
  attack roll made with that technological item is made at 
  disadvantage. A new Intelligence saving throw is attempted 
  for each attempted use of the item.
   
  6th level
   
  Attract. As an action, you can spend 2 sorcery points 
  to cast spider climb on yourself, except that you can only 
  attach to surfaces made of metal.
   
  Crush. As an action, you can spend 1 sorcery point 
  to cast shatter as a 3rd level spell targeting a single metal 
  creature, creature wearing metal armor, or object. When 
  cast this way, it only affects and damages that object or 
  creature. A creature targeted this way has disadvantage on 
  the saving throw. You can spend more than 1 sorcery point 
  this way. For every point you spend beyond the first, you 
  cast shatter as one spell level higher to a maximum of 9th 
  level. You cannot use this ability to cast a spell of a level 
  that you do not have slots, even though using this ability 
  doesn’t utilize your spell slots.
   
  Disable. As an action, you can spend 1 sorcery point 
  and choose one piece of technology within your range that 
  runs on electricity. That item stops working as though it 
  were hacked via the Disable Hack action (see Chapter Ten). 
  The item can make its saving throw at the end of its turns 
  as normal using your Spellcasting DC as its DC. If the item 
  is being wielded by a creature, that creature can make this 
  save instead.
   
  At 18th level, you may use this power as a bonus action 
  instead of an action.
  14th level
   
  Lift. As an action, you can spend 1 sorcery point to cast 
  fly on yourself by aligning the magnetic field of your body 
  to be opposite to that of other magnetic forces around you.
   
  At 18th level, you can also cast fly this way on up to 3 
  other creatures when you cast it on yourself.
  Classes
  
  169
  Chapter Four: New Backgrounds
  T
  his section goes into depth about the 
  characteristics of species of the Nacora Galaxy 
  and shows off the list of commonly used 
  languages that can be selected at character creation.
   
  In addition, this chapter details sixteen new 
  backgrounds to be used with the Spaceships and Starwyrms 
  setting. A chart of some backgrounds from standard 5th 
  edition are included with new proficiencies and starting 
  equipment to facilitate their use in your games of S&S.
  Character Details
  There are a multitude of facets to explore in both the 
  personality and appearance of your character. This section 
  of Chapter Four explores some elements of the culture 
  of the Nacora Galaxy and some specifics of the physical 
  appearances of the species that live there. The intent of 
  these details is to help you create a fully-realized character.
  Names in the Galactic Melting Pot
  Sexuality and Gender in Nacora
  In Chapter Two, we presented you with some details 
  regarding the naming conventions in each species’ culture. 
  It is important to remember, however, that the inhabitants 
  of the galaxy have been sharing culture and language with 
  each other for centuries. You may want to keep cultural 
  bleed in mind when naming your character. Nothing is 
  stopping you from using a different style of name than the 
  ones detailed in the species’ entries. Exploring why your 
  Kygoran has a traditionally Eezonite name can help you 
  flesh out your character’s backstory.
  One of the benefits of a fictional setting, particularly in a 
  fantasy science fiction future, is the opportunity to explore a 
  world of blended cultures that embraces self-identification 
  and choice. We encourage you to play a character that 
  expresses their sex and gender in the manner that best suits 
  them.
   
  The species in the Nacora encompass a whole spectrum 
  of genders and orientations, and there is no inherent 
  cultural disadvantage in changing physical sex, identifying 
  as a particular gender or no gender at all, or being attracted 
  or not attracted to any particular gender. The galaxy is 
  a huge place with room in it for everyone, much as the 
  Veerux might disagree.
   
  Pronouns of every kind are commonplace in Nacora, as 
  most languages have both gendered and agender pronouns 
  in them. Your choice for your character is your expression 
  of that character and it is yours and yours alone to decide 
  on the full spectrum.
  Transition in Nacora
  As a note for the curious, 
  advanced science, cyberware 
  technology, and magic offer a 
  plethora of ways to alter oneself 
  to achieve a body and form 
  that helps you express who you 
  inwardly believe you outwardly 
  should be. In regards to normal 
  character creation costs, such 
  options are both free and up to 
  your interpretation!
  New Backgrounds
  
  170
  Species
  Base 
  Height
  Height 
  Modifier
  Base 
  Weight
  Weight 
  Modifier
  Brahvaasch
  7’0”
  +2d12
  300 lbs.
  x (2d12) lbs.
  Eezonite
  3’0”
  +4d20
  100 lbs.
  x (2d4) lbs.
  Glabrau
  4’2”
  +2d8
  120 lbs.
  x (2d6) lbs.
  Hanadarian
  6’0”
  +2d12
  90 lbs.
  x (1d3) lbs.
  Human
  4’8”
  +2d10
  110 lbs.
  x (2d4) lbs.
  Ix
  4’6”
  +2d10
  100 lbs.
  x (2d4) lbs.
  Kygad
  2’8”
  +2d10
  45 lbs.
  x (1d4) lbs.
  Kyrrov
  5’0”
  +2d10
  115 lbs.
  x (2d4) lbs.
  Luonn Tua
  4’8”
  +2d10
  90 lbs.
  x (2d4) lbs.
  Maeshar
  4’2”
  +2d10
  75 lbs.
  x (1d4) lbs.
  Piranthi
  4’8”
  +2d10
  110 lbs.
  x (2d4) lbs.
  Saguarin
  3’0”
  +2d8
  45 lbs.
  x (1d3) lbs.
  W’uther
  3’2”
  +2d6
  180 lbs.
  x (2d8) lbs.
  New Backgrounds
  Height and Weight
  You can decide your character’s height and weight using the 
  information provided in your species’ description or, if you 
  prefer a random number, you can use the chart included in 
  this section.
   
  When deciding the size of your character, take into 
  consideration their ability scores and how that may inform 
  your character’s height and weight.
   
  To use the height and weight chart, roll the indicated 
  height modifier column dice and add them (in inches) to 
  the base height. Then use that same number multiplied by 
  the dice roll for the weight modifier column to determine 
  the amount of extra weight (in pounds) beyond the base 
  weight.
  Alignment
  For player characters, alignment acts more like a quick 
  reference or jumping off place than a hard and fast rule. For 
  every other typical creature in the game world, alignment is 
  a useful tool which broadly describes its moral and personal 
  attitudes. Alignment is a combination of two factors: one 
  identifies morality (good, evil, or neutral), and the other 
  describes attitudes toward society and order (lawful, 
  chaotic, or neutral). Thus, nine distinct alignments define 
  the possible combinations.
   
  These brief summaries of the nine alignments describe 
  typical behavior of a creature with that alignment. 
  Individuals might vary significantly from these base 
  behaviors as alignment tends to see actions and emotions 
  in black and white instead of shades of gray. As any reader 
  of science fiction should know, shades of gray is a hallmark 
  of science fiction that is often overlooked in normal fantasy.
   
  Lawful Good (LG) creatures can be counted on to do 
  the right thing as expected by society.
   
  Neutral Good (NG) folk do the best they can to help 
  others according to their needs.
   
  Chaotic Good (CG) creatures act as their conscience 
  directs, with little regard for what others expect.
   
  Lawful Neutral (LN) individuals act in accordance with 
  law, tradition, or personal codes.
   
  Neutral (N) is the alignment of those who prefer to 
  steer clear of moral questions and don’t take sides, doing 
  what seems best at the time.
   
  Chaotic Neutral (CN) creatures follow their whims, 
  holding their personal freedom above all else.
   
  Lawful Evil (LE) creatures methodically take what they 
  want, within the limits of a code of tradition, loyalty, or 
  order.
   
  Neutral Evil (NE) is the alignment of those who do 
  whatever they can get away with, without compassion or 
  qualms.
   
  Chaotic Evil (CE) creatures act with arbitrary violence, 
  spurred by their greed, hatred, or bloodlust.
  Alignments in the Galaxy
  For many thinking creatures, alignment is a moral choice 
  and can change over the course of their lifetime. Unlike 
  mortals, the core of extraplanar beings such as celestials, 
  fiends, and the fae embody a certain alignment and these 
  creature embody that alignment through their very nature.
   
  Most creatures that lack the capacity for rational 
  thought do not have alignments and are considered 
  unaligned. Such creatures can’t make moral or ethical 
  choices and act according to instinct alone.
  
  171
  Written Language
  Each of the languages listed here, barring the sign 
  languages, Moiccaran, Olaran, and Thieves’ Cant, has a 
  written form. For most purposes in the modern galaxy, 
  people speak and write in Galactic, which was popularized 
  by the Galactic Coalition during their rise to power more 
  than a millennia ago.
   
  That isn’t to say that the individual written languages 
  associated with each language aren’t in use, but generally 
  they are only seen on their homeworlds of origin or in 
  single-species communities. Outside of Galactic, the 
  second most commonly seen written language is Kygoran 
  (a symptom of the number of products they produce for 
  galaxy wide usage).
   
  Other than the mundane languages, each of the arcane 
  languages have a written form as well. These are runic 
  and often pictoral alphabets. Just like the spoken words, 
  the written runes can hold power and magic. Enchanted 
  items, magic circles, and portals all include these runic 
  languages in their construction and part of understanding 
  the arcane is being able to read the mystical languages that 
  are interwoven into magic.
  Languages
  Brahvish (Draconic)
  GSL (Galactic Sign)*
  Domosian
  Luminescent Sign*
  Eezonese
  Moiccaran*
  Galactic (Common)
  Olaran*
  Glabraunish
  Thieves’ Cant*
  Hanadarian
  Binary
  Ixian
  Celestial**
  Kygoran
  Eldritch**
  Maesharan
  Infernal**
  Piranthese
  Primordial**
  Veeruxian
  Sylvan**
  Vresnish
  Languages in Nacora
  Your species dictates the default languages your character 
  knows, and your background may give you one or more 
  additional languages of your choice. Note these languages 
  on your character sheet.
   
  The language chart in this chapter includes all the 
  major languages of the Nacora Galaxy, but keep in mind 
  that each language might have numerous dialects. Knowing 
  a language that isn’t your native tongue means knowing the 
  basic form of that language.
   
  Languages marked with one asterisk (*) on the chart 
  are nonverbal languages. GSL (Galactic Sign Language), 
  Olaran, Luminescent Sign, Moiccaran, and Thieves’ Cant 
  fall under this category. Thieves’ Cant and GSL require 
  hands and gestures, while Olaran and Luminescent 
  Sign involve blinking light patterns rather than physical 
  movements. Moiccaran is a language created and expressed 
  by smells and pheromones.
   
  When choosing one of these nonverbal languages, 
  bear in mind how your character is able to use that 
  language, either physiologically or through technological 
  means. For example, it is possible to artificially mimic the 
  internal lights used to speak Olaran with electronic light 
  boards. Others, such as Moiccaran, are far more difficult to 
  replicate.
   
  Languages marked with two asterisks (**) are planar 
  languages developed by magic rather than cultures. These 
  languages are inherently arcane and are not recommended 
  for characters who lack a vested interest in or connection 
  to the magic of the universe. Likewise, binary, while not a 
  planar language, is computer-specific and characters who 
  choose it should have a reasonable interest in computers. 
  Binary is expressed aloud in beeps or taps and written as 
  computer code.
   
  Each of the planar languages aligns with different 
  extraplanar creatures. Abominations and aberrations use 
  Eldritch, angelic beings use Celestial, devils and demons 
  use Infernal, fae and other natural beings use Sylvan, 
  and elemental creatures speak Primordial. All verbal 
  components to spells in S&S use one or more of these 
  languages, calling upon the natural dark matter magic of 
  the universe to manipulate forces out of mortal control.
  New Backgrounds
  
  172
  New Skills and Equipment
  Backgrounds
  The backgrounds in this section include modifications to 
  existing backgrounds as well as completely new background 
  options.
   
  When choosing a background for your character, keep 
  in mind that the personality traits, ideals, bonds, and flaws 
  are all suggestions to enhance your roleplay experience and 
  do not contain all the possibilities inherent to a background 
  or character.
   
  Likewise, the proficiencies available to the backgrounds 
  The Core Background Changes table in this chapter details 
  the skills, proficiencies, and equipment that are available 
  for standard 5th edition backgrounds most recommended 
  for use in Spaceships and Starwyrm’s science fiction fantasy 
  setting.
  are subject to change if that change is discussed with your 
  GM and matches the character concept you are trying 
  to create. The backgrounds as written are intended for a 
  balanced game experience.
  Background
  Skills
  Tools
  Languages
  Equipment
  Acolyte
  Insight, History
  None
  Any Two
  Holy symbol, three mundane books of your 
  choice, incense, vestments, common clothes, 
  and a credstick with 1000 cc
  Charlatan
  Deception, 
  Etiquette
  Disguise Kit, Forgery Kit
  None
  Upper class clothes, disguise kit, forgery 
  kit, tools for a con of your choice, and a 
  credstick with 1000 cc.
  Criminal
  Deception, 
  Stealth
  Thieves’ Tools or one gambling 
  set
  None
  Simple weapon of your choice, common 
  clothes, thieves’ tools or hacking software, 
  basic holster, and a credstick with 1000 cc.
  Entertainer
  Acrobatics, 
  Etiquette
  Disguise Kit, two musical 
  instruments of your choice
  None
  A musical instrument, wireless microphone, 
  a favor from an admirer, a costume, upper 
  class clothes, and a credstick with 1500 cc.
  Sage
  History, Science
  Scanning Tools
  Any One
  Mark I Computer of your choice, common 
  clothes, a scanner or detector of your choice, 
  and a credstick with 500 cc.
  Soldier
  Athletics, 
  Intimidation
  One type of gambling set and 
  one martial weapon or shields
  None
  Insignia of rank, trophy from a foe, a 
  gambling set, common clothes, basic 
  holster, and a credstick with 1500 cc. 
  Half price on one cyberware purchase at 
  character creation.
  Urchin
  Acrobatics, 
  Stealth
  Disguise Kit, Thieves’ Tools
  None
  A simple melee weapon of your choice, a 
  map of your home city, a tiny pet, a token of 
  your family, thieves’ tools, common clothes, 
  a disguise kit, and a credstick with 500 cc.
  New Backgrounds
  
  173
  Bounty Hunter
  Walking a line between law and crime, you hunt fugitives 
  who have escaped the custody of the government or other 
  organizations. Whether you took up the profession for 
  fame, fortune, or the greater good doesn’t matter to most of 
  the lawmen that pay your bills, but it might set the tone for 
  what you think of yourself and your purpose.
   
  Skill Proficiencies: Investigation, Survival
   
  Languages: Choose two additional languages to know
   
  Equipment: A well-used trap, a trophy from a long- 
  captured mark, manacles, common clothes, a subvocal or 
  short wave communicator, a basic holster, and a credstick 
  with 1500 cc.
  Feature: Bounty License
  You can take jobs from bounty boards and online bounty 
  forums, and you always know where to find such places. 
  While on a job, if accosted by the local constabulary, you 
  may show your license. As long as you have taken on a 
  bounty for the subject of your vigilante justice, you will be 
  free to go about your business.
  d8
  Personality Trait
  1
  I can’t resist exaggerating tales of my deeds. It’s the 
  criminals who need to keep a low profile, not me.
  2
  I’m superstitious and always carry a lucky charm with 
  me.
  3
  I am a consummate professional. It takes a lot to 
  make me lose my cool.
  4
  Nothing gets my blood pumping more than a good 
  old-fashioned fight.
  5
  I pride myself on my ability to think on my feet. I’m a 
  regular space-age MacGyver.
  6
  My travels have shown me only a sliver of the known 
  universe, and I’m eager to see more, even if that 
  means a longer route or detour.
  7
  I can’t resist throwing out witty one-liners when faced 
  with danger. I’m cool!
  8
  I prefer to work alone. Other people are merely 
  distractions.
  d6
  Ideal
  1
  Money - Your place might not be behind bars, but my 
  place is getting paid for putting you behind bars.
  2
  Justice - Criminals who try to escape their judgment 
  are the worst of the lot.
  3
  Freedom - The best job is one that lets you travel 
  wherever you like.
  4
  Audacity - Without great risk there is no reward.
  5
  Luck - Sometimes you win, sometimes you lose. 
  Everyone just rolls the dice.
  6
  Perseverance - I will do whatever it takes to catch 
  my targets. No mercy, no quarter.
  d6
  Bond
  1
  One of my past quarries eludes me to this day. I will 
  find them and bring them to justice at last.
  2
  I owe my life to one of my employers. I would do 
  absolutely anything for them.
  3
  My bounty hunting lifestyle is an attempt to escape 
  the vicious organization I used to work for. I will never 
  go back.
  4
  I have family at home who don’t know what I do for a 
  living. All my profits go to them.
  5
  Someone I care about got on the wrong side of the law. 
  I can’t bring myself to track them down.
  6
  I worked hard to gain the renown I have today. I will 
  never do anything to tarnish my reputation.
  d6
  Flaw
  1
  I can never say no to a challenge - the tougher the 
  target, the better.
  2
  Addictive substances are my coping mechanism of 
  choice.
  3
  I broadcast my identity everywhere I go. People 
  should know my name!
  4
  I have little respect for lawmen and government. If 
  they didn’t want to deal with people like me, they 
  should be better at their jobs.
  5
  My pain tolerance is low. I can dish it out but I can’t 
  take it.
  6
  I am distrustful of a certain species because of a 
  bounty in my past that left me scarred.
  New Backgrounds
  
  174
  Cryosleeper
  With the advent of the space age comes new technology. 
  Cryogenic stasis has allowed you to long outlive the days 
  you were born in, and the world is a changed place. Who 
  were you before this prolonged rest? Why did you settle 
  down to sleep? How long have you been absent from the 
  passage of time? Consider the various aspects of life in cryo 
  as you build a character who is rejoining the world stage.
   
  Skill, Tool, and Language Proficiencies: 
  Choose another background; you have that background’s 
  proficiencies.
   
  Equipment: A bauble from your life before you left it 
  behind, common clothes out of style, a tool or instrument 
  that the other background you chose is proficient in, an 
  extra trinket that the first person you met gave you, and a 
  credstick with 1000 cc.
  Feature: Deep Dreamer
  During your lengthy sleep, you had many intense dreams 
  that impacted your mind. They stick in your memory and 
  may influence your way of thinking. Some may have been 
  prophetic or influenced your knowledge of the world you 
  woke up to. Work with your GM to decide what these 
  dreams may have been and how they might influence your 
  character and the campaign.
  d8
  Personality Trait
  1
  My pop culture references, metaphors, and language 
  choices are dated, but that doesn’t stop me from using 
  them every chance I get.
  2
  My memory of life before cryosleep is sometimes 
  fuzzy and I am forgetful in general.
  3
  I explore every new curiosity to the fullest extent.
  4
  Oftentimes I prefer to observe before I make my 
  thoughts known - if I do at all.
  5
  My fashion sense is unparalleled. I like to look nice 
  and command attention.
  6
  I often feel awkward and out of place. I am constantly 
  reminded this isn’t my home time.
  7
  The world is my Andalasian oyster. I’ll try anything, 
  sometimes twice.
  8
  I would rather hear a stranger’s story than tell my 
  own.
  New Backgrounds
  d6
  Ideal
  1
  Patience - The best things in the universe are worth 
  waiting for.
  2
  Knowledge - Survival depends on knowing 
  everything you can about the time and place in which 
  you live.
  3
  Kindness - We owe it to each other to help whenever 
  we can. No one succeeds alone.
  4
  Opportunity - Everyone deserves the chance to live a 
  long and happy life.
  5
  Self-Indulgence - I was already given the chance 
  at a better future. I deserve for it to be everything I 
  expected.
  6
  Order - The universe must abide by certain laws, and 
  its inhabitants must do the same.
  d6
  Bond
  1
  Someone deceived me as soon as I woke, robbing me 
  of my few possessions and security. I will not rest 
  again until I have tracked them down.
  2
  I take great satisfaction in knowing that someone from 
  my past (or a descendant of theirs) still lives and will 
  do whatever I can to help them.
  3
  I went into cryosleep as a last resort to stop an illness. 
  I am forever grateful to the doctor who saved my life.
  4
  I harbor nostalgia for the life I left behind and will try 
  to preserve whatever elements of it remain.
  5
  I was put into cryosleep as a mistake. I only want to 
  find my place in this unfamiliar world.
  6
  I hid a treasured possession before my stasis and have 
  dedicated my life to recovering it.
  d6
  Flaw
  1
  Due to my long time asleep, I sometimes have 
  difficulty distinguishing dreams and reality.
  2
  Given the time I have spent in stasis, I am nearly 
  always reluctant to rest or slow down.
  3
  I constantly complain about how things have changed 
  since before I was asleep.
  4
  My unfamiliarity with the present makes me an easy 
  target for scams.
  5
  Cryo was a well-deserved rest that ended too soon. I’ll 
  take any opportunity to catch a nap.
  6
  I don’t know the meaning of the word ‘moderation’.
  
  175
  Deep Spacer
  The universe is full of varied and populated planets, but you 
  live beyond even that. Only the most hardy and inventive 
  folk make the edge of the universe their home. No cozy 
  orbital station or planetside homestead for you. You live life 
  on the move, always pushing forward as regions become 
  more trafficked and populous. Whether you enjoy the 
  solitude or lament the challenges of life on the last frontier 
  away from civilization, deep space is a unique place to live 
  one’s life.
   
  Skill Proficiencies: Mechanics, Survival
   
  Tool Proficiencies: Navigator’s Tools, a musical 
  instrument of your choice
   
  Equipment: A musical instrument of your choice, 
  navigator’s tools, common clothes, a handheld game, a 
  simple weapon of your choice, and a credstick with 750 cc.
  Feature: Ramshackle Fixings
  When repairing or constructing mechanical objects, you 
  have the uncanny ability to make things work even if all you 
  have at your disposal is junk. While it might not last very 
  long, your construction should work at least once.
  d8
  Personality Trait
  1
  I haven’t had a bite of real, non-synthesized food in 
  years. I’m dying to get my hands on some.
  2
  I’m all too aware of the dangers of extended time in 
  anti-gravity, so I focus on my fitness.
  3
  I had to find some way to entertain myself in the 
  void. My imagination rivals that of the world’s best 
  storytellers.
  4
  I cherish the people closest to me as though they were 
  the riches of a thousand planets.
  5
  Crowds make me uncomfortable.
  6
  I am an utter perfectionist. In deep space, anything 
  that goes wrong can mean death.
  7
  I drink up news of the rest of the galaxy like Vargan 
  space juice.
  8
  I find kinship in plenty of non-intelligent creatures 
  and objects. Imaginary friends are still friends.
  d6
  Ideal
  1
  Security - I grew up in a safe place, protected from 
  the rest of the world despite the hardship. Everyone 
  deserves an opportunity for such safety.
  2
  Endurance - No matter the adversity I face, I can 
  and will survive. I’ll do whatever it takes.
  3
  Greater Good - Everyone has a responsibility to do 
  as much good as possible.
  4
  Scarcity - There’s a limited number of resources in 
  this world, and those who have them should be in 
  charge.
  5
  Adaptability - We have to roll with the punches and 
  change to meet whatever comes our way.
  6
  Ingenuity - Ideas are the key to success. Intelligence 
  is the only way to get on top.
  d6
  Bond
  1
  The station or ship I grew up on means everything to 
  me.
  2
  I came to deep space to get away from the rest of the 
  universe, and I long to go back to my solitude.
  3
  I had a pen pal when I was growing up. I hope to 
  someday meet them in person.
  4
  I have a special fondness for AI and other machines 
  and will fight anyone who says they aren’t people.
  5
  My family and I were separated before I ended up in 
  deep space. I have only one clue about where they are, 
  but I will find them again.
  6
  I was sent to deep space as a punishment. I will get 
  revenge on the person responsible for my isolation.
  d6
  Flaw
  1
  I have a nervous tic or habit that I developed when I 
  was alone that annoys those around me.
  2
  I often speak my thoughts aloud, no matter where I 
  am.
  3
  I don’t trust riches and fine words. Real skill is much 
  more valuable.
  4
  I learned all my social etiquette from the net. It 
  doesn’t always translate well to the real world.
  5
  I hoard old pieces of junk. You never know when it 
  might be useful!
  6
  I unwaveringly believe several conspiracy theories.
  New Backgrounds
  
  176
  Famed
  You have humble origins, whether you grew up in a small 
  planetside colony or a large space station. That didn’t stop 
  you from making big waves. The people around you always 
  knew you were destined for bigger things, and they already 
  regard you as a hero. Whatever you did for them, it left a 
  lasting impression.
   
  Skill Proficiencies: Persuasion, Piloting
   
  Tool Proficiencies: Artisan’s tools of your choice
   
  Equipment: Your chosen set of artisan’s tools, a 
  personal object from your hometown, common clothes, a 
  traveling pack of your choice, and a credstick with 1000 cc.
  Feature: Trash Talk
  You’re skilled at talking on a good day, but you’re equally 
  nasty when you set out to insult another. You can spread 
  rumors at twice the normal speed and when you’re looking 
  for rumors and nasty tales you find them twice as fast as 
  well.
  d8
  Personality Trait
  1
  I downplay the extent of my deeds and prowess 
  because I find fame to be overwhelming.
  2
  Act first, think later. That’s my motto.
  3
  For every problem, I try to find the most equitable 
  solution.
  4
  The monotony of everyday life is boring. I’m always 
  looking for the next thrill.
  5
  I always make good on my promises, no matter how 
  small.
  6
  I’m always delighted to meet a fan and offer them 
  some inspiring words.
  7
  Actions speak louder than words. You can learn more 
  about someone by their deeds than what they say.
  8
  I maintain a certain appearance and confidence at all 
  times. You never know when paparazzi are lurking.
  d6
  Ideal
  1
  Benevolence - Helping others is a reward in and of 
  itself.
  2
  Sincerity - People shouldn’t pretend to be something 
  they’re not.
  3
  Fairness - No one is above the law. No one should 
  get preferential treatment.
  4
  Destiny - I have a higher calling and nothing will 
  divert me from it.
  5
  Leadership - We should live our lives in a way that is 
  an example for others to look up to.
  6
  Achievement - People should strive to be recognized 
  for going above and beyond what is expected of them.
  d6
  Bond
  1
  I bear the symbols of my past life so as not to forget 
  my humble roots.
  2
  I suffered unjust torment from someone who 
  considered themselves my superior. I will take my 
  revenge on anyone who would make themselves a 
  bully or tyrant.
  3
  I watched my role model die in the effort to do what 
  was right. I will follow in their footsteps.
  4
  I love my home planet or station and will do anything 
  to protect it.
  5
  I gained fame through a misunderstanding and have 
  spent every day since trying to be the hero people 
  think I am.
  6
  I live for the day when I have achieved my destiny 
  and can return to a simpler life with the knowledge I 
  achieved great things.
  d6
  Flaw
  1
  My heroic actions made me the target of some very 
  powerful entities.
  2
  My overconfidence often results in mistakes.
  3
  Fame has gone to my head and I am offended when 
  people are not impressed by my actions.
  4
  There is a shameful secret in my past that I will do 
  anything to conceal.
  5
  If a task is too difficult for me from the start, I 
  abandon it rather than trying to find a way to 
  overcome.
  6
  If I hear a false rumor about myself, I must correct the 
  person who spread it.
  New Backgrounds
  
  177
  Fugitive
  You are on the run. From whom is inconsequential; all that 
  matters is the fear of being caught. Whether your pursuer 
  is the government, some other organization, or a single 
  individual with enough resources to launch a manhunt, you 
  are pursued. You have forsaken your old life for a chance 
  at safety, carefully reconstructing your identity in order to 
  stay hidden.
   
  Skill Proficiencies: Deception, Insight
   
  Tool Proficiencies: Artisan’s Tools of your choice
   
  Languages: Choose one additional language to know
   
  Equipment: Your artisan’s tools of choice, thermal 
  clothes, common clothes, a white noise generator or a 
  jammer, and a credstick with 1000 cc.
  Feature: Fresh Start
  You have a new name and identity with all the paperwork 
  and documentation required to start a completely new life. 
  You may also have opted for surgery to change the features 
  you once had.
  d8
  Personality Trait
  1
  I am insatiably curious about the world around me, 
  despite the fact that asking questions often begets 
  questions in return.
  2
  My privacy means everything to me.
  3
  Before I was on the run, I was accustomed to certain 
  luxuries. I spend any free coin I have on obtaining 
  them.
  4
  The world is out to get me specifically, it seems. I 
  resent that.
  5
  I don’t like anything that makes me feel trapped - 
  including being cooped up in a ship too long.
  6
  I always have an escape plan. And a backup escape 
  plan.
  7
  I live with sparse possessions. You never know what 
  might give me away.
  8
  I am quick to trust people whose plight is similar to 
  my own.
  d6
  Ideal
  1
  Inconstancy - Everything is temporary. You must 
  always be prepared to let go.
  2
  Caution - The careful man lives longer than the 
  reckless one.
  3
  Diligence - The best way to live to run another day is 
  to observe and learn as much as you can.
  4
  Liberty - No one deserves to live shackled, no matter 
  their actions.
  5
  Nihilism - Nothing in life is fair. Deal with it.
  6
  Selflessness - There are more important things in 
  the world than oneself. We have a duty to strive for 
  those things.
  d6
  Bond
  1
  I was framed for an act I didn’t commit. I will do 
  whatever it takes to clear my name.
  2
  I faked my own death to save someone I love. They 
  can never know I survived.
  3
  I owe my life to the people who helped me escape my 
  fate. I hope to someday repay them.
  4
  I only wish to live a life unfettered. I have no desire to 
  go back to my old life.
  5
  My reputation meant everything to me. I will have my 
  revenge on those who destroyed it.
  6
  I left behind loved ones whom I miss terribly. I would 
  do anything for them.
  d6
  Flaw
  1
  I push away anyone who gets too close to me. No one 
  can know of my past.
  2
  Constantly being on the run has made me jumpy at 
  the first sign of danger.
  3
  Though I know it might cost me my life, I hold onto a 
  belonging that would give away my previous identity.
  4
  My vanity demands that I collect any bounty listings 
  or wanted posters of me.
  5
  I get a thrill out of seeing how close I can get to those 
  who hunt me while still escaping.
  6
  I am a staunch pacifist, reluctant to fight even those 
  who pursue me.
  New Backgrounds
  
  178
  Linguist
  The universe is a vast place full of different species, and you 
  have made it your life’s work to connect those people with 
  language. Even the most well-programmed translator in the 
  world can’t express the nuance of a seasoned linguist. You 
  take to words like a fish to water, and whether you work 
  for the government, a corporation, or as a freelance agent, 
  others are in need of your particular eloquence.
   
  Skill Proficiencies: Etiquette, Insight
   
  Languages: Choose four additional languages to know
   
  Equipment: A Mark I computer of your choice, 
  common clothes, a translation book for a language you 
  don’t know, and a credstick with 1000 cc.
  Feature: Lingual Artist
  Your skill with languages and their subtleties match 
  and even exceed the best of translation devices. You add 
  your proficiency to any Intelligence check to identify and 
  understand a language you do not already know.
  d8
  Personality Trait
  1
  I have a particular favorite language that I use for 
  compliments and swears.
  2
  Gestures are as much a part of language as words, and 
  I use them liberally.
  3
  I always have a song or poem on my lips.
  4
  I have learned many words of wisdom across galactic 
  cultures, and I am eager to share them.
  5
  You might not guess it based on my affinity for 
  languages, but I prefer silence to noise.
  6
  I am a voracious reader. You can’t beat a Krellic 
  romance novel.
  7
  I am constantly talking, either out loud or online.
  8
  If I can’t find the right word for a situation, I make 
  one up.
  d6
  Ideal
  1
  Empathy - Everyone wants to be understood. We 
  should strive to make that possible.
  2
  Nonviolence - It is more effective to use words than 
  force to achieve one’s goals.
  3
  Connection - No matter what we look like or where 
  we come from, language can bring us together.
  4
  Knowledge - The more you know, the more you are 
  able to be in control of a situation.
  5
  Ambition - Always push yourself to be better and to 
  have more.
  6
  Pride - I’m good at what I do and everyone should 
  know  - and respect it. Or else.
  d6
  Bond
  1
  I hold no one in higher esteem than my teachers.
  2
  My ultimate goal is to be able to converse with 
  everyone I meet. I will never stop studying and 
  learning.
  3
  An ancient, untranslatable text haunts me. I will stop 
  at nothing to uncover its mysteries.
  4
  I first became bilingual to romance someone. They are 
  ever in my thoughts.
  5
  All I want is for my name to be known by those who 
  hold the power.
  6
  My family encouraged me to pursue linguistics. I will 
  not disappoint them.
  d6
  Flaw
  1
  I often use a non-native language to gossip about or 
  badmouth people around me.
  2
  When talking or translating as a professional matter, 
  I hold my own, but heaven forbid I have to carry on a 
  personal conversation.
  3
  I am dismissive of those who struggle to speak as 
  eloquently as I do.
  4
  No matter what language I’m speaking, I’m more 
  likely to lie than speak truth.
  5
  I let people believe I don’t understand what they’re 
  saying just to frustrate them.
  6
  I’m as foul-mouthed as any black-hearted space 
  pirate, and multilingual to boot.
  New Backgrounds
  
  179
  Mechanic
  In a world that runs on technology, someone is always 
  needed to keep things running smoothly. You’re a machine-
  whisperer, a wizard with a toolbox, and the world is full 
  of projects to be finished. Whether you gained your skills 
  through an apprenticeship or you were born talented, you 
  have a way with tech.
   
  Skill Proficiencies: Computers, Mechanics
   
  Tool Proficiencies: Navigator’s Tools or Scanning 
  Tools
   
  Languages: Choose one additional language to know
   
  Equipment: A pair of noise canceling headphones, 
  a battery charger of your choice, repair kit, navigator’s 
  tools or scanning tools of your choice, common clothes, an 
  unarmored vacsuit, and a credstick with 1000 cc.
  Feature: High Demand
  You can barter your skills at fixing technology throughout 
  the galaxy, using it to book easy passage on ships in trade 
  for your work or to make some money on the side in most 
  cities and towns.
  d8
  Personality Trait
  1
  I am eternally optimistic. There’s not a problem I 
  can’t fix!
  2
  I sometimes shirk on my work in favor of catching up 
  with the latest gossip.
  3
  I’m no stranger to getting dirty, but that doesn’t mean 
  I like it.
  4
  I am always happy to make a new friend.
  5
  Getting to check out a new piece of tech can make my 
  whole week.
  6
  I like my workspace to be my home. I’m always 
  looking for new ways to decorate.
  7
  I often have too many ideas to remember them all, so 
  I scribble notes on any available surface.
  8
  I’m obsessed with understanding how things - and 
  people - work.
  d6
  Ideal
  1
  Kinship - My friends are the most precious things 
  in the world to me, more than any philosophy. 
  Everything else can go rot.
  2
  Innovation - Machines and technology are meant to 
  improve people’s lives. Everyone should try to be part 
  of that improvement.
  3
  Progress - The world is built on continual motion 
  forward, on to bigger and better things.
  4
  Hard Work - If you want something, you have to be 
  willing to put in the work.
  5
  Greed - I’m just in it for the money and fame.
  6
  Aspiration - I want to be the best in my field.
  d6
  Bond
  1
  I’ve been working on perfecting a machine or 
  contraption for years. Someday I will complete it.
  2
  You never forget the first project you worked on, or 
  the people who helped you finish it. Bonds like that 
  are stronger than tempered steel.
  3
  I was apprenticed to someone who became a foster 
  parent to me. I don’t want to disappoint them.
  4
  Someone destroyed my former livelihood. I will 
  rebuild and have my revenge.
  5
  I pursued my profession to win someone’s heart.
  6
  Someday I will return to the forums where I received 
  my training and prove that I exceeded all expectations.
  d6
  Flaw
  1
  You would be surprised at how someone as deft as me 
  can be so accident-prone.
  2
  I have a bad habit of approaching people’s problems 
  the same way I would a mechanical error. Solutions 
  first, empathy later.
  3
  Sometimes I get so wrapped up in my work that I 
  forget common sense - and eating and sleeping.
  4
  I am cocky about my skill set. No one’s better at what I 
  do than me.
  5
  I am largely uneducated, and touchy about that fact.
  6
  I can’t be bothered to explain my methods to anyone 
  else. They should come up with their own ideas!
  New Backgrounds
  
  180
  Naturalist
  You are a cloistered researcher on a planet alive with the 
  glory of nature. A deep desire to study the life around you 
  permeates your heart and mind. Others often view you as 
  strange or eclectic, and your lifestyle is a mystery to many 
  of the galaxy’s inhabitants.
   
  Skill Proficiencies: Perception, Science
   
  Tool Proficiencies: First Aid Kit or Scanning Tools
   
  Languages: Choose one additional language to know
   
  Equipment: A first aid kit or scanning tools, a 
  photography camera, a handheld mark I computer, 
  binoculars, a sleeping bag, a headlamp, either climbing or 
  diving gear, spacer clothes, and a credstick with 1000 cc.
  Feature: Wild Knowledge
  Your years of studying nature have given you specific 
  knowledge of the flora and fauna of certain environments. 
  While in terrain that matches that of your planet of study, 
  you have advantage on Science checks made to understand 
  the natural lifeforms of the area.
  d8
  Personality Trait
  1
  Like a wild animal, I shy away from physical contact.
  2
  There are lessons to be learned from nature if you 
  know where to look. I pass those lessons along to 
  everyone I meet.
  3
  I’m a tactile person and can’t help myself from 
  touching everything in order to learn about it.
  4
  I prefer the company of flora and fauna over people.
  5
  I find beauty in everything, even predators and dead 
  things.
  6
  While I don’t hate modern medicine, I prefer 
  homegrown remedies and natural healing.
  7
  The concept of ownership is foreign to me. Everything 
  is shared where I came from.
  8
  I collect trophies that others might consider macabre.
  d6
  Ideal
  1
  Conservation - With civilization expanding so 
  rapidly, we can’t forget to preserve the natural world. 
  It is what allows us to survive.
  2
  Noninterference - Sticking your nose into other 
  people’s business will always lead to trouble.
  3
  Change - Every living thing goes through cycles of 
  ups and downs, and so must we.
  4
  Survival of the Fittest - In the natural order of 
  things, the strongest survive and the weakest are 
  culled.
  5
  Empathy - We must find it in ourselves to 
  understand the suffering of others.
  6
  Cultivation - Aiding each other is the best way to 
  grow. We should strive to provide everyone that 
  opportunity.
  d6
  Bond
  1
  My life has been dedicated to studying a particular 
  species or ecosystem, and I will share my research 
  with the world.
  2
  I discovered something dangerous that I can’t let 
  anyone know about, lest it bring ruin to the universe.
  3
  The environment I grew up in was destroyed. I carry 
  the last hope of recreating or reviving it.
  4
  I had a beloved pet who was killed by technological 
  advancement. I will have revenge.
  5
  I grew up an orphan in the wilds. I hope no one ever 
  has to live as lonely and hard a life as I did.
  6
  I would do anything to protect the small community I 
  lived with in nature.
  d6
  Flaw
  1
  My time in the natural world has given me a distrust 
  of machines and technology.
  2
  I like keeping secrets.
  3
  I can’t help but lecture people about the unethical way 
  the natural world is treated.
  4
  I only trust my own experiences and tend to reject 
  knowledge that I haven’t tested for myself.
  5
  My reluctance to kill even the smallest living thing 
  often leads me to keep pets or pests unwanted by 
  others.
  6
  I am blase about the destruction of other people’s 
  property.
  New Backgrounds
  
  181
  Occultist
  In a world rapidly being quantified, the innumerable 
  mysteries of the universe are your purview. Yours is a 
  galaxy where each unknown is tied to the intricacies of 
  magic that entwine all life and space. Though many deem 
  you a kooky mystic or parlor magician, your study of the 
  arcane holds more meaning for you than they could ever 
  hope to glean.
   
  Skill Proficiencies: Arcana, History
   
  Languages: Choose two additional languages to know
   
  Equipment: An arcane focus, three favorite books 
  about magic, common clothes, and a credstick with 1500 cc.
  Feature: Unfettered Access
  Due to your particular field of study, you have access 
  to sources that normal people cannot find or acquire. 
  Collectors of rare artifacts are more likely to parlay with 
  you and others veiled in magic are more willing to converse 
  with you. There are a number of arcane libraries across the 
  vast galaxy that are more open to someone such as yourself 
  rather than an average scholar.
  d8
  Personality Trait
  1
  I find meaning in everything, from the frost patterns 
  on a window to the echoes of an engine room.
  2
  I often speak cryptically and let people discern their 
  own understanding of my words.
  3
  Matters of business and politics trouble me little. 
  There are more interesting things to be thinking 
  about.
  4
  Despite my knowledge of magic and the beyond, I am 
  naive to the ways of the world.
  5
  I collect strange baubles and find ways to incorporate 
  them into my apparel.
  6
  I am always giving gifts to other people, whether they 
  want them or not.
  7
  My anger is not easily roused, but when it is, you’d 
  better get out of the way.
  8
  I take delight in frightening people. Just for fun, of 
  course.
  d6
  Ideal
  1
  Potential - We are only limited by our imaginations. 
  Anything is possible.
  2
  Fate - Everyone has a purpose they must fulfill and a 
  path they must walk.
  3
  Curiosity - The day we stop learning is the day we 
  die.
  4
  Power - There are many ways to be strong. What is 
  important is that you’re the strongest in the ways that 
  matter.
  5
  Altruism - Each of us must use our unique talents to 
  better the lives of others.
  6
  Daring - What is life without challenge?
  d6
  Bond
  1
  From the day I was born, I have been seeking my 
  greater purpose in the universe.
  2
  A beloved mentor showed me the ways of the universe 
  and set me on a journey for a specific task.
  3
  I was given a prophecy that led me to research the 
  mystical aspects of the universe.
  4
  My interest in the occult began long ago when I met a 
  mysterious stranger as a child.
  5
  After I lost a loved one, I turned to the mysteries of the 
  universe to find a way to save them.
  6
  A strange artifact was left to me by a friend. I will 
  uncover its purpose.
  d6
  Flaw
  1
  I have no regard for personal space. We are all of the 
  same universe.
  2
  If I can’t do a task with magic, I don’t want to do it.
  3
  The sight of blood makes me ill.
  4
  I repurpose items in ways they were not intended to 
  be used - even if they weren’t initially broken.
  5
  My affinity for the unknown gives me a smug sense of 
  superiority when it comes to knowing things. I can’t 
  resist correcting people who overlook the unseen.
  6
  I am high-strung and easily agitated by those who 
  question me.
  New Backgrounds
  
  182
  Physician
  Your medical studies and residency are complete, and you 
  now have the privilege to serve the galaxy as a doctor or 
  medical specialist. Though every species has different needs 
  when it comes to medical attention, everyone welcomes 
  someone with the base knowledge to keep them in top 
  physical form. Yours is a profession in high demand and 
  well-regarded. Whether you are fresh out of school or have 
  been in the field for years, you are always necessary.
   
  Skill Proficiencies: Medicine, Science
   
  Tool Proficiencies: First Aid Kit or Scanning Tools
   
  Languages: Choose one additional language to know
   
  Equipment: A first aid kit (or scanning tool of your 
  choice), a suitcase, upper class clothes, and a credstick with 
  1500 cc.
  Feature: Professional Wage
  You are generally able to get work at clinics throughout 
  the galaxy and board ships as a doctor with ease. You have 
  papers to prove your training.
  d8
  Personality Trait
  1
  I use clinical language in everyday life, no matter how 
  convoluted the terminology.
  2
  I frequently check up on the health of others around 
  me, just to be safe.
  3
  My manners are impeccable and I am polite to 
  everyone.
  4
  I’m nervous and socially awkward, except in 
  emergencies. Thanks to my training, a cool head 
  prevails under pressure.
  5
  I am short-tempered and abrasive with those whose 
  injuries were avoidable.
  6
  My handwriting is terrible.
  7
  I deal with problems in order of severity. If you’re not 
  dying, sit down and wait.
  8
  I always greet people with a smile.
  d6
  Ideal
  1
  Preservation of Life - Life is the most precious 
  thing in the universe, and we should protect it.
  2
  Mercy - Everyone deserves the kindness of 
  forgiveness - or the easiest way out.
  3
  Control - I can end lives as easily as I can save them.
  4
  Mentorship - The sharing of knowledge is the best 
  way to save everyone.
  5
  Do No Harm - There is always an alternative to 
  violence. We should avoid hurting people.
  6
  Honesty - The truth is always the best course of 
  action.
  d6
  Bond
  1
  I lost a patient early in my practice. I will work harder 
  than ever to ensure that never happens again.
  2
  I entered this profession for the promise of stability 
  and money.
  3
  I have a family member who is completely reliant on 
  me. Everything I earn goes to them.
  4
  The hospital I trained at is the most important place 
  in the world to me.
  5
  My loyalty to my patients knows no bounds. Their 
  secrets are my secrets.
  6
  A former colleague of mine stole a treatment method 
  that I invented. I will have my revenge.
  d6
  Flaw
  1
  My strong convictions and opinions about how life 
  should be lived can be off putting, especially when 
  I point out how others aren’t adhering to those 
  convictions.
  2
  I take my physician’s oath seriously. I will offer 
  medical attention to anyone, even my enemies.
  3
  I am obsessive about cleanliness.
  4
  I trust people easily and that often burns me.
  5
  In times of stress, I require absolute silence so that I 
  can absolutely focus.
  6
  I am addicted to my own medications.
  New Backgrounds
  
  183
  Pilot
  You have answered the call of sky and space, and your skills 
  put you in high demand. Piloting a spaceship is no joke, 
  whether you fly a star cruiser, a warship, or even a small 
  private vessel. On top of that, few have the chops to fly land 
  speeders and low-atmo vessels. Your technique and abilities 
  give you an edge when it comes to the crew. They know they 
  can’t do without you.
   
  Skill Proficiencies: Perception, Piloting
   
  Tool Proficiencies: Navigator’s Tools, one gaming 
  set of your choice
   
  Equipment: A gaming set of your choice, an 
  unarmored vacsuit, common clothes, a dashboard 
  decoration, flight goggles, and a credstick with 2000 cc.
  Feature: Signature Move
  Choose one specific trick maneuver (as per trick maneuvers 
  in Chapter Seven) that you have practiced and made your 
  own to such an extent that no one does it quite like you. 
  You can always perform that specific maneuver while flying 
  without needing to pass a piloting skill check. Keep in mind 
  that maneuvers that work in space don’t necessarily work in 
  atmosphere or under water and vice versa. You cannot pick 
  Vector Thrusting this way.
  d8
  Personality Trait
  1
  Sarcasm is my weapon of choice.
  2
  I invent challenges for myself if none exist. Life’s 
  more fun when there’s something at stake.
  3
  I feel my feelings very strongly, and I never hide them.
  4
  I joke around a lot and can’t resist a good prank, even 
  when the timing is inconvenient.
  5
  I’m extremely protective of my ship and other 
  belongings.
  6
  I’ve picked up a lot of slang and adages and I use them 
  often, sometimes nonsensically.
  7
  I take good care of my looks and will splurge on nice 
  clothes.
  8
  I have a hobby that most people think is strange and I 
  try to keep it hidden.
  d6
  Ideal
  1
  Independence - Everyone needs to be able to stand 
  on their own two feet.
  2
  Freedom - Life is meant to be lived where and how 
  we want.
  3
  Push the Limits - I will be the best I can be and 
  exceed the achievements of those before me, heedless 
  of danger.
  4
  Courage - Nothing worthwhile is gained without 
  bravery.
  5
  Opportunism - He who moves fastest gets the spoils. 
  It’s best to quickly seize every possible opportunity.
  6
  Greater Good - We must always remember what’s 
  right and strive to do it at any cost.
  d6
  Bond
  1
  A person is nothing without their moral code. I hold it 
  above all else, even people I love.
  2
  I once made a bet with a pilot who bested me. 
  Someday I will one-up them.
  3
  I fell in love with someone unattainable who may not 
  even remember me, but they’re always on my mind.
  4
  I became a pilot so that I could visit a specific person 
  somewhere in the galaxy.
  5
  My crew is closer than blood to me.
  6
  I had a terrible accident when I made my first flight 
  and lost the person closest to me. I will never repeat 
  that mistake.
  d6
  Flaw
  1
  I have problems with authority and trust my own 
  judgment more than anyone else’s.
  2
  My stubbornness knows no bounds, even when I know 
  I’m wrong.
  3
  Love ‘em and leave ‘em, that’s my motto. Since 
  I’m always on the move, I rarely treat people like 
  permanent fixtures.
  4
  I know exactly how talented and great I am. Everyone 
  else should know too.
  5
  Don’t ask me to get up close and personal with an 
  enemy. I much prefer a ship shootout.
  6
  I am flippant in the face of danger, even when it’s 
  better to keep my mouth shut.
  New Backgrounds
  
  184
  Professional
  Not everyone in the galaxy can be a pilot or politician. 
  You were part of the working masses, the backbone of the 
  universe. Whether you did physical labor or had a desk job 
  at a corporation, you worked the old nine to five schedule. 
  Being entrenched in the life of a wage slave has left a lasting 
  imprint on you, no matter where you are now.
   
  Skill Proficiencies: Computers, Etiquette
   
  Tool Proficiencies: Artisan’s Tools of your choice or 
  Scanning Tools
   
  Equipment: The artisan’s tools you chose (or a 
  scanning tool of your choice), common clothes, a suitcase, a 
  datachip, and a credstick with 1500 cc.
  Feature: Company Connections
  You have good enough standing with your company to be 
  able to gain help and information from fellow coworkers 
  and bosses. You can use your company ID to get into events 
  and places that respect you as a part of that company. Talk 
  to your GM about a company that you wish to be a part of 
  while making your character to ensure that it has a place in 
  the stories they will create.
  d8
  Personality Trait
  1
  I idolize one of my bosses and constantly refer to their 
  deeds and example.
  2
  I’m rude to people who lack my work ethic and sense 
  of fairness.
  3
  I don’t spend money freely and will haggle endlessly 
  to get a better deal.
  4
  I like being told what to do more than thinking for 
  myself.
  5
  I’m competitive with people in the same field as me. It 
  was ingrained in me as part of the business.
  6
  I work hard so I can play hard. Some might call me a 
  party animal.
  7
  I make up nicknames or pet names for those close to 
  me. Anything to spice up a boring workday.
  8
  I put on an energetic face for professional 
  interactions, but really I’m just tired.
  d6
  Ideal
  1
  Equality - Everyone deserves to be treated with 
  respect, no matter their position in life.
  2
  Greed - I’ll do anything for money.
  3
  Freedom - Everyone should be free to pursue the 
  career they like.
  4
  Community - If we share in the work, we share in 
  the rewards.
  5
  Pleasure - There are more important things in life 
  than work. Namely, the things you enjoy.
  6
  Humility - We should never forget where we started 
  and what made us into the people we are today.
  d6
  Bond
  1
  I hope to someday rise through the ranks and be in 
  charge of the company I once worked for.
  2
  My coworkers and I have been through hell together. I 
  would do anything for them.
  3
  I was unfairly fired from a job. I’m taking it as an 
  opportunity to pursue my childhood dream.
  4
  I fell in love with someone above my pay grade. I will 
  prove to them I’m worthy of their love.
  5
  I loved working for my company and owe every loyalty 
  to them. They made me into who I am.
  6
  I will have revenge on the people who destroyed my 
  livelihood.
  d6
  Flaw
  1
  I always assume people are trying to cheat me.
  2
  I’m horribly jealous of those with more money or 
  better prospects than me.
  3
  I’m never satisfied with what I have. I’m always 
  looking for more.
  4
  I follow orders, even when I know they’re wrong.
  5
  I put a lot of pressure on myself and even more on 
  others.
  6
  I am easily bored and rarely follow through on tasks.
  New Backgrounds
  
  185
  Test Subject
  You have spent a large portion of your life in a laboratory, 
  possibly from a young age. Whether you volunteered 
  yourself to take part in an experiment or were taken against 
  your will, you were experimented on and tested thoroughly. 
  You may have taken part in research for biotechnology, 
  cybertechnology, or other scientific advancements. 
  Whatever the purpose of your detention, you are free of 
  those circumstances to explore the wider world.
   
  Skill Proficiencies: Athletics, Perception
   
  Equipment: Common clothes, two additional trinkets 
  from the trinket list, and a credstick with 500 cc. Cyberware 
  can be purchased at half the normal cost at character 
  creation. If the source of your experimentation was magical 
  in nature, these cyber upgrades can be magical in nature.
  Feature: Uncanny Bearing
  Your mannerisms, bearing, or perhaps your appearance 
  mark you as consistently out of place. No matter where you 
  go, you draw curious looks. This is a blessing and a curse, 
  as you garner unnecessary hate, but also the interest of 
  occultists and scientists who wish to hear the story of your 
  past. You can use this attention to get access to people and 
  places you might not otherwise be able to.
  d8
  Personality Trait
  1
  I would rather be dying of the Oskoosian flu than have 
  a doctor touch me again.
  2
  Living life behind glass has made me impervious to 
  embarrassment and social awkwardness.
  3
  I have a sense of childlike wonder when it comes to 
  things I haven’t experienced before - and there’s a lot 
  I haven’t experienced.
  4
  I am slow to trust, given all the horrors I have been 
  through.
  5
  I can speak of gruesome things as casually as the 
  weather.
  6
  I prefer to speak in gestures, rather than words, or to 
  not speak at all.
  7
  Manners? What manners?
  8
  I have a propensity for music and art. It is the one 
  thing that truly calms me.
  d6
  Ideal
  1
  Friendship - The most important things in the world 
  are the people who care about you. The rest of the 
  world can burn.
  2
  Freedom - No one should ever live their life in a 
  cage.
  3
  Purpose - Everyone has a purpose that they were 
  meant for. To ignore one’s purpose is to deny oneself.
  4
  Revenge - Those who inflict pain deserve pain.
  5
  Obedience - Rules and laws are meant for everyone’s 
  safety. We should uphold them as best we can.
  6
  Generosity - The talents we are given should be used 
  to help others.
  d6
  Bond
  1
  I am fiercely protective of my friends, since I didn’t 
  have any in the lab.
  2
  The person who rescued me from the lab takes priority 
  in my life, even though they aren’t with me anymore.
  3
  Someday I will go back to the facility where I lived and 
  burn it to the ground so no one has to go through what 
  I did.
  4
  I will never forget the purpose I was intended for by 
  the scientists who experimented on me. I will fulfill 
  that purpose.
  5
  The lead researcher on my case became like a parent 
  to me. I will never forget their kindness.
  6
  I had a family before I ended up in the lab. I hope to 
  find them again someday.
  d6
  Flaw
  1
  I spent so much of my life starved for connection that 
  I am clingy with those close to me and absolutely 
  distraught if I think they’re going to leave.
  2
  I lash out at whoever is closest any time I’m 
  frightened.
  3
  My PTSD is triggered by a specific inane sound, smell, 
  or sensation that reminds me of my lab days.
  4
  The things I have been through have rendered me 
  numb to people’s feelings and pain. I often come off as 
  cold or unsympathetic.
  5
  I cry easily and often.
  6
  I have no patience. I have to make up for lost time.
  New Backgrounds
  
  186
  Wanderer
  Anyone can travel the stars, but few have gone as far and as 
  often as you have. Wherever you originated, it is far from 
  the heart of the galaxy. Your journeys have taken you to 
  places unheard of, perhaps even beyond the reaches of the 
  mapped universe. No matter what brought you this far from 
  home, there is plenty to be discovered as a stranger in a 
  strange land.
   
  Skill Proficiencies: Insight, Perception
   
  Languages: Choose one additional language to know
   
  Equipment: A short wave communicator, a 
  photography camera, earbuds, flight goggles, a suitcase, 
  common clothes, and a credstick with 1500 cc.
  Feature: Legendary Lore
  Due to your travels and distant heritage, you have a 
  collection of legends and stories you know that might not be 
  common knowledge to most. When you roll an Intelligence 
  skill check to determine your knowledge about a place or 
  legend in the galaxy, even on a failing roll you still know 
  vague details and often the details you know are different 
  from what others might be aware of.
  d8
  Personality Trait
  1
  The customs of my home are so different from the 
  ones here that I sometimes offend or am offended.
  2
  Though I am far from home, I still practice rituals in 
  the morning and evening that may seem strange to 
  others.
  3
  I express affection or contempt in ways that may seem 
  strange to those around me.
  4
  I try to fit in with my new surroundings, which often 
  results in misused turns of phrase or actions.
  5
  I stubbornly refuse to give up my homeland’s 
  fashions. I make my clothes myself.
  6
  I have a tale about my travels for every situation. It’s 
  up to the listener to decide if they’re true or not.
  7
  I am more at home on a spaceship than a stationary 
  place.
  8
  I picked up a sport or form of exercise on one of my 
  many journeys and I am always trying to teach it to 
  other people.
  d6
  Ideal
  1
  Tradition - Society is built on the back of thousands 
  of years of history. It is disrespectful to ignore that.
  2
  Inquisition - The only way for the unfamiliar to 
  become the familiar is to ask questions and learn.
  3
  Society - Without people helping and looking out 
  for each other, all the voyages in the universe mean 
  nothing.
  4
  Caution - When faced with the unknown, it is best to 
  trust only oneself.
  5
  Exploration - Intelligent beings have a duty to make 
  the unknown known.
  6
  Enlightenment - We are each of us walking our own 
  path and must find our own way to contentment.
  d6
  Bond
  1
  I had no choice but to leave my home and loved ones. 
  I miss them every day.
  2
  I am searching every corner of the universe for a 
  legendary artifact.
  3
  I have been sent on my voyage by a trusted superior. I 
  will not let them down.
  4
  My journey is one of enlightenment. In every place 
  I go, I seek to know more about myself and the 
  universe.
  5
  I spent years with a traveling companion who is now 
  gone. I hope to meet them again someday.
  6
  I bear a gift of great importance from my homeland 
  and am looking for the right person to give it to.
  d6
  Flaw
  1
  I behave like a typical tourist, stopping at gift shops 
  and taking pictures I’ll never look at.
  2
  Comparing my culture to the strange culture around 
  me is a habit I can’t break.
  3
  It is not in my nature to make apologies.
  4
  I laugh at inappropriate times, sometimes for reasons 
  known only to me.
  5
  My fear of growing stagnant makes me impatient and 
  can cloud my vision if I feel things are becoming too 
  predictable.
  6
  I am addicted to a substance or technology we didn’t 
  have in my homeland.
  New Backgrounds
  
  187
  Wealthy
  When it comes to money, you’ve got it. Whether you 
  earned your wealth or inherited it, you’re in the top 1% 
  of the galaxy. You might belong to an important family 
  somewhere in the universe, or perhaps you’re a CEO or 
  high-ranking government official. Whatever the case may 
  be, you never want for anything.
   
  Skill Proficiencies: Etiquette, Persuasion
   
  Languages: Choose one additional language to know
   
  Equipment: Upper class clothing, a Mark 0 
  Communicator, a symbol of status, and a credstick with 
  2500 cc.
  Feature: Big Name
  There are only so many people in this galaxy as wealthy as 
  you are. This means that your name (or family name) has 
  the power in many places to open certain doors. You have 
  everything you need to bear proof of that name for when it 
  may come into play.
  d8
  Personality Trait
  1
  I use flattery as a means of making people feel 
  important and appreciated.
  2
  You can tell I come from money and class just by 
  looking at me.
  3
  I have no qualms about turning my nose up at 
  something if it doesn’t meet my high standards.
  4
  I do not forgive easily. Live up to my expectations or 
  be cut off.
  5
  I keep quiet about my wealth. I’m no better than 
  anyone else.
  6
  Money talks louder than laser guns. I’m easy with my 
  coin, whether it be for a stiff drink or a choice tidbit of 
  information.
  7
  Flirting is my go-to strategy.
  8
  Do me harm and invite my wrath. I will ruin you.
  d6
  Ideal
  1
  Family - Blood runs thicker than water.
  2
  Investment - You have to spend a little to make a 
  little. That goes for more than just money.
  3
  Respect - I respect authority and titles, just as people 
  should respect my authority and title.
  4
  Power - If I can obtain enough power, no one will tell 
  me what to do.
  5
  Duty - The power my position and wealth give 
  me comes with a responsibility to help those less 
  fortunate than me.
  6
  Integrity - A person is worth more than their wealth 
  and their name. Our actions and demeanor toward 
  others speak more of us than any coin.
  d6
  Bond
  1
  An alliance that my family or organization made with 
  a rival must be maintained at any cost.
  2
  I will be a hero for the common folk, beloved by all.
  3
  Nothing matters more to me than my family or the 
  organization that gave me my wealth.
  4
  My reputation is everything. I will do anything to keep 
  it from being soiled.
  5
  I am in love with someone not befitting my station in 
  life.
  6
  I will face any challenge to win the approval of a 
  trusted superior.
  d6
  Flaw
  1
  I secretly believe everyone is beneath me.
  2
  In fact, the world does revolve around me.
  3
  My pride will be my downfall.
  4
  I am quick to hear insult and criticism in every word 
  spoken to me.
  5
  I often forget that my companions don’t have the 
  wealth I do, and can be insensitive about their 
  situations compared to my own misfortune.
  6
  I have a weakness for the carnal pleasures of life.
  New Backgrounds
  
  188
  Zealot
  You are devoted to one of the many political, religious, 
  moral, societal or other causes in the galaxy. Zealotry by its 
  nature is not a bad thing, but there are always those who 
  frown upon your unwavering belief. For every evil zealot 
  promoting an agenda of hate, there’s another working 
  toward peace. Some zealots promote religious causes, 
  while others may fight corporate greed or work toward 
  a unified galaxy. Whatever your cause may be, you are 
  uncompromising in the pursuit of your ideals.
   
  Skill Proficiencies: History, Intimidation
   
  Tool Proficiencies: Choose one musical instrument
   
  Languages: Choose one additional language to know
   
  Equipment: The musical instrument you chose, 
  common clothes, a symbol of what you are devoted to, and 
  a credstick with 1500 cc.
  Feature: Rousing Cause
  If your message has been spoken and well received in an 
  area by yourself or another member of your order, you 
  can gain aid there and spread it further. If your message is 
  disliked in general by the area there is a chance you may be 
  recognized and treated with disdain.
  d8
  Personality Trait
  1
  I never shy away from a fight. Anything can be a 
  weapon if you’re holding it right.
  2
  My cause has a specific rallying cry. I use it often.
  3
  I am a practiced debater who always uses well thought 
  out arguments.
  4
  I have a wild imagination and often paint myself as a 
  galactic hero fighting off horrible monsters.
  5
  I’m not above schoolyard taunts when I don’t get my 
  way.
  6
  My confident demeanor puts people at ease.
  7
  I am always willing to offer a comforting shoulder for 
  those around me, even if we disagree.
  8
  I often repeat the adages and inspiring words of the 
  leaders of my cause.
  d6
  Ideal
  1
  Logic - We cannot let emotion cloud our judgments. 
  We must always make the most educated decisions.
  2
  Faith - Our dedication to our principles must be 
  unwavering. We must have certainty in our actions.
  3
  Big Picture - The needs of the many outweigh the 
  needs of the few.
  4
  Charity - We must not forget to care for the 
  individuals on our path to a larger goal.
  5
  Redemption - There is always room for forgiveness 
  and salvation.
  6
  Hope - We as people are obligated to embolden and 
  give strength to those around us.
  d6
  Bond
  1
  Someday I will achieve a level of fame that will 
  convince even the most cynical people of my beliefs.
  2
  My fellows in dedication to the cause have always had 
  my back. I would do anything for them.
  3
  My trusted teacher in the ways of the cause is the 
  person I most look up to and emulate.
  4
  I am in love with someone who doesn’t share, or even 
  like, my beliefs.
  5
  I have a long-standing feud with someone who 
  opposes the cause. I am always trying to best them.
  6
  I am willing to, and probably will, die for my cause.
  d6
  Flaw
  1
  I am secretly afraid of the day I achieve my goals and 
  lose my purpose and will sabotage myself to put it off.
  2
  I am quick to pass judgment on those who don’t 
  believe in my cause.
  3
  I have doubts about my cause I am terrified to express.
  4
  I can never resist arguing when someone criticizes my 
  beliefs.
  5
  There is a bounty on my head because of acts I 
  committed for the cause.
  6
  I hold grudges longer than Starwyrms live.
  New Backgrounds
  
  189
  Chapter Five: After 1st Level
  T
  hose who undergo the adventure and challenge 
  of the open void and rise to the trials therein 
  become stronger. That strength is represented 
  mechanically as gaining a level. This chapter is focused 
  on what you should do in order to advance your character 
  as they level up, and it presents options for leveling.
  Event Leveling vs. Experience
  In Spaceships and Starwyrms, characters increase in power 
  by gaining levels, but exactly how a character gains a level 
  isn’t fixed. There are two primary ways to advance a party 
  of adventures through levels. The first is experience points.
   
  Each deed, defeated monster, completed adventure, 
  or difficult task rewards the party members an amount of 
  experience points dictated by the difficulty of the fight or 
  task. These points are added up over time. The experience 
  chart included in this section dictates the amount of 
  experience a character needs to reach their next level.
   
  Conversely, event leveling focuses more on the 
  overarching narrative and the individual missions. At 
  certain points in the adventure, predetermined by the 
  GM, every character in the party levels up. This might be 
  after the party completes a dungeon, retrieves and returns 
  a valuable artifact, or takes down a major foe. Any major 
  event in the plot can coincide with a level up.
   
  The benefit of event leveling is that it gives the 
  GM better control over when characters in their party 
  advance in levels. This allows them to balance encounters 
  and tasks so that the party is neither overwhelmed or 
  underwhelmed, as either can cause the gameplay to feel 
  lackluster or frustrating. It also helps tie in the feeling 
  of accomplishment for completing major goals of the 
  adventure or campaign.
   
  As space adventure modules are released under the 
  S&S banner, they will be balanced for both systems of 
  leveling in an attempt to keep the balance of modules in 
  mind. However, event leveling is generally recommended 
  for all S&S modules.
  Experience 
  Points
  Level
  Proficiency 
  Bonus
  0
  1
  +2
  300
  2
  +2
  900
  3
  +2
  2,700
  4
  +2
  6,500
  5
  +3
  14,000
  6
  +3
  23,000
  7
  +3
  34,000
  8
  +3
  48,000
  9
  +4
  64,000
  10
  +4
  85,000
  11
  +4
  100,000
  12
  +4
  120,000
  13
  +5
  140,000
  14
  +5
  165,000
  15
  +5
  195,000
  16
  +5
  225,000
  17
  +6
  265,000
  18
  +6
  305,000
  19
  +6
  355,000
  20
  +6
  Multiclassing
  Multiclassing allows you to gain levels in different classes 
  than your starting class. Doing so lets you mix the abilities 
  of those classes to realize character concepts that aren’t 
  reflected in a single class option.
   
  Whenever you gain a level, you have the option of 
  gaining a level in a different new class instead of your 
  current class as long as you qualify for the prerequisites of 
  the new class. Each class requires different prerequisites in 
  order to multiclass into it.
   
  It should be noted that multiclassing is also a sacrifice 
  of focus in return for additional versatility and is more 
  commonly effective at later levels.
  After 1st Level
  
  190
  Prerequisites
  To qualify for a new class, you must meet the ability score 
  prerequisites for both your current class and your new one, 
  as shown in the Prerequisites table below. The vanguard 
  and adept use the barbarian and monk, respectively, in 
  regards to the chart located in the standard 5th edition 
  ruleset. An adept cannot multiclass into a monk and a 
  vanguard cannot multiclass into a barbarian (and vice 
  versa).
  Class
  Ability Score Minimum
  Adept
  Dexterity and Wisdom 13
  Bard
  Charisma 13
  Fighter
  Strength or Dexterity 13
  Marshal
  Intelligence or Charisma 13 and either 
  Strength or Dexterity 13
  Oracle
  Wisdom 13
  Paladin
  Strength 13 and Charisma 13
  Psion
  Intelligence 13 and either Strength or 
  Dexterity 13
  Roboticist
  Wisdom 13
  Rogue
  Dexterity 13
  Scientist
  Intelligence 13
  Sorcerer
  Charisma 13
  Vanguard
  Strength 13
  In addition to ability score requirements, a character 
  multiclassing into the psion, roboticist, or scientist must 
  have a certain amount of credits that they can expend 
  to acquire their start up equipment. For new characters, 
  these fees are waived and, should your GM will it, these 
  additional costs to multiclassing can be waived as well.
  Class
  Credits/Reason
  Psion
  5000 credits for initial implants
  Roboticist
  5,000 credits for initial robot and battery
  Scientist
  5000 credits for research and initial battery
  Your Level
  The experience required to level and your total class level 
  is always determined by adding each of your different 
  class levels together. However, some abilities specify your 
  levels in a specific class (such as oracle levels) and for those 
  abilities, only your levels in the relevant class matter.
  Hit Points and Hit Dice
  You gain the hit points from your new class as described 
  for levels after 1st. You gain the 1st level hit points for a 
  character only when you are a truly 1st level character.
          You add together the Hit Dice granted by all your 
  classes to form your pool of Hit Dice. If the Hit Dice are the 
  same, simply pool them together. Otherwise they will need 
  to be tracked separately.
  Proficiency Bonus
  Your proficiency bonus is always based on your total 
  character level. So if you’re a fighter 3/rogue 2, you have the 
  proficiency bonus of a 5th level character which is +3.
  Multiclassing Proficiencies
  The following chart details the proficiencies you gain when 
  you receive your first level in a class other than your initial 
  class.
  Class
  Proficiencies Gained
  Adept
  Simple weapons
  Bard
  Light armor, one skill of your choice, one 
  instrument of your choice
  Fighter
  Light armor, medium armor, shields, 
  simple weapons, martial weapons
  Marshal
  Light armor, medium armor, shields, 
  simple weapons, martial weapons
  Oracle
  Light armor, medium armor, shields
  Paladin
  Light armor, medium armor, shields, 
  simple weapons, martial weapons
  Psion
  Light armor, medium armor, shields, 
  simple weapons
  Roboticist
  -
  Rogue
  Light armor, one skill from the class’s skill 
  list, thieves’ tools
  Scientist
  One skill from the class’s skill list, one tool 
  of your choice
  Sorcerer
  -
  Vanguard
  Light armor, medium armor, simple 
  weapons, martial weapons
  After 1st Level
  
  191
  Class Features
  When you gain a new level in a class, you get its features for 
  that level. You don’t, however, receive the class’s starting 
  equipment, and a few features have additional rules when 
  multiclassing: Channel Divinity, Extra Attack, Spellcasting, 
  and Tactics Dice.
  Channel Divinity
  If you already have the Channel Divinity feature and gain 
  a level in a class that also grants the feature, you gain the 
  Channel Divinity effects granted, but don’t gain additional 
  uses of it.
  Extra Attack
  If you gain the Extra Attack class feature from more than 
  one class, the features don’t add together. You can’t make 
  more than two attacks with this feature unless it says you 
  do (as the fighter’s version of Extra Attack does).
  Spellcasting
  Your capacity for spellcasting depends partly on your 
  combined levels in all your spellcasting classes and partly 
  on your individual levels in those classes. Once you have 
  the spellcasting feature from more than one class, use the 
  rules below. If you multiclass, but only have spells from one 
  class, you follow the rules as described in that class.
   
  Spells Known and Prepared. You determine what 
  spells you know and can prepare for each class individually, 
  as if you were a single-classed member of that class. If you 
  are a paladin 2/sorcerer 3, for example, you can prepare 
  1st level paladin spells equal up to half your paladin level 
  plus your Charisma modifier. Additionally, you know four 
  sorcerer cantrips and four sorcerer spells.
    
  Spell Slots. You determine your available spell slots 
  by adding together all your levels in the bard, oracle, and 
  sorcerer classes with half your levels (rounded down) in the 
  paladin and psion classes. Use this to determine your spell 
  slots by consulting the Multiclass Spellcaster table, located 
  in the standard 5th edition core rules.
   
  If you have more than one spellcasting class, this table 
  might give you spell slots of a level that is higher than the 
  spells you know or can prepare. You can use those slots, but 
  only to cast your lower level spells.
   
  For example, the aforementioned paladin 2/sorcerer 3 
  has the equivalent spell slots of level 4, meaning they have 
  2nd level spell slots available to them. However, they can 
  only prepare 1st level paladin spells. They can use those 2nd 
  level slots to cast their 1st level paladin spells.
   
  Inventions. If you have both the Spellcasting class 
  feature and the Inventions class feature, you cannot use 
  Invention slots to cast your other spells known or prepared. 
  Likewise, you can’t cast a spell you only know from the 
  scientist’s invention list using normal spell slots gained 
  from another class. Nor do you combine your spell slots 
  in any other appreciable way. Your batteries are tracked 
  separately from your spell slots.
   
  Spellcasting with Implants. When you prepare 
  your psion spells, you are still restricted by your implants as 
  normal. This does not restrict your ability to cast spells of 
  other schools of magic gained from a different class.
  Tactics Dice
  Tactics dice resemble dice granted both by the bard class 
  and certain fighter archetypes. It should be noted that all 
  of these dice are also tracked separately and cannot be 
  substituted for each other.
  After 1st Level
  Feats
  A feat is a special area of expertise and skill that shows 
  off the training your character has undergone and the 
  abilities they may have learned as they did so. This non-
  comprehensive list attempts to supplement the feats 
  included in the base game of 5th edition with feats that 
  specifically interact with the world of space and technology 
  in Spaceships and Starwyrms. As normal, it is an optional 
  rule to allow feats to be selected in place of an Ability Score 
  Improvement when a character levels up.
   
  You must meet all the prerequisites of a feat in order to 
  take that feat, and if for some reason you cease to qualify 
  for that feat, you lose its benefits until such a time that you 
  once against qualify for it.
  Artful Fighter
  Prerequisite: Dexterity 13 or higher
  You’ve trained endlessly how to fight under any 
  environmental conditions. This training gives you the 
  following benefits:
  • 
  Increase your Dexterity score by 1, to a maximum of 20.
  • 
  Regardless of what type of weapon you are using, 
  while immersed fully in liquid or in zero gravity, the 
  
  192
  Cover Mastery
  Your training in how to best use the advantages of cover 
  allow you the following benefits:
  • 
  When you have the covered condition and are in half 
  cover, you have no penalty to your attack rolls. When 
  you have ¾ cover, your penalty to attack rolls is only -2 
  instead of the normal -5.
  • 
  Increase your Strength or Dexterity score by 1, to a 
  maximum of 20.
  • 
  On the first round of combat in which you can act, you 
  may use your reaction to gain the covered condition 
  instead of it requiring a bonus action. You can do this 
  even if you haven’t taken your turn yet and even in 
  response to an attack made against you. You must meet 
  the requirements of the covered condition to do so.
  Duck and Cover
  Prerequisite: Dexterity 13 or higher
  As long as you’re not wielding a weapon with the Heavy 
  or Bulky property, when another creature hits you with 
  a ranged weapon attack, you can use your reaction to 
  add your proficiency bonus to your AC for that attack, 
  potentially causing the attack to miss you.
  Firearms Expert
  With constant practice utilizing numerous types of 
  firearms, you gain the following benefits:
  • 
  Being within 5 feet of a hostile creature doesn’t impose 
  disadvantage on your ranged attack rolls.
  • 
  When you use the Attack action and attack with a one-
  handed weapon, you can use a bonus action to attack 
  with a simple one-handed ranged ballistic or plasma 
  weapon you are holding.
  • 
  When you take the Suppressing Fire action, your cone 
  of suppressing fire is 60 feet instead of 30 feet in size.
  Hacker
  Prerequisite: Intelligence 13 or higher
  Choose two unique programming abilities from those 
  available to the Computer archetype in the scientist class 
  that are available to the scientist at 2nd level. You can use 
  these two abilities at will as though you had them as a class 
  feature. If the ability requires that a target make a saving 
  throw, your DC for these programming abilities is equal to 
  8 + your proficiency bonus + your Intelligence modifier.
  Heavy Gun Mastery
  Prerequisite: Strength 11 or higher
  Through constant hard work, you have mastered the use of 
  heavier ballistic and plasma weaponry and can use it with 
  an unforeseen finesse. You gain the following benefits:
  • 
  The bulky property value threshold of all ranged 
  weapons is considered 2 lower for you.
  • 
  Your critical hit range with ranged weapons that have 
  the bulky property is one lower than normal. This 
  typically increases the range to 19-20 from 20, but can 
  compound with other abilities.
  • 
  Creatures that fail a saving throw by rolling a natural 1 
  against a damage effect dealt by a weapon you attacked 
  with that has the Bulky Property takes an additional 20 
  damage.
  • 
  Instead of 100 feet, sniper rifles and plasma 
  annihilators only impose disadvantage when not using 
  the scope or attacking a creature within 60 feet of you.
  After 1st Level
  environment can’t impose disadvantage on any attack 
  rolls you make.
  • 
  When you move through liquid or zero gravity, you can 
  always move at least up to your walking speed.
  • 
  Whenever you roll an ability check in regards to an 
  environmental effect while in a liquid or zero gravity, 
  you do so with advantage.
  Improved Critical
  Your extreme focus with a specific type of weapon allows 
  you to make the most of its deadly nature. You gain the 
  following benefits:
  • 
  Increase your Strength or Dexterity score by 1, to a 
  maximum of 20.
  • 
  Choose melee, ranged, or spaceship weapons. When 
  making an attack with the chosen type of weapon, your 
  critical range increases by 1. This typically increases the 
  range to 19-20 from 20, but can compound with other 
  abilities.
  
  193
  Network Privatization
  Prerequisite: You must spend 5000 credits
  You acquire a private network for all of your associated 
  systems. Any and all technological equipment on your 
  person or that is your property and uses your ID is 
  considered to be on its own private network (for more 
  information on private networks refer to Chapter Nine).
  Signature Moves
  You have spent time perfecting certain maneuvers that you 
  can now pull off without issue while piloting a vehicle. You 
  gain the following benefits:
  • 
  Increase your Dexterity or Intelligence score by 1, to a 
  maximum of 20.
  Altered Feats
  Some of the core feats in 5th edition that work well within 
  the normal confines of the game break down under the 
  Spaceship and Starwyrms system due to their interaction 
  with the new cover ules. These feats can be selected while 
  playing S&S, but only with the following alteration to one 
  of the pieces granted by those feats that specifically interact 
  with how cover works. As always, this is a suggestion to 
  help keep the cover combat system of S&S in line with how 
  the feats have been balanced. As a GM, you are free to allow 
  your players to utilize these feats as they are written in the 
  base 5th edition rules.
   
  The following feature in those feats:
  • 
  Your ranged weapon/spell attacks ignore half cover and 
  three-quarters cover.
  Becomes:          
  • 
  Creatures with the covered condition that you make 
  ranged weapon or spell attacks against who are in half 
  cover don’t receive the cover AC bonus against you. 
  Creatures with the covered condition that you make 
  ranged weapon or spell attacks against who are in 
  three-quarters cover only gain an AC bonus as if they 
  were in half cover.
  After 1st Level
  Feat Alterations
  Aside from the two feats that 
  require changing for game balance, 
  the majority of feats in normal 5th 
  edition are entirely applicable 
  here in Spaceships and Starwyrms. 
  Still, as you look through the 
  base feats you might find that some 
  either have reduced usefulness or 
  a facet that breaks down gameplay. 
  In such cases, it may be necessary 
  to make changes to what feats do. 
  One particular suggestion within 
  the confines of the S&S world is 
  to remove the capability of feats 
  that grant spellcasting to grant 
  spells or cantrips from classes 
  that aren’t included in this guide 
  (clerics, druids, warlocks, and 
  wizards) and instead include the 
  new classes. This will keep the 
  inherent balance of the different 
  classes chosen for optimal play in 
  Spaceships and Starwyrms.
  • 
  Choose two specific moves from the list of Trick 
  Maneuvers in Chapter Seven. You cannot choose 
  Vector Thrusting this way. Whenever you are using the 
  Piloting skill and attempt one of these maneuvers, you 
  automatically succeed without need for a roll.
  
  194
  Chapter Six: Equipment
  While equipment and other magical artifacts are a keystone 
  of most 5th edition campaigns, the importance of being 
  well-equipped isn’t quite the same as it is in a modern 
  era. When even mundane items can perform incredible 
  feats such as commune with others miles away or even see 
  through walls for signs of life, it adds a whole new layer to 
  the game.
   
  Given these spectacular items, it only makes sense 
  that player characters will have a greater range of options 
  for purchasing items to specialize their character during 
  character creation. This section details many weapons, 
  armor, and other items that can be utilized by players. It 
  also discusses tool use and character wealth and lifestyle.
  Starting Equipment
  When you create your character, you start with an amount 
  of credits (the currency of the galaxy) based on your 
  background and your chosen class combined. Each class 
  and background has an entry for equipment that includes 
  a few specific items and an amount of credits that you start 
  the game with.
   
  Sometimes you begin play as a character that is a 
  higher level than 1st. In those cases, your character begins 
  with additional starting credits for character creation as 
  well as some number of random magic items as determined 
  by your GM. The chart below includes suggested amounts 
  for how much additional currency and magic items your 
  character should begin play with based on that character’s 
  level.
  Level
  Extra cc
  Minor Magic 
  Items
  Major Magic 
  Items
  3-4
  1500 cc
  2
  0
  5-8
  4500 cc
  4
  2
  9-12
  9000 cc
  7
  3
  13-16
  18,000 cc
  10
  4
  17-20
  36,000 cc
  13
  5
  Credits as Currency
  The galactic community long since arrived at the conclusion 
  that a single system of monetary wealth was required to 
  maintain easy trade between various planets and cultures. 
  Credits are not represented physically in any major way, 
  but are kept electronically through banking firms or 
  on credit sticks and data sticks for less trackable, more 
  portable affairs.
  Buying Equipment from 5e books 
  (gold to credit rate)
  The vast majority of available 
  equipment can be found in the 
  Spaceships and Starwyrms Core 
  Sourcebook. The prices laid out 
  here are the recommended price 
  for any object included in this 
  book (even if it has a different 
  monetary price in standard 5th 
  edition). If a given item is not 
  found in this book and can only be 
  found in a standard 5th edition 
  book, then the default is to use 
  the gold to credits conversion to 
  determine the price of the item. 1 
  gold piece is worth 2 credits (1 
  GP = 2 CC). When determining price 
  beyond that, GMs should keep in 
  mind that some objects are more or 
  less expensive due to the science 
  fiction setting. This monetary 
  exchange rate is also important 
  for spellcasting components.
  Equipment
  
  195
  Monetary Transactions
  As spacefaring adventurers, mercenaries, agents, or 
  whatever you and your fellow party members might be, it 
  is a given that an exchange of credits will happen at some 
  point. Often this is an exchange of services for money or 
  money for an item or object.
   
  When examining an item scavenged in the field or 
  acquired from a shadowy merchant and attempting to sell 
  it later, it is important to keep in mind that merchants and 
  businesses won’t purchase it for full price. Instead, using 
  half the cost of an item as the base selling price is a good 
  rule of thumb, though negotiation can change that value.
   
  Items that have seen a great deal of use or that are 
  damaged beyond repair fall into the scrap and salvage side 
  of things and are often sold for parts or a pittance. Strange 
  minerals and gemstones retain value whenever acquired, 
  however, as most cultures view them with some degree of 
  value.
   
  In addition to a robust economy filled with 
  technological wonders, the world of Spaceships and 
  Starwyrms is also populated with magical artifacts and 
  concoctions. These are harder to quantify value for than 
  manufactured technology, but the general rule of thumb is 
  that a common magical item can be bought or sold (if it can 
  be found) for between 50 and 500 credits at the discretion 
  of the GM. Uncommon magical items range between 500 
  and 5000 credits, rare between 5000 and 15,000, and very 
  rare between 15,000 and 50,000.
   
  Uncommon magical items range between 1,000 
  and 5,000 credits, rare between 5,000 and 10,000, and 
  very rare between 10,000 and 50,000. Legendary items 
  are priceless, as are true artifacts. Of course, knowing a 
  general worth of a magical item is half the battle, as finding 
  someone with the income to purchase the item and who 
  wants it can be difficult.
   
  Collectors and magicians are typically the best bet 
  when looking to sell magical items, and online selling does 
  help alleviate this, though shipping across space can easily 
  become expensive.
  Enchanted Technology 
  and Magic Items
  The galaxy is a mixture of magical wonders and 
  technological advancement, so most adventurers have a 
  blend of magical and technological equipment. The magic 
  items used in S&S adventuring can be found in the standard 
  5th edition ruleset. It might be noted that many of those 
  magic items coexist next to technological items that serve 
  an identical purpose. Every species and culture is different 
  and each of them might use magic for certain things and 
  technology for other things.
   
  Despite the mixture of magic and technology, the two 
  as a blended piece are not common. Balancing the radiative 
  power of magic within a sensitive technological object is 
  difficult. In most cases, the ends rarely justify the trouble 
  of making magitech. The primary exception to this is the 
  enchantment of technological arms and armor.
   
  Weapons, armor, and shields often have magical 
  enhancements applied to them in the same way that their 
  counterparts of old once did. Finding a plasma pistol that 
  has been enchanted to have greater accuracy and damaging 
  potential, or a plasma sword that also has a magical fiery 
  aura are well within the norm in a typical game of S&S.
   
  Outside of these more common enchanted 
  technologies, sometimes other pieces of blended tech and 
  magic can be found. These are something that a GM is more 
  likely to have to describe, as they fall into categories that 
  are not immediately obvious. Perhaps an adventurer might 
  find a digital watch that doubles as a ring of protection in 
  a curio store, or a video camera that has a crystal ball core 
  and can be used for scrying spells.
  Armor and Shields
  This section seeks to present the basic armor and shield 
  options available to player characters. Aside from light, 
  medium, and heavy armor, which you might recognize, you 
  will also notice basic armor, which is unique because it does 
  not require proficiency to wear. This armor provides no 
  actual armor class bonus, but does have a modification slot 
  for additional accessories.
   
  The Armor Options table in this section describes the 
  cost, benefit, and other properties of the available armors.
   
  Armor Proficiency. Anyone can put on a suit of 
  Equipment
  
  196
  armor or strap a shield to their arm. Only those proficient 
  in the armor’s use know how to wear it effectively, however. 
  Your class gives you proficiency with certain types of armor. 
  If you wear armor that you lack proficiency with, you have 
  disadvantage on any ability check, saving throw, or attack 
  roll that involves Strength or Dexterity and you can’t cast 
  spells or use inventions.
  Armor
  Weight
  Cost
  Armor Class (AC)
  STR Mod 
  Slots
  Properties
  Basic Armor
      Clickseal Helmet
  4 lbs.
  250 cc/MS
  -
  -
  1-5
  No Proficiency Required, Special
      Shield Bracer
  1 lb.
  250 cc/MS
  -
  -
  1-5
  No Proficiency Required, Special
  Light Armor
      Omniwire
  8 lbs.
  1000 cc
  11 + Dex Modifier
  -
  5
  Network Enabled
      Leather/Plasticene
  8 lbs.
  100 cc
  11 + Dex Modifier
  -
  2
      Kevlar Mesh
  15 lbs.
  500 cc
  12 + Dex Modifier
  -
  0
  Resistance to Ballistic Damage
      Plexisteel Flightsuit
  20 lbs.
  500 cc
  12 + Dex Modifier
  -
  2
  Spaceable
      Rawhide Coat
  12 lbs.
  200 cc
  12 + Dex Modifier
  -
  2
      Plexisteel Vacsuit
  30 lbs.
  1000 cc
  12 + Dex Modifier
  -
  2
  Spaceable, Thrusters
  Medium Armor
      Carbon Fiber Omniwire
  15 lbs.
  1500 cc
  12 + Dex Modifier (Max 2)
  -
  5
  Network Enabled
      Power Suit
  30 lbs.
  1500 cc
  13 + Dex Modifier (Max 2)
  -
  4
      Carbon Fiber Flightsuit
  35 lbs.
  1000 cc
  13 + Dex Modifier (Max 2)
  9
  3
  Spaceable
      Titanium-Lined Coat
  18 lbs.
  300 cc
  13 + Dex Modifier (Max 2)
  -
  3
      Titanium Mesh
  30 lbs.
  750 cc
  13 + Dex Modifier (Max 2)
  -
  0
  Resistance to Ballistic Damage
      Carbon Fiber Breastplate
  25 lbs.
  1000 cc
  14 + Dex Modifier (Max 2)
  9
  3
      Carbon Fiber Vacsuit
  50 lbs.
  1500 cc
  14 + Dex Modifier (Max 2)
  11
  3
  Spaceable, Thrusters
  Heavy Armor
      Carbanium Omniwire
  30 lbs.
  2000 cc
  14
  11
  5
  Network Enabled
      Carbon Titanium Mesh
  45 lbs.
  1500 cc
  15
  11
  0
  Resistance to Ballistic Damage
      Carbanium Plates
  55 lbs.
  2000 cc
  16
  13
  4
     Security Suit
  60 lbs.
  3000 cc
  17
  13
  5
      Carbanium Vacsuit
  70 lbs.
  4000 cc
  17
  13
  4
  Spaceable, Thrusters
      Battletech Suit
  65 lbs.
  5000 cc
  18
  15
  5
  Shields
      Metal Shield
  6 lbs.
  50 cc
  +1
  -
  0
      Tower Shield
  24 lbs.
  250 cc
  +2
  11
  0
  Cover
      Energy Buckler
  2 lbs.
  250 cc
  +1
  -
  0
  Activated
      Energy Tower Shield
  8 lbs.
  500 cc
  +2
  9
  0
  Activated, Cover
   
  Armor Class (AC). Armor protects its wearer from 
  attacks. The armor (and shield) you wear determines your 
  base Armor Class.
   
  Strength (STR). The weight of a given armor 
  varies and requires a certain amount of Strength to use 
  to its fullest potential. This column represents the lowest 
  Strength required to use the armor without penalty. If your 
  Equipment
  
  197
  Strength is lower than the listed value while you wear the 
  armor, you have disadvantage on any ability check that 
  involves Strength or Dexterity.
   
  Modification Slots (Mod Slots). The number listed 
  in this column represents the number of modifications a 
  specific type of armor can support. For each slot, an armor 
  accessory can be added to the armor (see Armor and 
  Headgear Accessories for more on specific accessories).
   
  Network Enabled (Property). An item that is 
  network enabled allows any accessories built into the 
  armor’s modification slots to be connected to a public 
  or private network. You can transfer data or activate an 
  attached item (such as a personal energy barrier or an 
  omnivisor) on your turn without using an action.
   
  Resist Ballistic Damage (Property). Armor 
  with this special property grants the wearer resistance to 
  Ballistic damage.
   
  Spaceable (Property). Armors with this property 
  are completely self-sealed. They come with a clickseal 
  helmet, as well as an air tank and atmospheric filter. They 
  are pressurized and allow the wearer to enter the void of 
  space without dying. They provide great insulation and are 
  waterproof.
   
  Thrusters (Property). Armors with this property 
  have small boosters on their backs, hands, and feet that 
  allow the wearer to propel themselves with greater ease 
  through the void of space. They are not strong enough 
  to fight against gravity and provide minimal to no help 
  in environments with full gravity. They negate penalties 
  associated with zero gravity combat (see Chapter Ten).
   
  Shields. Shields are worn on a single arm and are 
  made of metal or plasma. They provide an additive bonus to 
  armor class rather than setting your base armor bonus.
   
  Cover (Property). Shields with the cover property 
  can be planted as a bonus action creating a small wall 
  that can be used for the Take Cover bonus action (see 
  Chapter Ten). When you plant the shield this way you can 
  simultaneously use the Take Cover bonus action. You can 
  pick the shield back up by interacting with it.
   
  Activated (Property). Energy shields require a 
  bonus action to activate, but have the benefit of being 
  unobtrusive while inactive. While inactive they grant no 
  bonus.
  Basic Armor
  Basic armor includes the shield bracers and the clickseal 
  helmet, which are essential for those not proficient in the 
  majority of armor. These are described in detail below.
   
  Clickseal Helmet. This discrete metal crescent fits 
  behind the ear. When pressed, it expands over the entire 
  head, providing an airtight seal. It comes with mod slots 
  for headgear accessories (each requires one slot). Armors 
  that have the spaceable quality come with a clickseal 
  helmet that has 2 mod slots, one of which is taken up by 
  the atmospheric filter accessory. Clickseal helmets with 
  atmospheric filter mods can be used in conjunction with 
  any armor to create an outfit that will sustain the wearer 
  against the void of space.
   
  Shield Bracers. These bracers are built to specifically 
  house personal energy barriers. They provide no other 
  armor and have a number of modification slots equal 
  to what you paid for. The personal energy barrier mark 
  number tells you how many modification slots a given 
  personal energy barrier will require.
  Light Armor
  Made from supple and thin materials, light armor favors 
  agile space travelers, since it offers some protection without 
  sacrificing mobility or requiring much strength. If you wear 
  light armor, you add your Dexterity modifier to the base 
  number from your armor type to determine your Armor 
  Class.
   
  Omniwire. This armor is typically illegal due to its 
  prolific use amongst thieves, hackers, and terrorists over 
  the decades. Omniwire grants more modification slots and 
  cyber connectivity than most other types of armors. While 
  it does come in heavier, more protective versions, most 
  hackers prefer this lightweight version because it is easily 
  hidden beneath clothes.
   
  Leather/Plasticene. Regardless of how antiquated 
  leather armor or plasticene plating is, no one can argue that 
  it doesn’t provide some protection. Often worn as a thick 
  leather jacket or a fine professional suit with hyper-thin 
  plexisteel plates, this armor gives some protection while 
  maintaining maneuverability.
   
  Kevlar Mesh. The weaving of this mesh armor 
  Equipment
  
  198
  provides protection specifically from ballistic damage. 
  Due to the styling of the armor, no modifications can be 
  added to it. It is very popular with law enforcement in low 
  income sectors where ballistic weapons are most prevalent. 
  Wearing Kevlar mesh armor grants you resistance from 
  ballistic damage.
   
  Plexisteel Flightsuit. Flightsuits are similar 
  to vacsuits, but the difference lies in the usage of the 
  equipment. Pilots and small spacecraft passengers often 
  wear flightsuits throughout their journeys in case their ship 
  is destroyed. Vacsuits are more common in larger vessels 
  and with explorers. A flightsuit comes with a clickseal 
  helmet that has an atmospheric filter, air tank, and one 
  other available clickseal helmet modification built in. It can 
  survive in the void, but does not perform well for prolonged 
  periods of time in the vacuum of space.
   
  Rawhide Coat. A classic from another era, this long 
  coat is lined with plexisteel plating and is made of studded 
  leather itself, giving the wearer lots of pocket space and 
  more protection.
   
  Plexisteel Vacsuit. Vacsuits are heavier and bulkier 
  than flightsuits and less suited for use in a tight cockpit. 
  They are infinitely better while traveling outside of a ship in 
  the vacuum of space. They are also useful when exploring 
  planets with hostile atmospheres. Vacsuits come with 
  all the valuable benefits of a flightsuit, as well as jets in 
  order to better facilitate exploration while in a zero gravity 
  environment. A vacsuit comes with a clickseal helmet that 
  has an atmospheric filter, air tank, and one other available 
  clickseal helmet modification built in.
  Medium Armor
  Medium armor offers more protection than light armor, but 
  it also impairs movement more. If you wear medium armor, 
  you add your Dexterity modifier to a maximum of +2 to 
  your base number from your armor type to determine your 
  Armor Class.
   
  Carbon Fiber. A carbon-steel alloy that is much 
  stronger than the sum of its parts. It is used in the 
  construction of many types of medium armor.
   
  Titanium. Titanium cyanide lattices maintain the 
  backbone of this light and sturdy metal, allowing for uses 
  that go beyond simple hard plates. Most titanium armor 
  is layered and woven, not unlike kevlar mesh, and gives 
  similar protection against ballistic attacks.
   
  Power Suit. The power suit is an old model of 
  omniwire suits but is incompatible with cyber connectivity. 
  Without remote control capability, techies tend to avoid 
  this armor, but those who prefer old fashioned suits or 
  want more modifications protected from hacking still use 
  generator suits, keeping the market for the outmoded tech 
  alive and well.
  Armor and Accessories that 
  include other items
  Some armor and accessories 
  come with specific items pre-
  installed, no need to buy extra 
  things! Because of that, they’re 
  inherently more expensive than 
  some of the other gear available.
   
  Flightsuits and Vacsuits: 
  These two come with clickseal 
  helmets, atmospheric filters, 
  and a free air tank. Since 
  the atmospheric filter takes 
  up a modification slot on the 
  clickseal helmet, they have one 
  open spot for another sweet mod 
  from the accessory table.
   
  Omniscan Visor: This clickseal 
  helmet modification has a 
  photography camera, video camera, 
  and can hook into your computer 
  over a network to instantly share 
  what you see or display search 
  information on your helmet’s HUD.
  Heavy Armor
  Of all the armor categories, heavy armor offers the best 
  protection. These suits of armor cover the entire body and 
  are designed to stop a wide range of attacks. Only proficient 
  warriors can manage their weight and bulk.
   
  Heavy armor doesn’t let you add your Dexterity 
  modifier to your Armor Class, but it also doesn’t penalize 
  you if your Dexterity modifier is negative.
  Equipment
  
  199
  Shields
   
  Carbanium. This special metal alloy utilizes a tight 
  formation of near diamond-hardness carbon melded with 
  iron and titanium to create one of the toughest metals 
  known to the galactic community.
   
  Security Suit. These unique and expensive defense 
  suits are almost exclusively provided to people legally 
  through corporations or governments for security detail 
  purposes. The security suit covers the entire body and has 
  hard points that allow weapons to be attached to it. It also 
  has more mod slots than most other armors. Security suits 
  are expensive to own and maintain and are regulated by 
  most governing bodies.
   
  Battletech Suit. The hardiest of all armors, battletech 
  suits are the military grade version of security suits. 
  They have all of the same benefits, plus added armored 
  protection. They are highly regulated by the government.
  S&S includes four types of shields, two that are created by 
  localized energy generators and two that are physical metal. 
  It is important to keep in mind that depending on where 
  you are, different types of shields might be considered very 
  strange, but not restricted.
   
  Tower shields and energy shields provide a new type of 
  strategy that allows you to plant your shield and use it for 
  cover instead of bonuses to your Armor Class.
  Armor and Headgear 
  Accessories
  Armor Modification Accessories
  Jump Jets*
  500 cc
  5 lbs.
  Magboots*
  1500 cc
  5 lbs.
  Radiation Dampener*
  1000 cc
  5 lbs.
  Temperature Regulator*
  1000 cc
  5 lbs.
  Visegrip Gloves*
  1500 cc
  2 lbs.
  Personal Energy Barriers Modification Accessories
  Mark I*
  500 cc
  1 lb.
  Mark II*
  1500 cc
  2 lbs.
  Mark III*
  4500 cc
  4 lbs.
  Mark IV*
  13,500 cc
  8 lbs.
  Mark V*
  40,500 cc
  16 lbs.
  Clickseal Helmet Modification Accessories
  Atmospheric Filter*
  750 cc
  -
  Flare Compensator*
  1500 cc
  -
  Headlamp
  25 cc
  -
  Infrared Visor*
  2000 cc
  -
  Omniscan Visor*
  1000 cc
  -
  Oxygen/Nitrogen Tank
  250 cc
  5 lbs.
  Satellite Comm Unit
  100 cc
  -
  Short Wave Comm Unit
  100 cc
  -
  Vibration Dampener*
  1000 cc
  -
  This section includes each of the specific modifications that 
  can be placed into clickseal helmets and armor. Some of the 
  pieces that can be added to a clickseal helmet do not require 
  modifications slots, only monetary purchase. Items that 
  require a mod slot are marked with an *. Personal energy 
  barriers require a number of modification slots equal to the 
  value represented by the “Mark” on the chart.
   
  Atmospheric Filter*. This clickseal helmet 
  modification allows the wearer to breathe in hostile 
  atmospheres. It also works in a vacuum or underwater if 
  the user has an oxygen/nitrogen tank attached.
   
  Flare Compensator*. This clickseal helmet 
  modification renders the wearer immune to the blinded 
  condition from anything except poisons, diseases, and the 
  blindness/deafness spell.
   
  Headlamp. This attachment requires no modification 
  slot and is a flashlight that can be toggled on and off by 
  interacting with it.
   
  Infrared Visor*. This clickseal helmet modification 
  grants the viewer infrared vision out to a range of 60 feet 
  that can see through walls up to 1 foot thick. It can be 
  toggled on and off by interacting with it.
   
  Omniscan Visor*. This clickseal helmet modification 
  includes a photography camera, a video camera, and a 
  network hook-up to your computer. While wirelessly 
  connected to your computer, the HUD that covers the 
  screen can display information as though it were part of 
  your computer screen.
   
  Oxygen/Nitrogen Tank. This tank requires no 
  modification slot, but is a disposable tank that provides 
  4 hours of oxygen or nitrogen. The tank requires an 
  atmospheric filter to work.
  Equipment
  
  200
   
  Satellite Communication Unit. This clickseal 
  helmet modification is a basic communication unit that 
  allows you to communicate with other communication 
  devices within the same public or private network as you.
   
  Short Wave Communication Unit. This clickseal 
  helmet modification is a basic communication unit that 
  allows you to communicate with other short wave devices 
  within a 5 mile radius of yourself as long as you are on the 
  same channel.         
   
  Vibration Dampener*. This clickseal helmet 
  modification renders you immune to the deafened 
  condition from anything except poisons, diseases, and the 
  blindness/deafness spell.
   
  Jump Jets*. This armor modification gives you 
  advantage on Strength (Athletics) checks made to jump 
  and doubles your overall jumping distances. It also negates 
  movement penalties in zero gravity environments.
   
  Magboots*. These boots can be toggledon or off with 
  a bonus action. While they are active, they will keep you 
  adhered to any magnetic surface.
   
  Radiation Dampener*. This armor modification 
  grants you advantage on all saving throws made against 
  radiation sickness or damage from an effect that also causes 
  radiation sickness.
   
  Temperature Regulator*. This armor modification 
  makes you immune to exhaustion and damage from drastic 
  temperatures.
   
  Visegrip Gloves*. This armor modification gives you 
  a climb speed equal to your movement speed and advantage 
  on ability checks made to climb.
   
  Personal Energy Barriers*. Personal energy 
  barriers operate by breaking apart fast moving projectiles 
  and deflecting light particles in order to protect a person 
  from ballistic and plasma damage. A personal energy 
  barrier is visible as long as it is actively on and requires a 
  bonus action to turn on or off. They typically appear as a 
  translucent aura of colored light and can tip off someone 
  that you are expecting a fight.
   
  The generators that power these barriers are built into 
  armor and require a number of modification slots equal to 
  the power of the barrier. The barriers are ranked Mark I to 
  Mark V from least to greatest power. The number adjacent 
  to the mark is also the number of modification slots 
  required to install it.
   
  The personal energy barrier grants you a bonus 
  collection of hit points called barrier points (BP). These are 
  not affected by abilities that work with temporary hit points 
  and don’t count as temporary hit points. When your barrier 
  takes damage, it is considered as you taking damage for the 
  purposes of effects that care about damage being dealt. The 
  amount of BP you gain is equal to 5 + (5 times the number 
  associated with the Mark).
   
  For example, a Mark I personal energy barrier grants 
  10 BP, 5 + (5 x 1). A Mark II would grant 15 BP, 5 + (5 x 2).
   
  The barrier only absorbs ballistic and plasma damage. 
  Other types of damage bypass this point pool and deal 
  damage directly to the creature the barrier is protecting. 
  If a creature is reduced to 0 hit points, it doesn’t matter 
  if they have barrier points or not, they immediately fall 
  unconscious and begin dying.
   
  When the barrier is reduced to 0 barrier points, it 
  ceases to operate and must be recharged with an electrical, 
  solar, or thermal power source for 1 hour (a short rest). 
  If the barrier isn’t destroyed, only damaged, this 1 hour 
  charge time will bring it back to full charge.
   
  The barriers are powered by one battery and there are 
  specific class features and some items which can recharge 
  batteries faster or immediately. You can use a repair kit that 
  you’re proficient with to restore 5 barrier points to your 
  energy barrier by spending 10 minutes working with it. The 
  DC for this check is a 15. Failure to meet the DC means that 
  you spend the full 10 minutes and no points are restored.
  Weapons
  Your class grants proficiency in certain weapons, reflecting 
  both the class’s focus and the tools you are most likely to 
  use.
   
  The Weapons Tables shows the most common weapons 
  used in the worlds of Spaceships and Starwyrms, their 
  price, and the properties they possess. Weapons are 
  grouped and classified in two tiers, which are then divided 
  further. The first tier is the type: melee, ranged, and area 
  of effect. The second tier is simple and martial, which give 
  an indication on the level of skill required to utilize a given 
  weapon to its fullest potential.
  Equipment
  
  201
  Weapon
  Weight
  Cost
  Damage
  Properties
  Simple Weapons
      Club
  2 lbs.
  5 cc
  1d4 bludgeoning
  Light
      Crowbar
  10 lbs.
  30 cc
  1d6 bludgeoning
  Versatile (1d8)
      Dagger
  1 lb.
  30 cc
  1d4 piercing
  Finesse, Light, Thrown (20’/60’)
      Greatclub
  10 lbs.
  15 cc
  1d8 bludgeoning
  Two-Handed
      Hammer
  2 lbs.
  20 cc
  1d4 bludgeoning
  Light, Thrown (20’/60’)
      Handaxe
  2 lbs.
  30 cc
  1d6 slashing
  Light, Thrown (20’/60’)
      Javelin
  2 lbs.
  25 cc
  1d6 piercing
  Thrown (40’/120’)
      Plasma Staff
  2 lbs.
  200 cc
  1d6 plasma
  Finesse, Timed Recharge, Versatile (1d8)
      Shock Gauntlet
  1 lb.
  200 cc
  1d6 lightning
  Finesse, Light, Recharge (20)
      Spear
  5 lbs.
  50 cc
  1d6 piercing
  Thrown (20’/60’), Versatile (1d8)
      Staff
  4 lbs.
  30 cc
  1d6 bludgeoning
  Versatile (1d8)
      Stun Baton
  4 lbs.
  150 cc
  1d8 lightning
  Light, Timed Recharge
      Unarmed
  -
  -
  1 bludgeoning
  Light
  Martial Weapons
      Battleaxe
  4 lbs.
  150 cc
  1d8 slashing
  Versatile (1d10)
      Dueling Blade
  2 lbs.
  250 cc
  1d8 piercing
  Finesse
      Glaive
  6 lbs.
  200 cc
  1d10 slashing
  Heavy, Reach, Two-Handed
      Greataxe
  10 lbs.
  250 cc
  1d12 slashing
  Heavy, Two-Handed
      Greatsword
  8 lbs.
  300 cc
  2d6 slashing
  Heavy, Two-Handed
      Lance
  10 lbs.
  200 cc
  1d10 piercing
  Heavy, Reach, Two-Handed
      Longsword
  3 lbs.
  150 cc
  1d8 slashing
  Versatile (1d10)
      Maul
  12 lbs.
  250 cc
  2d6 bludgeoning
  Heavy, Two-Handed
      Plasma Axe
  7 lbs.
  500 cc
  2d8 plasma
  Heavy, Timed Recharge, Two-Handed
      Plasma Sword
  3 lbs.
  500 cc
  1d8 plasma
  Finesse, Timed Recharge, Versatile (1d10)
      Plasma Whip
  0.5 lb.
  500 cc
  1d6 plasma
  Finesse, Reach, Timed Recharge
      Shortsword
  2 lbs.
  100 cc
  1d6 slashing
  Finesse, Light
      War Pick
  4 lbs.
  150 cc
  1d8 piercing
  Versatile (1d10)
      Warhammer
  6 lbs.
  150 cc
  1d8 bludgeoning
  Versatile (1d10)
      Whip
  1 lb.
  50 cc
  1d4 slashing
  Finesse, Light, Reach
  Melee Weapons
  Melee Weapon Properties
  Many weapons have special properties indicated in the 
  Melee Weapons Table on the previous page. These are 
  listed here with a full explanation.
   
  Finesse. A finesse weapon allows you to use your 
  Dexterity modifier for attack and damage rolls with it in 
  place of your strength.
   
  Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a small creature to use effectively.
   
  Light. Weapons of this property can be wielded in 
  melee with two-weapon fighting without penalty.
   
  Reach. A melee weapon with this property can be used 
  to attack a creature within 10 feet of you instead of 5 feet.
  Equipment
  
  202
   
  Thrown. A thrown weapon is a weapon that can 
  be used in melee or thrown as a ranged weapon. When 
  throwing a weapon with this property you may use your 
  Strength instead of Dexterity when determining your attack 
  and damage bonuses.
   
  Timed Recharge. Some energy weapons are made 
  to constantly take shape with energy, such as the plasma 
  sword. In this case, a bonus action is required to turn the 
  weapon on or off. The weapon can remain on for up to 1 
  hour continuously (or broken into 1 minute increments). 
  Recharging an energy weapon requires a power source 
  and 1 hour of uninterrupted charging while not moving. 
  Recharging energy weapons usually coincides with short 
  rests.
   
  Two-handed. A two-handed weapon requires two 
  hands to attack with and cannot be used if it is not being 
  wielded with two hands.
   
  Versatile. A weapon with the versatile property deals 
  more damage when wielded with two hands rather than 
  one, but can be wielded with one hand at their regular 
  damage output with no penalty.
  Ranged Weapon Properties
  This section describes the properties of the Ranged 
  Weapons Table on the next page. Some weapons are 
  listed as “Special” and have additional rules which will be 
  discussed in their explanation at the end of the weapons 
  entry of this chapter. 
   
  Ammunition. You can use a weapon that has the 
  ammunition property to make a ranged attack only if 
  you have ammunition to fire from the weapon. Each time 
  you attack with the weapon, you expend one piece of 
  ammunition. Drawing the ammunition from a quiver, case, 
  or other container is part of the attack. At the end of the 
  battle, you can recover half your expended ammunition by 
  taking a minute to search the battlefield.
   
  Ammunition comes in many forms and is purchased 
  in bundles. Even something like arrows comes in multiple 
  types and shapes, each used for a different purpose.
   
  Automatic. Weapons with the automatic property 
  require no priming or cocking for use, only pulling the 
  trigger. Their trigger can be held down instead of being 
  squeezed for each individual attack. While held down, the 
  weapon discharges three bullets in quick succession. This is 
  called automatic shooting.
   
  Automatic shooting is an action that can only be 
  taken if you have the Extra Attack class feature. When 
  firing automatic, roll a single attack with advantage. If 
  it successfully strikes your target, roll twice the normal 
  weapon damage dice and add the appropriate modifiers. 
  This is particularly useful for targeting enemies under 
  cover and firing through personal energy barriers and mesh 
  armors.
   
  Bulky. This property is on larger firearms and energy 
  weapons and represents the lowest Strength required to 
  carry and fire the weapon without the help of a tripod 
  or gyro accessory (tripods can be found under weapon 
  accessories and gyros can be found in the cyberware section 
  of this chapter). Firing a bulky weapon with a Strength 
  score lower than the marked amount on the Weapon Table 
  imposes disadvantage on attack rolls made and renders you 
  unable to benefit from any of that weapons other properties 
  (such as Automatic or Doubleshot).
   
  Area of Effect weapons with this property cannot be 
  fired unless the wielder has the prerequisite Strength score.
   
  Doubleshot. Only machine guns have this property, 
  which represents their ability to fire a vast number of 
  rounds. When you take the attack action with this weapon 
  (including if you fire automatic by using all your extra 
  attacks), you may make a single attack using your bonus 
  action. You add your normal attack modifiers to your attack 
  roll, but do not add any damage modifiers to the damage 
  roll.
   
  Rampant. This property is only on shotguns and 
  similar weapons. Weapons with this property do not 
  impose disadvantage when firing while within 5 feet of a 
  hostile creature. They also allow the wielder to use their 
  Strength modifier instead of their Dexterity on attack and 
  damage rolls with the weapon.
   
  Recharge. This property is only on energy weapons 
  and determines how many uses the weapon has before it 
  requires recharging (the number in parenthesis). When that 
  number reaches 0 the weapon becomes inert. To recharge 
  a weapon you must have an energy source and allow the 
  weapon 1 hour without movement so that the internal 
  Equipment
  
  203
  Weapon
  Weight
  Cost
  Range
  Damage
  Properties
  Simple Weapons
      Bolt Action Rifle
  7 lbs.
  800 cc
  200’/800’
  1d10 ballistic
  Reload (10), Scope, Two-Handed
      Arcbow
  10 lbs.
  1000 cc
  150’/600
  1d10 plasma
  Recharge (20), Scope, Two-Handed
      Compound Shortbow
  3 lbs.
  200 cc
  80’/320’
  1d6 piercing
  Ammunition (arrows), Two-Handed
      Palm Pistol
  1 lb.
  500 cc
  20’/60’
  1d6 ballistic
  Reload (6), Special
      Pistol
  2 lbs.
  400 cc
  60’/180’
  1d8 ballistic
  Reload (10)
      Plasma Pistol
  3 lbs.
  500 cc
  60’/180’
  1d8 plasma
  Recharge (20)
      Plasma Rifle
  8 lbs.
  1000 cc
  150’/600’
  1d10 plasma
  Recharge (20), Scope, Two-Handed
      Plasma Shotgun
  10 lbs.
  1000 cc
  10’/40’
  1d10 plasma
  Rampant, Recharge (10), Two-Handed
      Shotgun
  8 lbs.
  800 cc
  10’/40’
  1d10 bludgeoning
  Rampant, Reload (6), Two-Handed
      Submachine Gun
  5 lbs.
  600 cc
  40’/160’
  1d6 ballistic
  Automatic, Reload (30)
  Martial Weapons
      Automatic Pistol
  4 lbs.
  600 cc
  60’/180’
  1d8 ballistic
  Automatic, Reload (20)
      Automatic Rifle
  15 lbs.
  1200 cc
  200’/800’
  1d10 ballistic
  Automatic, Reload (20), Scope, Two-Handed
      Beam Rifle
  15 lbs.
  2000 cc
  150’/600’
  2d6 plasma
  Bulky (9), Recharge (30), Scope, Two-Handed
      Blowgun
  1 lb.
  100 cc
  20’/60’
  1 piercing + 1 poison
  Ammunition (darts)
      Compound Longbow
  4 lbs.
  500 cc
  200’/800’
  1d8 piercing
  Ammunition (arrows), Two-Handed
      Grappling Hook
  4 lbs.
  500 cc
  60’/180’
  1 piercing
  Reload (1), Special
      Heavy Machine Gun
  35 lbs.
  3000 cc
  60’/180’
  2d6 ballistic
  Automatic, Bulky (13), Doubleshot, Reload 
  (50), Two-Handed
      Heavy Pistol
  8 lbs.
  500 cc
  60’/180’
  1d10 ballistic
  Reload (6)
      Light Machine Gun
  25 lbs.
  2500 cc
  60’/180’
  1d10 ballistic
  Automatic, Bulky (11), Doubleshot, Reload 
  (50), Two-Handed
      Plasma Gatling Gun
  25 lbs.
  2750 cc
  60’/180’
  2d6 plasma
  Automatic, Bulky (11), Doubleshot, Recharge 
  (40), Two-Handed
      Net
  3 lbs.
  25 cc
  5’/15’
  1 bludgeoning
  Special, Thrown
      Net Launcher
  15 lbs.
  600 cc
  60’/180’
  Special
  Ammunition (Net), Reload (5), Special
      Plasma Annihilator
  40 lbs.
  8500 cc
  500’/1500’
  6d6 plasma
  Bulky (13), Recharge (5), Scope, Special,
  Two-Handed
      Plasma Blaster
  6 lbs.
  1000 cc
  60’/180’
  1d10 plasma
  Recharge (30)
      Sniper Rifle
  30 lbs.
  7000 cc
  500’/1500’
  4d6 piercing
  Bulky (13), Reload (5), Scope, Special,
  Two-Handed
  Ranged Weapons
  battery can recharge properly. The expendable plasma 
  battery weapon accessory automatically brings a weapon 
  with this property to full charge, but is expended doing 
  so. These internal batteries are different from the normal 
  batteries that can be purchased in the “Materials” section of 
  this chapter.
   
  Reload. This property is only located on ballistic 
  weapons and shows how many shots you have before you 
  are required to reload the weapon (the number in the 
  parenthesis). Reloading is an interaction with an object 
  or a bonus action. Weapons with the reload property also 
  require ammunition which must be purchased and carried 
  to operate effectively.
   
  Scope. Weapons with this property can have a scope 
  attached (see weapon accessories for scopes).
  Equipment
  
  204
  Area of Effect Weapon  Properties
  This section describes the properties of the Area of Effect 
  Weapons table in this section. These special weapons 
  come with three tiers of ammunition, each dealing more 
  damage than the last. Only grenades and explosive charges 
  can be used without a weapon that has the appropriate 
  ammunition feature.
   
  Some weapons are listed as “Special” and have 
  additional rules which will be discussed in their explanation 
  at the end of the weapons entry of this chapter. Some of 
  these properties are repeats of ranged weapon properties.
   
  Blinding. Only flash grenades have this property. 
  Enemies within the radius of this attack must succeed 
  on a Dexterity saving throw with a DC equal to 8 + your 
  Dexterity or Strength modifier + your proficiency bonus 
  with the grenade or gain the blinded condition for 3 rounds. 
  At the end of each round they attempt a Constitution saving 
  throw against the same DC to remove the effect or can 
  spend an action to remove the condition automatically.
   
  Cone Shot. Weapons with this property fire in a 
  15 foot cone. Any creature within the cone must succeed 
  at a Dexterity saving throw with a DC equal to 8 + your 
  Dexterity or Strength modifier + your proficiency bonus or 
  take full damage and any additional effects, otherwise they 
  take none. Cone shot weapons cannot benefit from a critical 
  hit roll.
   
  Deafening. A deafening weapon renders those 
  damaged by it deaf, as the condition, for 3 rounds. After 
  being deafened this way, a creature makes a Constitution 
  saving throw at the end of each of its turns with a DC 
  equal to 8 + your Dexterity or Strength modifier + your 
  proficiency bonus. If they succeed, the condition ends.
   
  Detonated. Only explosive charges have this property. 
  These charges require an action to set a single charge in 
  a location and an action to prime the detonator for use 
  (detonators can be found in the Weapon Accessories 
  section, and detonated weapons cannot be used without 
  one). To connect multiple charges to a single detonator 
  requires an action for each charge you are connecting. 
  You can use your action to trigger a detonator (or ready 
  an action to do so). Triggering the detonator causes the 
  connected explosive charges to explode, dealing their 
  damage in a radius as normal. You can use your Intelligence 
  modifier when determining the DC for the saving throw 
  against explosive charges’ damage.
   
  Radius. A weapon with the radius property targets a 
  square, never a creature. Your attack roll is always made 
  against an AC of 10 adjusted for cover against that square. 
  Creatures within 5 feet of the square (or in it) then must 
  succeed on a Dexterity saving throw with a DC equal to 8 
  + your Dexterity or Strength modifier + your proficiency 
  bonus. Success means that creature will take half damage 
  from your attack. Radius weapons cannot benefit from a 
  critical hit roll.
   
  Slowing. A slowing weapon lowers the speed of 
  those damaged by it by half for 1 minute. After having 
  its movement reduced this way, a creature makes a 
  Constitution saving throw at the end of each of its turns 
  with a DC equal to 8 + your Dexterity or Strength modifier 
  + your proficiency bonus. If they succeed, their move speed 
  is restored.
  Special Weapons
  The following weapons have special properties beyond the 
  norm.
   
  Grappling Hook. The grappling hook fires a spear 
  with a rope attached that then pops open and hooks onto 
  something securely in order to create a path or pull the 
  target toward the wielder. A successful attack roll of a 10 
  is required for most non-creature targets. Because the 
  grappling hook is not made for combat, it deals minimal 
  damage.
   
  Net. A Large or smaller creature hit by a net is 
  restrained until it is freed. A net has no effect on creatures 
  that are formless, or creatures that are Huge or larger. A 
  creature can use its action to make a DC 10 Strength check, 
  freeing itself or another creature within its reach on a 
  success. Dealing 5 slashing damage to the net (AC 10) also 
  frees the creature without harming it, ending the effect and 
  destroying the net.
   
  When you use an action, bonus action, or reaction to 
  attack with a net, you can make only one attack regardless 
  of the number of attacks you can normally make, unless you 
  are using a Net Launcher.
   
  Palm Pistol. This weapon is a smaller than normal 
  Equipment
  
  205
  Weapon
  Weight
  Cost
  Range
  Damage
  Properties
  Simple Weapons
      Grenade
  1 lbs.
  See Tier Chart
  30’/60’
  See Tier Chart
  Radius, Thrown
  Martial Weapons
      Explosive Charges
  1 lb.
  See Tier Chart
  -
  See Tier Chart
  Detonated, Radius
      Flamethrower
      (Energythrower)
  25 lbs.
  1500 cc
  15’
  Special
  Ammunition (canister), Bulky (11), Reload 
  (1), Two-Handed
      Grenade 
      Launcher
  35 lbs.
  3000 cc
  60’/180’
  Special
  Ammunition (grenade), Bulky (13), Reload 
  (6), Two-Handed
      Rocket Launcher
  45 lbs.
  6000 cc
  200’/600’
  Special
  Ammunition (rocket), Bulky (15), Reload (1), 
  Two-Handed
  Area of Effect Weapons
  pistol and is meant to be hidden on your person. You have 
  advantage on ability checks to hide the weapon on your 
  person, to sheath, or to draw this weapon secretly.
   
  Plasma Annihilator. This weapon is pinpoint death 
  for a foe that can be thousands of feet away, or more with 
  the proper accessory, but has trouble when being used in 
  a way other than its intended use. The plasma annihilator 
  imposes disadvantage with any attack roll made without a 
  scope. It also imposes disadvantage on any attack roll made 
  against any creature within 100 feet of you, regardless of 
  whether you use a scope or not. It can only be fired once 
  during an attack action, regardless of the Extra Attack class 
  feature.
   
  Rocket Launcher. The rocket launcher fires rocket 
  ammunition and deals damage in a wide area. Firing a 
  rocket launcher is always an action, not an attack action, 
  and requires that you do not move on the same turn that 
  you fire it, as you require that time to set up your shot. 
  Reloading a rocket launcher requires a bonus action instead 
  of an interaction with an object. 
   
  Sniper Rifle. Like the plasma annihilator, the sniper 
  rifle delivers death from afar. The sniper rifle imposes 
  disadvantage with any attack roll made without a scope. It 
  also imposes disadvantage on any attack roll made against 
  any creature within 100 feet of you, regardless of whether 
  you use a scope or not. In addition, you cannot fire a Sniper 
  Rifle more than once in a single attack action, no matter 
  how many extra attacks you might have.
  Weapon Accessories
  The following section contains accessories that can be 
  attached to your weapons. While most accessories can be 
  used with any weapon, the scope can only be used with 
  weapons that have the scope property.
   
  Armor Piercing Rounds. These rounds are sold by 
  the clip for any martial ballistic weapon. Damage dealt by 
  armor piercing rounds cannot be reduced by resistance to 
  ballistic, bludgeoning, piercing, or slashing damage.
   
  Subsonic Rounds. These rounds are sold by the 
  clip for any martial ballistic weapon. Weapons firing these 
  rounds ignore personal energy barriers and deal their 
  damage directly to the target.
   
  Rubber Rounds. Primarily used for peacekeeping, 
  these bullets halve the damage a ballistic firearm deals and 
  turns it into bludgeoning damage. Creatures dropped to 0 
  hit points by rubber rounds automatically stabilize. They 
  are sold by the clip for any martial ballistic weapon.
   
  Expendable Plasma Battery. This is a special 
  battery that can be used to restore the internal charge of a 
  weapon with the Recharge/Timed Recharge Properties or a 
  Personal Energy Barrier.
   
  X-Large Clips. This weapon accessory must be 
  bought separately for each weapon you have. Once you add 
  it to a weapon that deals ballistic damage, you may double 
  the amount of shots allowed before reloading.
   
  Manual Detonator. A manual detonator is activated 
  by a creature as an action. When activated, the connected 
  Equipment
  
  206
  Ammunition
  Cost
  Type
  Damage
  Properties
  Low Tier
    Acid Canister
  50 cc
  Canister
  2d6 acid damage
  15 uses, Cone Shot
    Blaze Grenade
  25 cc
  Grenade
  2d6 fire damage
  Radius, Thrown
    Explosive Charges
  75 cc
  Charges
  2d6 fire damage + 2d6 force damage
  Detonated, Radius
    Explosive Rocket
  125 cc
  Rocket
  2d6 fire damage + 2d6 force damage
    Fire Canister
  50 cc
  Canister
  2d6 fire damage
  15 uses, Cone Shot
    Flash Bang Grenade
  25 cc
  Grenade
  1 force damage
  Radius, Blinding, Thrown
    Liquid Nitrogen Canister
  50 cc
  Canister
  1d6 cold damage
  15 uses, Cone Shot, Slowing
    Liquid Nitrogen Grenade
  25 cc
  Grenade
  1d6 cold damage
  Radius, Slowing, Thrown
    Plasma Grenade
  20 cc
  Grenade
  3d6 plasma damage
  Radius, Thrown
    Plasma Rocket
  125 cc
  Rocket
  5d6 plasma damage
    Shrapnel Grenade
  25 cc
  Grenade
  2d6 slashing damage
  Radius, Thrown
    Sonic Canister
  50 cc
  Canister
  1d6 thunder damage
  15 uses, Cone Shot, Deafening
    Sonic Grenade
  25 cc
  Grenade
  1 thunder damage
  Deafening, Radius, Thrown
  Middle Tier
    Acid Canister
  150 cc
  Canister
  4d6 acid damage
  15 uses, Cone Shot
    Blaze Grenade
  75 cc
  Grenade
  4d6 fire damage
  Radius, Thrown
    Explosive Charges
  225 cc
  Charges
  4d6 fire damage + 4d6 force damage
  Detonated, Radius
    Explosive Rocket
  375 cc
  Rocket
  4d6 fire damage + 4d6 force damage
    Fire Canister
  150 cc
  Canister
  4d6 fire damage
  15 uses, Cone Shot
    Flash Bang Grenade
  75 cc
  Grenade
  1d6 force damage
  Radius, Blinding, Thrown
    Liquid Nitrogen Canister
  150 cc
  Canister
  2d6 cold damage
  15 uses, Cone Shot, Slowing
    Liquid Nitrogen Grenade
  75 cc
  Grenade
  2d6 cold damage
  Radius, Slowing, Thrown
    Plasma Grenade
  60 cc
  Grenade
  5d6 plasma damage
  Radius, Thrown
    Plasma Rocket
  375 cc
  Rocket
  10d6 plasma damage
    Shrapnel Grenade
  75 cc
  Grenade
  4d6 slashing damage
  Radius, Thrown
    Sonic Canister
  150 cc
  Canister
  2d6 thunder damage
  15 uses, Cone Shot, Deafening
    Sonic Grenade
  75 cc
  Grenade
  1d6 thunder damage
  Deafening, Radius, Thrown
  High Tier
    Acid Canister
  450 cc
  Canister
  6d6 acid damage
  15 uses, Cone Shot
    Blaze Grenade
  300 cc
  Grenade
  6d6 fire damage
  Radius, Thrown
    Explosive Charges
  675 cc
  Charges
  6d6 fire damage + 6d6 force damage
  Detonated, Radius
    Explosive Rocket
  1125 cc
  Rocket
  6d6 fire damage + 6d6 force damage
    Fire Canister
  450 cc
  Canister
  6d6 fire damage
  15 uses, Cone Shot
    Flash Bang Grenade
  300 cc
  Grenade
  2d6 force damage
  Radius, Blinding, Thrown
    Liquid Nitrogen Canister
  450 cc
  Canister
  3d6 cold damage
  15 uses, Cone Shot, Slowing
    Liquid Nitrogen Grenade
  300 cc
  Grenade
  3d6 cold damage
  Radius, Slowing, Thrown
    Plasma Grenade
  250 cc
  Grenade
  7d6 plasma damage
  Radius, Thrown
    Plasma Rocket
  1125 cc
  Rocket
  15d6 plasma damage
    Shrapnel Grenade
  300 cc
  Grenade
  6d6 slashing damage
  Radius, Thrown
    Sonic Canister
  450 cc
  Canister
  3d6 thunder damage
  15 uses, Cone Shot, Deafening
    Sonic Grenade
  300 cc
  Grenade
  2d6 thunder damage
  Deafening, Radius, Thrown
  Equipment
  
  207
  explosives explode immediately. Manual detonators can be 
  reused again and again.
   
  Motion Detonator. A motion detonator is planted in 
  a specific spot and set up to trigger when a living creature 
  moves within a range of the detonator chosen by you, up 
  to a maximum distance of 20 feet. Once the connected 
  explosives detonate, this detonator is destroyed.
   
  Pressure Detonator. This detonator is a special 
  sensor that is set up on a surface. When at least 100 lbs 
  of pressure pushes against the surface, the connected 
  explosives detonate. The detonator is always destroyed 
  when the explosives detonate.
   
  Timed Detonator. This detonator requires a creature 
  to use its action to start a timer for a predetermined 
  amount of time (chosen by the user). When the timer 
  reaches 0, the connected explosives detonate. Timed 
  detonators can be reused again and again.
   
  Basic Holster. The basic holster can be sized to fit 
  any ranged ballistic or plasma weapon comfortably and 
  allows you to carry multiple for easy reach. If you carry two 
  weapons that are both in holsters, you can draw one and 
  put the other away as part of the same interaction.
   
  Firearm Strap. The firearm strap can fit any ranged 
  weapon. If you drop the weapon you’re holding that is 
  connected to the strap, it remains on your person rather 
  than falling to the ground.
   
  Stealth Holster. This holster can hold a ranged 
  weapon that doesn’t require two hands to wield. It grants 
  advantage on Dexterity (Stealth) checks made to draw, 
  sheath, or hide the weapon.
   
  Trick Holster. This spring-loaded holster can be 
  hidden in a sleeve, belt buckle, or other clever place and 
  can only hold a one-handed simple ranged weapon. As a 
  reaction, you can trigger the holster. It will spring out and 
  fire a single shot at a creature in range. You use your attack 
  bonus for this attack. Once used, it takes an action to set the 
  holster back into position.
   
  Scopes. The basic scope comes included on some 
  weapons, while others do not have one. For those that do 
  not have the scope weapon property, a basic scope must be 
  purchased for the weapon before adding additional scope 
  features to it. A scope extends the first range increment of a 
  weapon to a distance equal to the second if the user makes 
  Weapon Accessories
  Ballistic Ammunitions
  Cost
  Weight
    Normal Ballistic Rounds
  10 cc for 50 bullets
  2 lbs.
    Armor Piercing Rounds
  300 cc for 10 bullets
  0.5 lb.
    Rubber Rounds
  100 cc for 10 bullets
  0.5 lb.
    Subsonic Rounds
  300 cc for 10 bullets
  0.5 lb.
  Clips and Batteries
  Cost
  Weight
    Expendable Plasma Battery
  100 cc
  1 lb.
    X-Large Clip
  100 cc
  1 lb.
  Detonators
  Cost
  Weight
    Manual Detonator
  25 cc (reusable)
  0.5 lb.
    Motion Detonator
  100 cc
  1 lb.
    Pressure Detonator
  100 cc
  5 lbs.
    Timed Detonator
  50 cc (reusable)
  1 lb.
  Holsters
  Cost
  Weight
    Basic Holster
  10 cc
  1 lb.
    Firearm Strap
  15 cc
  2 lbs.
    Stealth Holster
  100 cc
  1 lb.
    Trick Holster
  100 cc
  1 lb.
  Scopes
  Cost
  Weight
    Basic
  100 cc
  1 lb.
    Infrared
  500 cc
  -
    Magnification
  100 cc
  -
    Magnification (Extreme)
  300 cc
  -
    Night Vision
  300 cc
  -
    Ultraviolet
  300 cc
  -
  Silencers
  Cost
  Weight
    Energy Weapon Muffler
  750 cc
  2 lbs.
    Heavy Weapon Silencer
  1000 cc
  3 lbs.
    Light Weapon Silencer
  500 cc
  1 lb.
  Tripod
  300 cc
  10 lbs.
  only a single attack with their attack action.
   
  Infrared Lens. This scope lens allows the viewer to 
  see in the infrared spectrum and read heat signatures even 
  through walls of up to 1 foot thick.
   
  Magnification Lens. A scope with this lens doubles 
  the effective ranges of the weapon.
  Equipment
  
  208
   
  Magnification (Extreme) Lens. This scope lens 
  quadruples the effective ranges of the weapon. It doesn’t 
  stack with regular magnification add-ons, but a regular 
  magnification lens is required to purchase this one.
   
  Night Vision Lens. This scope lens allows the viewer 
  to see as though they had darkvision.
   
  Energy Weapon Muffler. This accessory goes 
  over the battery piece of an energy weapon and silences 
  the humming noise the weapon makes while it’s active 
  or recharging. This grants you advantage on Dexterity 
  (Stealth) checks made to use the Hide action in the same 
  turn as firing the weapon.
   
  Heavy Weapon Silencer. This accessory goes on 
  the end of the barrel of a rifle, automatic rifle, or sniper 
  rifle. This grants you advantage on Dexterity (Stealth) 
  checks made to use the Hide action in the same turn as 
  firing the weapon.
   
  Light Weapon Silencer. This accessory goes 
  on the end of the barrel of a pistol, automatic pistol, or 
  submachine gun. This grants you advantage on Dexterity 
  (Stealth) checks made to use the Hide action in the same 
  turn as firing the weapon.
   
  Tripod. This weapon accessory can be used with any 
  two-handed weapon with the bulky property. While using 
  a tripod that is fully set and mounted with a weapon, you 
  ignore both the two-handed property and bulky property of 
  the weapon, but the weapon cannot be moved. Mounting or 
  dismounting a weapon with a tripod takes an action.
  Cyberware
  In the world of Spaceships and Starwyrms, the idea of 
  melding technology with the body is a popular one and has 
  been subject to a great deal of research. Some cultures such 
  as the Kygorans are more prone to utilize cyberware than 
  others. 
   
  Some cyberware has a base price that is expanded by 
  the number of additional features paired with it. For those 
  cases, add together the costs of each accessory with the base 
  piece.
   
  Cyberware does not connect to a network unless it 
  has a cyber computer installed in it. Therefore, cyberware 
  as a whole cannot be hacked by the Hack action (with the 
  exception of the cyber computer located in the computers 
  section of this chapter).
   
  Bone Lacing. Aluminum alloys are infused into your 
  bone structure, granting you greater internal integrity. Your 
  hit points are increased by an amount equal to your level. 
  As you gain further levels, you also gain 1 additional hit 
  point for each of those levels. You cannot have bone lacing 
  if you have cyber limbs or a cyber torso.
   
  Communication Link. You have a communication 
  device implanted behind your ear on your head. It’s linked 
  to either your computer’s communication software or a 
  short wave communicator. You can hear and subvocally 
  respond using this link.
   
  Cortex Bomb. You have a small bomb implanted 
  in your head. It detonates when you reach brain death or 
  if you trigger it with an internal or external code. It deals 
  three separate damaging explosions that kill you and leave 
  no brain left to examine.
   
  Cyber Eyes. These replace your eyes and act as the 
  base for a number of upgrades.
   
  Darkvision. This add-on grants darkvision out to a 
  distance of 60 feet.
   
  Flare Compensation. This add-on renders you 
  immune to the blinded condition if it comes from light 
  exposure.
   
  Image Link. This add-on allows you to take pictures 
  with your eyes and save them to a computer.
   
  Infrared Vision. This add-on grants you infrared 
  vision out to a range of 60 feet. 
   
  Retinal Duplicator. This add-on allows you to 
  mimic a humanoid iris for the purposes of bypassing retinal 
  scanning locks.
   
  Vision Magnification. This add-on grants you 
  the ability to see up to three times further than normally 
  allowed with great clarity.
   
  Cyber Ears. These replace your ears and act as a base 
  for a number of upgrades.
   
  Audio Enhancement. This add-on enhances your 
  hearing, giving you advantage on perception checks in 
  relation to sound.
   
  Damper. This add-on renders you immune to the 
  deafened condition from non-magical sources.
   
  Sound Link. This add-on allows you to record up to 1 
  hour of audio and save it to a computer.
  Equipment
  
  209
  Cyberware
  Cost
  Bone Lacing
  3000 cc
  Communication Link
  500 cc
  Cortex Bomb
  2000 cc
  Cyber Eyes
  750 cc
    Dark Vision
  +250 cc
    Flare Compensation
  +800 cc
    Image Link
  +750 cc
    Infrared
  +1000 cc
    Retinal Duplicator
  +1500 cc
    Vision Magnification
  +450 cc
  Cyber Ears
  750 cc
    Audio Enhancement
  +450 cc
    Damper
  +600 cc
    Sound Link
  +450 cc
  Cyber Arm
  1200 cc
  Cyber Hand/Foot
  600 cc
  Cyber Leg
  1200 cc
  Cyber Lower Arm/Leg
  600 cc
  Cyber Skull
  1500 cc
  Cyber Torso
  2000 cc
    Compartment
  +50 cc
    Gyromount
  +100 cc
    Holster
  +50 cc
    Weapon Slot
  +100 cc
  Datajack
  100 cc
  Dermal Plating
  2000 cc
  Fingertip Compartment
  150 cc
  Internal Air Tank
  1500 cc
  Nervewire
  5000 cc
  Smuggling Compartment
  750 cc
  Tooth Compartment
  150 cc
  Voice Modulator
  500 cc
   
  Cyber Arm. You can replace any of your arms with 
  a cyber arm for the appropriate price. Additional add-ons 
  are available as detailed. If you have at least two limbs or 
  a torso cybered, you gain resistance to poison damage, but 
  become vulnerable to thunder damage.
   
  Cyber Hand/Foot. You can replace any of your 
  hands or feet with a cyber hand or foot for the appropriate 
  price. Additional add-ons are available as detailed.
   
  Cyber Leg. You can replace any of your legs with a 
  cyber leg for the appropriate price. Additional add-ons are 
  available as detailed. If you have at least two limbs or a 
  torso cybered, you gain resistance to poison damage, but 
  become vulnerable to thunder damage.
   
  Cyber Lower Leg/Arm. Rather than replacing an 
  entire arm or leg, you can replace only the part below the 
  elbow or knee joint for the appropriate price. Additional 
  add-ons are available as detailed. If you have at least two 
  full limbs, four partial limbs, or a torso cybered, you gain 
  resistance to poison damage, but become vulnerable to 
  thunder damage.
   
  Cyber Skull. You can replace any amount of your 
  skull with a cyber unit for the appropriate price. Additional 
  add-ons are available as detailed.
   
  Cyber Torso. You replace part or all of your torso 
  with a cyber unit. Additional add-ons are available as 
  detailed. If you have a torso cybered, you gain resistance to 
  poison damage, but become vulnerable to thunder damage.
   
  Compartment. This can be added to any cyber 
  body part, except eyes and ears, and varies in size. The 
  compartment is hidden and provides advantage on any 
  Dexterity (Stealth) check made to stow or retrieve an item 
  stored within the compartment. It does not hide internal 
  contents from sensors.
   
  Gyromount. This can be added to a cyber torso, arm, 
  or leg and acts as a place to mount an external weapon. A 
  one-handed ranged weapon can be mounted on a cyber 
  arm, allowing the wielder to fire and use the weapon 
  without touching it and thus keep their hands free. On a 
  leg or torso, it also lowers the Strength requirement of the 
  Bulky property by 2, except for the sniper rifle and plasma 
  annihilator.
   
  Holster. This special compartment can be added to a 
  cyber limb or torso. It holds a weapon of appropriate size 
  and acts as the Basic Holster accessory otherwise.
   
  Weapon Slot. This add-on allows you to build a one-
  handed weapon into a cyber limb. If the weapon is internal, 
  it requires an interaction with an object to unfurl from the 
  cyber limb. The cost of the weapon in the slot must be paid.
   
  Datajack. This small slot can read any datachip or 
  credstick. If it is placed in the same cyber body part as 
  Equipment
  
  210
  an internal cyber computer, it can also be used for wired 
  connections to upload or download.
   
  Dermal Plating. This full body procedure adds hard 
  plating just beneath, or on top of the skin. If you’re not 
  wearing armor, your armor class is 12 + your Dexterity 
  modifier. If you’re wearing armor, you use the armor’s AC.
   
  Fingertip Compartment. This cyberware piece 
  replaces a fingertip and has a small 1/2 inch by 1/2 inch 
  compartment within it. It can be opened with a secret 
  switch.
   
  Internal Air Tank. This special tank is built into the 
  chest with a connection to the trachea. It is activated either 
  by wireless key, physical button, or by sensing that the body 
  is not receiving air. It will begin pumping air into the lungs 
  and has enough air to last for two hours.
   
  Nervewire. This cyber development creates a system 
  of wiring beneath the skin that attaches to multiple nerves 
  and the brain to enhance the reflexes of the creature. 
  Creatures with active nervewire that aren’t wearing light, 
  medium, or heavy armor and aren’t using a shield have a 
  base AC equal to 10 + twice their Dexterity modifier.
   
  Smuggling Compartment. This compartment can 
  hold up to 10 pounds of material and is sized based on the 
  person it is installed in, but is usually a box of six inches in 
  length and two to three inches in width. It can be placed in 
  a cyber body part or in flesh. The box is invisible to x-ray, 
  infrared, and other visual detection, including those gained 
  via magic.
   
  Tooth Compartment. This hollow tooth has a 
  compartment inside that is opened via a switch in the back 
  that can be pressed with the tongue or through wireless 
  communication. It can hold powders or pills.
   
  Voice Modulator. This piece is built into your vocal 
  cords. It has the ability to change tone, pitch, speed, and 
  other facets of your voice, or provide a robotic tonal voice 
  if you are unable to speak normally. It is routinely used by 
  species that cannot normally speak, as well as by criminals 
  looking to mask their voices.
  Computers and Software
  In the technological world of the Nacora Galaxy, computers 
  play a large part in the average life of people everywhere. 
  They are used in spaceships to help with advanced 
  Pieces of the Computer
  Each computer is made up of two discrete parts: the base 
  computer and the software upgrades. The base computer 
  determines the power and general capabilities of your 
  computer. It comes in a level of strength numbered 1 to 5 
  (these are denoted in the chart as Mark I through Mark V). 
  A computer of a higher mark value grants advantage to its 
  user on any contested ability check against another user 
  who is utilizing a computer of lower mark value. This is 
  most commonly used when one computer is being used to 
  hack another in some capacity.
   
  For example, if you have a Mark III cyberware 
  computer with hacking software and you’re trying to 
  hack a system with a base computer of Mark II, you have 
  advantage on the Intelligence (Computers) check. If, on the 
  other hand, you’re attempting to hack a Mark IV computer 
  with your Mark III, you don’t gain advantage, but if an 
  enemy were using that computer to actively thwart your 
  hacking they would gain advantage on their Intelligence 
  (Computers) check.
   
  The software upgrades are included in a chart in this 
  section and describe a number of bonus functions for your 
  computer. The most important of these is hacking software, 
  which gives you access to the Hack action detailed in 
  Chapter Ten. Each of these upgrades requires 1 Upgrade 
  Slot (US) in your computer capacity. There are a number 
  of basic functions that every computer can do without 
  additional software upgrades, but paying for upgrades can 
  make your device more robust.
   
  Though computers can accomplish a variety of tasks, 
  most can only be done while the computer is connected 
  to a network. In places where there is no network or the 
  only network is a private one you don’t have access to, 
  technology such as short wave communicators really 
  becomes a necessity. It should be noted that anything you 
  computations, in companies to hold vital data and run 
  security systems, and even by the average citizen to surf the 
  network and communicate.
   
  As a player, you will find that while having a computer 
  isn’t vital to everyday life, access to the information and 
  communication that the Combined Galactic Network (CGN) 
  provides can be an asset in many situations.
  Equipment
  
  211
  do on a network is vulnerable to hacking and spyware from 
  other computers.
  Types of Computers
  Within the chart for computer purchase, you will see that 
  there are 4 major types of computers, each of which varies 
  in size and portability. These computers are described here 
  in additional detail.
   
  Communicator Computers. These are the only 
  computers available as a Mark 0. While it makes them 
  the weakest choice for hackers, their easy construction 
  and mass production has made them the ideal choice 
  for the average person who doesn’t need a wildly 
  powerful computer and wants a method to easily text and 
  communicate with others over the collective of networks 
  in the galaxy. While it has no upgrade slots for software, it 
  does come with the microphone and camera hardwares and 
  the communication software.
   
  Cyberware Computers. Cyber computers are built 
  for portability and powered by battery or biological energy. 
  They don’t have the capacity of desktop computers or super 
  computers, but they excel in being easily hidden and can 
  be placed in just about any cyber body part. The computer 
  does require the user to have a cyber-limb, torso, or skull 
  in order to install it. It is considered cyberware for the 
  purposes of anything that cares about cyberware equipment 
  (such as reduced cost at character creation).
   
  Desktop Computers. The quintessential computer 
  for the average person’s home or business, desktop 
  computers are far from portable, but are robust machines 
  that can handle a wide range of software.
   
  Handheld Computers. For those that shy away 
  from installing computers directly into their bodies, the 
  handheld computer is available. They take many forms, 
  from tablet-style devices to laptops, watch computers, 
  and even stylized flip open devices. Because of their small 
  size (they are the smallest computers), they have the least 
  capacity for software upgrades.
   
  Supercomputers. The largest and most impressive 
  computers, these computers usually take up entire rooms 
  or sections of businesses and spaceships, but provide 
  an undeniably huge advantage in processing power and 
  flexibility.
  Computer
  Upgrade Slots
  Cost
  Weight
  Communicator Mark 0
  Special
  300 cc
  -
  Cyber Mark I
  2
  1000 cc
  5 lbs.
  Cyber Mark II
  3
  2000 cc
  10 lbs.
  Cyber Mark III
  4
  4000 cc
  15 lbs.
  Desktop Mark II
  4
  1200 cc
  30 lbs.
  Desktop Mark III
  5
  3600 cc
  40 lbs.
  Desktop Mark IV
  6
  7200 cc
  50 lbs.
  Handheld Mark I
  1
  800 cc
  1 lb.
  Handheld Mark II
  2
  1600 cc
  10 lbs.
  Super Mark IV
  9
  8000 cc
  100 lbs.
  Super Mark V
  10
  16,000 cc
  200 lbs.
  Included Software
  The following software comes included on every computer 
  of any value except the communicator computer mark 0.
   
  Basic Game Suite. This includes a few simple and 
  fun games such as solitaire.
   
  Basic Security. This program allows you to password 
  protect your computer. The DC to use the Bypass Hack 
  action or any other Hack action on a computer using 
  this software is equal to 5 + 5 for each mark value your 
  computer is. For example, a Mark II desktop computer has 
  a DC of 15.
   
  Document Reader. This software allows you 
  to preview and read any sort of document file except 
  encrypted document files.
   
  Music Player. This software allows you to play and 
  listen to all audio files except encrypted audio files.
   
  Network Browser. This software gives you access 
  to the network you are on. You can locate netsites, upload 
  and download things, search the network for information, 
  stream videos and music, and chat with people through 
  forums, blogs, and other forms of social media. This 
  software only works if you are connected to a public or 
  private network. On a private network, you can only access 
  netsites and people who are also on that private network.
   
  When on a public network, private networks are 
  unavailable to you. Attempting to communicate or 
  download from another public network that you’re not 
  on happens on a 1 minute delay, as the information must 
  Equipment
  
  212
  be transmitted through the void of space from one public 
  network to another. For more on how networks work, check 
  out Chapter Nine’s section on networks.
   
  Office Processing. This software provides you with 
  a basic word processor, mathematics sheet processor, and 
  presentation processor for all your creative and business 
  needs.
   
  Social Media Communicator. All computers come 
  standard with a program that connects to your social media 
  accounts and allows you to communicate with other people 
  over a network connection (usually by text unless you have 
  a microphone or camera). You can use this to communicate 
  with other people on the same public or private network 
  as you. People on public networks can’t talk to people on 
  private ones. When talking to a person on a different public 
  network from your own, all communication is transmitted 
  at a 1 minute delay as the information is transmitted across 
  the void of space through relays. For more on how networks 
  work, check out Chapter Nine’s section on networks.
   
  Video Player. This software allows you to play and 
  watch all video files except encrypted video files.
  Software Upgrades
  Each of the following software upgrades require 1 upgrade 
  slot in a computer and can be installed at any time as long 
  as their price is paid. Two of the upgrades detailed are 
  hardware and don’t use upgrade slots.
   
  Artificial Intelligence Uplink Software. This 
  software allows a portion of an artificial intelligence to 
  live on your computer and share your computer with its 
  A.I. Core systems on a spaceship. It is most useful for 
  interacting with and utilizing an A.I.’s help while not on the 
  spaceship the A.I. is centralized on.
   
  Camera Hardware (Doesn’t require U.S.). This 
  simple hardware allows the computer to capture digital 
  photos and video and save them to itself.
   
  Cartography Software. This software acts like the 
  Satellite Mapper scanning device that can be found in the 
  “Tools and Kits” section of this chapter.
   
  Categorized Library Software. This software 
  compresses, encrypts, and stores huge amounts of data in 
  a highly organized fashion. It is perfect for those who want 
  a library on the go without as much network searching for 
  obscure facts.
   
  Communication Software. This software allows 
  you to use special applications to voice call, video call, text 
  message, and otherwise communicate over the CGN (at a 
  1 minute delay if traversing public networks via a galactic 
  relay. See Chapter Nine for more about the CGN). You must 
  be connected to a network to use this feature.
   
  Encrypting Software. This software can be used to 
  encrypt files so that hackers and others cannot read them 
  on their computers without your passcodes. The DC for 
  hacking software to decrypt an encrypted file is 10 + 5 for 
  each level the computer is (mark value). For example, a 
  Mark III cyberware computer has an encryption DC of 25.
   
  Full Immersion Software (Simrig Required). 
  This software allows people with simrigs to enter the 
  network under full immersion. For more details on full 
  immersion, see the Network section of Chapter Nine.
   
  Game Software. This includes any and all advanced 
  game software, such as shooting and adventure games.
  Software Upgrade
  Cost
  A.I. Uplink Software
  200 cc
  Camera Hardware
  50 cc
  Cartography Software
  300 cc
  Categorized Library Software
  50 cc
  Communication Software
  200 cc
  Encryption Software
  300 cc
  Full Immersion Software
  1000 cc
  Game Software
  80 cc
  Hacking Software
  250 cc
  Major Security Software
  500 cc
  Microphone Hardware
  25 cc
  Photo Editing Software
  100 cc
  Spaceflight Calculation Software
  500 cc
  Translation Software
  1000cc
  Video/Audio Editing Software
  100 cc
   
  Hacking Software. This software is required to 
  decrypt files without a passcode, enter other computers 
  without a password, and to take the Hack action detailed in 
  Chapter Ten. This software requires that you are proficient 
  in computers to use it.
  Equipment
  
  213
   
  Major Security Software. This upgrade to the basic 
  security suite acts just like Basic Security software except 
  the DC is 10 + 5 for each level (mark value) instead.
   
  Microphone Hardware (Doesn’t require U.S.). 
  This hardware allows the computer to capture audio and 
  save it.
   
  Photo Editing Software. This software is made 
  so that you can edit pictures and document layouts. It 
  is particularly useful when forging things or enhancing 
  pictures, but can also be used for fun.
   
  Spaceflight Calculation Software. This software 
  is only used to operate the heavy calculations required for 
  Faster than Light travel through wormholes. All spaceships 
  come with this software, but there may be fringe benefits 
  to having it on your computer, such as if your ship’s 
  computers are down.
   
  Translation Software. This software created by 
  the Ix mimics the universal translator and allows you 
  to translate text, pictorial, video and audio from files 
  into different languages. Cannot translate the following 
  languages: Moiccaran, Thieves’ Cant, Celestial, Eldritch, 
  Infernal, Primordial, and Sylvan.
   
  Video/Audio Editing Software. This software 
  allows you to edit video and audio on your computer. Its 
  primary use for hackers is replacing video feed on cameras. 
  It is particularly useful when forging things, creating 
  messages, or making a point via film, but can also be used 
  for fun endeavors.
  Combining Technology
  Sometimes it may be ideal to 
  combine separate pieces of 
  technology into a single item, 
  such as combining Night Vision 
  and Mage Sight Goggles, or a 
  communicator and computer. To 
  find the price of a combined item, 
  add the price of the two items 
  together and multiply by 1.5. The 
  result is the average cost of a 
  combined item in credits.
  General Materials and Gear
  This section includes the glut of remaining materials and 
  technologies available to characters at creation or after. 
  In addition to being listed in the chart, they have detailed 
  entries in alphabetical order.
   
  Air Mattress. This mattress is flat and compact when 
  deflated, but expands to a twin-sized bed when inflated.
   
  Antitoxin (Vial). A creature that drinks this vial of 
  liquid gains advantage on saving throws against poison for 1 
  hour. It confers no benefit to constructs or undead.
   
  Arcane Focus. An arcane focus is an item designed 
  to channel the power of arcane spells. Sorcerers can use 
  these items as a spellcasting focus, as described in Chapter 
  Eleven.
   
  Area Energy Barriers. Area energy barriers work 
  almost identically to personal energy barriers except that 
  they create a 10 foot by 10 foot slightly curved wall barrier 
  of the same energy and provide cover that can be used 
  against ballistic and plasma attacks. The wall that is created 
  is see through and doesn’t stop damage that isn’t ballistic or 
  plasma damage.
   
  It has a barrier point total of 50 per Mark Number. 
  People and objects can move through it normally and if 
  deployed in a small space it will stop when it reaches walls. 
  It requires 1 hour (a short rest) to be recharged after it is 
  depleted or damaged to be restored to full barrier points. 
  The device that generates the barrier weighs 10 pounds 
  and is an inch thick and six inches in diameter. It takes an 
  action to call up the barrier from the device and an action to 
  retrieve the device.
   
  Backpack. This simple two strap backpack holds 1 
  cubic foot/30 pounds of materials.
   
  Ball Bearings (Bag of 1000). As an action, you can 
  spill these tiny metal balls from their pouch to cover a level, 
  square area that is 10 feet on a side. A creature moving 
  across the covered area must succeed on a DC 10 Dexterity 
  saving throw or fall prone. A creature moving through the 
  area at half speed doesn’t need to make the save.
   
  Battery, Normal. Most portable devices in 
  Spaceships and Starwyrms utilize batteries as their primary 
  power source. The typical battery is universal and works 
  across the full range of technology with a few exceptions. 
  Equipment
  
  214
  Plasma weapons, personal energy barriers, and area energy 
  barriers do not use these batteries and are not compatible 
  with them. These normal batteries can be recharged 
  through most electrical or solar means.
   
  Binoculars. These binoculars allow for viewing things 
  at 5, 10, and 100 times the magnification of regular sight. 
  Special types of vision do not work through them.
   
  Book. A book might contain poetry, historical 
  accounts, information, diagrams, notes, or fictional stories. 
  It can represent just about anything that can be contained 
  in words and pictures. It should be noted that this is not 
  equivalent to a Research Journal or Spellbook, which are 
  special types of books that must be purchased separately.
   
  Bottle. A glass or plastic container with a lid that a 
  medium creature can hold comfortably in one hand.
   
  Bungee Cords. These robust cords are springy and 
  will hold tight to things. They have metal hooks.
   
  Calculator. A simple scientific calculator that has an 
  internal battery and a light radiation panel to self charge.
   
  Caltrops (Bag of 20). You can spread a single bag 
  of caltrops to cover a 5-foot square area. Any creature that 
  enters the area must succeed on a DC 15 Dexterity saving 
  throw or stop moving and take 1 piercing damage. Until 
  the creature regains at least 1 hit point, its walking speed is 
  reduced by 10 feet. A creature moving through at half speed 
  does not need to make the saving throw.
   
  Candle. For 1 hour, a candle sheds bright light in a 
  5-foot radius and dim light for an additional 5 feet.
   
  Canned Air. This aerosol bottle contains 1 liter of 
  pure oxygen or nitrogen. It can be connected as a short 
  term tank of air, but is more commonly used to blow dust 
  or fine particles away in order to clean electronics.
   
  Chain (10 feet). This 10-foot long steel chain requires 
  a DC 20 Strength check to break.
   
  Cleanup Kit. This kit contains all the necessary 
  chemicals and wipes to clean up a small liquid spill, even 
  something that stains, like blood, without leaving residue.
   
  Climbing Gear. Having climbing gear lowers the DC 
  of athletics checks for climbing by one difficulty level.
   
  Communicator (Short Wave). This low-tech 
  communication radio resembles a compact walkie talkie. It 
  can communicate to other short wave communicators on 
  the same radio frequency within a 1 mile radius.
  Item
  Cost
  Weight
  Air Mattress
  50 cc
  4 lbs.
  Antitoxin (Vial)
  200 cc
  1 lb.
  Arcane Focus (Book)
  100 cc
  2 lbs.
  Arcane Focus (Orb)
  100 cc
  3 lbs.
  Arcane Focus (Set of Rings)
  100 cc
  1 lb.
  Arcane Focus (Rod)
  100 cc
  2 lbs.
  Arcane Focus (Wand)
  100 cc
  1 lb.
  Area Energy Barrier Mark I
  500 cc
  5 lbs.
  Area Energy Barrier Mark II
  1500 cc
  5 lbs.
  Area Energy Barrier Mark III
  4500 cc
  10 lbs.
  Area Energy Barrier Mark IV
  13,500 cc
  10 lbs.
  Area Energy Barrier Mark V
  40,500 cc
  15 lbs.
  Backpack
  20 cc
  5 lbs.
  Ball Bearings (Bag of 1000)
  10 cc
  2 lbs.
  Battery, Normal
  20 cc
  1 lb.
  Bell
  10 cc
  -
  Blanket
  10 cc
  3 lbs.
  Binoculars
  50 cc
  2 lbs.
  Book
  30 cc
  3 lbs.
  Bottle (Glass)
  5 cc
  1 lb.
  Bottle (Plastic)
  5 cc
  0.5 lb.
  Bungee Cord
  10 cc
  2 lbs.
  Calculator
  25 cc
  0.5 lb.
  Caltrops (Bag of 20)
  10 cc
  2 lbs.
  Candle
  1 cc
  -
  Canned Air
  10 cc
  0.5 lb.
  Chain (10 feet)
  50 cc
  10 lbs.
  Cleanup Kit
  20 cc
  5 lbs.
  Climbing Gear
  100 cc
  12 lbs.
  Clothes, Common
  35 cc
  2 lbs.
  Clothes, Business
  125 cc
  3 lbs.
  Clothes, Costume
  100 cc
  3 lbs.
  Clothes, Spacer
  20 cc
  2 lbs.
  Clothes, Upper Class
  250 cc
  2 lbs.
  Clothes, Vacation
  50 cc
  2 lbs.
  Communicator (Short Wave)
  100 cc
  0.5 lb.
  Communicator (Sub Vocal)
  300 cc
  -
  Communicator (Transvoid)
  500 cc
  3 lbs.
  Contact Neurotoxin
  1000 cc
  -
  Equipment
  
  215
  Item
  Cost
  Weight
  Cooler (3’ x 2’ x 2’)
  30 cc
  5 lbs.
  Cooling Fluid
  25 cc
  3 lbs.
  Credstick
  5 cc
  -
  Datachip
  25 cc
  -
  Dehydrated Capsule Shelter
  500 cc
  5 lbs.
  De-Icing Fluid
  25 cc
  3 lbs.
  Diving Gear
  250 cc
  25 lbs.
  Ear Plugs
  5 cc
  1 lb.
  Earbuds
  5 cc
  -
  Extinguisher
  25 cc
  10 lbs.
  Fanny Pack
  15 cc
  2 lbs.
  Fireless Flare
  50 cc
  2 lbs.
  Fishing Rod and Supplies
  25 cc
  5 lbs.
  Flashlight
  10 cc
  1 lb.
  Flask
  15 cc
  1 lb.
  Flight Goggles
  25 cc
  0.5 lb.
  Gas Filter Mask
  100 cc
  3 lbs.
  Gas Rebreather Mask
  500 cc
  4 lbs.
  Glow Goop
  10 cc
  2 lbs.
  Glue
  5 cc
  0.5 lb.
  Grip Gloves
  500 cc
  2 lbs.
  Handheld Magnet
  5 cc
  0.5 lb.
  Handheld Vacuum
  25 cc
  15 lbs.
  Harness
  25 cc
  15 lbs.
  Headlamp
  15 cc
  0.5 lb.
  Heating Gel
  25 cc
  3 lbs.
  Holoprojector
  1000 cc
  10 lbs.
  Holy Symbol (Amulet/Emblem)
  50 cc
  1 lb.
  Hover Tray
  50 cc
  10 lbs.
  Immersive Simrig
  1000 cc
  25 lbs.
  Jammer
  1000 cc
  4 lbs.
  Jug or Bucket
  10 cc
  4 lbs.
  Keylogger
  250 cc
  2 lbs.
  Ladder, Extendable (10 feet)
  25 cc
  2 lbs.
  Laser Pointer
  10 cc
  0.5 lb.
  Lighter
  5 cc
  -
  Machine Oil, Synthetic
  10 cc
  1 lb.
  Mage Sight Goggles
  1000 cc
  1 lb.
  Magnetic Lock
  50 cc
  2 lbs.
  Magnifying Glass
  10 cc
  0.5 lb.
  Item
  Cost
  Weight
  Manacles
  50 cc
  6 lbs.
  Medigel
  50 cc
  2 lbs.
  Miniwelder
  250 cc
  15 lbs.
  Mirror, Full
  25 cc
  10 lbs.
  Mirror, Hand
  10 cc
  1 lb.
  Night Vision Goggles
  250 cc
  1 lb.
  Nightveil Extract
  1000 cc
  -
  Noise Canceling Headphones
  25 cc
  2 lbs.
  Padlock
  10 cc
  2 lbs.
  Paper (Ream of 100 Sheets)
  5 cc
  1 lb.
  Pen, Pencil, or Marker
  1 cc
  -
  Perfume
  25 cc
  0.5 lb.
  Perfume, Upper Class
  100 cc
  0.5 lb.
  Photography Camera
  50 cc
  1 lb.
  Pole, Extendable (10 feet)
  15 cc
  7 lbs.
  Portable Simrig
  500 cc
  10 lbs.
  Printer
  50 cc
  10 lbs.
  Quiver or Spare Clip
  10 cc
  1 lb.
  Ram, Portable
  100 cc
  10 lbs.
  Repair Kit
  500 cc
  15 lbs.
  Research Journal
  100 cc
  2 lbs.
  Scratch Resistant Coating
  25 cc
  3 lbs.
  Sleeping Bag
  10 cc
  5 lbs.
  Soap and Shampoo
  10 cc
  2 lbs.
  Solvent
  5 cc
  0.5 lb.
  Spacer’s Rations
  5 cc
  1 lb.
  Stereo
  25 cc
  2 lbs.
  Suitcase
  25 cc
  5 lbs.
  Synthetic Rope (50 feet)
  50 cc
  5 lbs.
  Synthetic Rope, Wire (50 ft.)
  100 cc
  2 lbs.
  Tent, 4-person
  50 cc
  30 lbs.
  Tent, 4-person Luxury
  200 cc
  40 lbs.
  Thermal Clothes
  100 cc
  8 lbs.
  Tool, Multipurpose
  15 cc
  2 lbs.
  Translation Datachip
  100 cc
  1 lb.
  Unarmored Vacsuit
  250 cc
  10 lbs.
  Universal Translator
  1500 cc
  1 lb.
  Vial
  5 cc
  -
  Video Camera
  100 cc
  2 lbs.
  Water Bottle
  5 cc
  0.5 lbs.
  Equipment
  
  216
  Item
  Cost
  Weight
  Water Rebreather
  250 cc
  4 lbs.
  Whistle
  5 cc
  -
  White Noise Generator
  1000 cc
  4 lbs.
  Wireless Glasses
  500 cc
  0.5 lb.
  Wireless Microphone
  50 cc
  0.5 lb.
  Wiretap
  250 cc
  -
   
  Communicator (Sub Vocal).  This tiny 
  communication radio fits inside the ear and on the neck. 
  It is a short wave communicator that can communicate 
  to other short wave communicators on the same radio 
  frequency within a radius of 500 feet.
   
  While using this communicator, you appear to be 
  muttering at an inaudible whisper to those around you, but 
  you can be heard clearly on the other line.
   
  Communicator (Transvoid). This special 
  communication device is made for sending faster than 
  light messages across space. Most of these are utilized by 
  space stations or salvagers to communicate over massive 
  distances. It uses sound translated into light particles 
  and does not use networks, therefore it cannot be blocked 
  unless the receiving device has been destroyed.
   
  Contact Neurotoxin. This poison causes paralysis 
  in its victims and is absorbed through the skin. It requires 
  1 minute of prolonged contact for full efficacy, but may 
  require less depending on the situation. Affected parties 
  must succeed on a Constitution saving throw with a DC 15 
  or become paralyzed for 1 minute. They may attempt this 
  saving throw again each round.
   
  Cooler. A container that maintains its internal 
  temperature. It is 3’ by 2’ by 2’ in size. Smaller and bigger 
  versions are available.
   
  Cooling Fluid. This canned fluid automatically 
  absorbs heat from anything it touches. Useful against 
  burns, overheating, and also in regards to equipment that 
  heats to high degrees.
   
  Credstick. A credstick is an offline way to hold an 
  amount of credits up to 1,000,000 cc.
   
  Datachip. Typical electronic storage piece that holds 
  up to 1 terabyte of information.
   
  Dehydrated Capsule Shelter. This small capsule, 
  when water is added, expands quickly into a single man 
  tent. Once hydrated, it cannot be dehydrated again. The 
  tent is biodegradable.
   
  De-Icing Fluid. This canned fluid, when deposited on 
  ice or frozen materials, causes the ice to boil into a gas.
   
  Creatures made from ice that this fluid is applied to 
  take 4d6 damage with no saving throw for each application.
   
  Diving Gear. This gear allows the wearer to ignore 
  penalties to combat from being underwater and grants 
  advantage to Strength (Athletics) checks for swimming.
   
  Ear Plugs. Plugs that fit into the ear and cancel noise. 
  While wearing them, you are immune to the deafened 
  condition from sound based effects.
   
  Earbuds. Basic wireless headphones that fit snugly in 
  the ear. Can hook up to any device that lets out sound.
   
  Extinguisher. This spray can blasts extinguishing 
  foam and puts out non-magical fires at a rate of one 5-foot 
  square area per action used. A can has 20 uses.
   
  Fanny Pack. A pack worn around the waist that has a 
  single storage space that is 1’ by 6” by 4” in size.
   
  Fireless Flare. This one-use flare creates a bright 
  red light like a torch that can be seen from great distances. 
  Once lit, it lasts one hour. It is biodegradable.
   
  Fishing Rod and Supplies. This includes a 
  high tension metal fishing rod, 24 feet of fishing line, 
  biodegradable hooks, biodegradable sinkers, biodegradable 
  lures in a shape of your choice, and narrow netting.
   
  Flashlight. An electric or solar powered handheld 
  flashlight. Provides directional light at twice the range of a 
  torch.
   
  Flight Goggles. These goggles are both fashionable 
  and functional. Pull them over your eyes to prevent brisk 
  winds and harsh airflow from hurting them.
   
  Gas Filter Mask. This mask does not provide air, but 
  will filter out most toxins in the air. It renders you immune 
  to poison damage and the poisoned condition from gases.
   
  Gas Rebreather. This compact mask has a filter 
  that turns carbon dioxide into oxygen and lasts up to two 
  hours. While wearing it, you needn’t worry about the outer 
  atmosphere, as it recycles what you breathe.
   
  Glow Goop. This green gelatinous material comes in a 
  can and can be spread on any material, where it will lightly 
  adhere. It takes 6 seconds (1 round) for the gel to harden, 
  Equipment
  
  217
  after which it gives off bright green light in a radius of 5 feet 
  around the source and dim light in a radius of 30 feet. This 
  glow lasts for 1 hour before it slowly fades and the hardened 
  gel crumbles away to dust.
   
  Glue. Adhesive that can be used to bind two things.
   
  Grip Gloves. Special gloves that grant advantage on 
  Strength (Athletics) checks to climb, as they adhere to all 
  non-organic substances while activated.
   
  Handheld Magnet. A small magnet that can easily fit 
  into a pocket.
   
  Handheld Vacuum. A tiny vacuum that can get into 
  tight places.
   
  Harness. A multi-use harness that can be utilized in 
  conjunction with many activities.
   
  Headlamp. This small headpiece has a remote control 
  lamp on it with multiple lighting settings.
   
  Heating Gel. This clear gel that comes in a small 
  container will heat anything it is spread on. It can be used 
  to warm a person who is suffering from extreme cold or 
  an object or piece of technology that is not working due to 
  cold temperatures. This heat lasts for 1 hour before the gel 
  becomes inert.
   
  Holoprojector. A small disk that, while connected 
  to a video stream, will project a 3D image of whatever is 
  being filmed complete with sound. A recording of up to 10 
  minutes can be stored on the disk itself.
   
  Holy Symbol. This is a token, amulet, or other 
  symbol of one of the many deities of the Nacora Galaxy. 
  An oracle or paladin can use one of these as part of their 
  spellcasting, as detailed in Chapter Eleven.
   
  Hover Tray. This small tray utilizes electromagnetics 
  to float up to 5 feet off the ground. It follows its owner via a 
  wireless connection. It can hold up to 30 pounds.
   
  Immersive Simrig. This is a full virtual reality 
  experience helmet that is placed over the head. While 
  worn, the body cannot move and the mind is whisked away 
  to somewhere else entirely. Full immersive simrigging is 
  dangerous and addictive.
   
  Jammer. This device puts off a jamming signal that 
  stops all wireless communication between devices in a 
  range of up to 60 feet (the diameter is a setting) for up to 
  one hour per charged battery used. Each Jammer has a 
  setup code to override its signal set by the user.
   
  Keylogger. This discrete device looks like a small 
  circular sticker and can be attached to any device that has 
  a keypad or typing interface. The keylogger will record all 
  the typing done on the device for up to 1 day of data. After 
  that, it sits and waits for someone to detach it and stick it to 
  a data chip that allows that recorded data to be read back to 
  the user.
   
  Laser Pointer. A simple metal pen that generates a 
  pinpoint, non-dangerous laser.
   
  Lighter. A small container of energy that strikes a tiny 
  open flame for lighting things.
   
  Machine Oil, Synthetic. This oil comes in a plastic 
  bottle that holds 1 liter of oil. As an action, you can pour the 
  oil out on the ground or splash it on a creature or object. 
  On the ground it creates a 5’ square of rough terrain. If a 
  creature or object that has been splashed takes fire damage 
  before wiping the oil off, that creature or object takes 5 
  additional fire damage from the oil. If lit, the oil burns for 2 
  rounds and deals 5 fire damage to any creature touching it. 
  It creates light like a torch while burning. This oil is mostly 
  used for machine upkeep, especially as a way to lubricate 
  machine parts. It is primarily used in Piranthi and Glabrau 
  engineering.
   
  Mage Sight Goggles. These stylish goggles grant 
  the wearer the ability to see strands of magic as though 
  they had cast detect magic, though it does not give them 
  information on the school of magic being used.
   
  Magnetic Lock. A simple lock that seals with an 
  electromagnetically-delivered code from a computer. It can 
  be opened illicitly using thieves’ tools and the DC will vary 
  with the quality of the lock.
   
  Magnifying Glass. This lens allows a closer look 
  at small objects. It is also useful as a substitute for flint 
  and steel for lighting fires. Lighting a fire this way takes 5 
  minutes of direct sunlight and very flammable materials.
   
  Manacles. These typical metal handcuffs have a 
  Strength check and Dexterity check DC of 20 to break or 
  otherwise escape from them.
   
  Medigel. This special gel goes on surface injuries 
  and promotes blood clotting, wound closure, and healing. 
  Stitches and staples are a thing of the past (it also works 
  on Eezonites and Proxy). It can be applied to a creature 
  as an action, healing the individual 2d4 +2 hit points. If 
  Equipment
  
  218
  used during a short rest then in additional to the healing 
  the creature it was applied to heals maximum from one 
  expended hit die.
   
  Miniwelder. A compact welding system. Requires 
  proficiency in artisan’s tools (Welder’s Tools) to use.
   
  Night Vision Goggles. These green-lensed goggles 
  grant the wearer darkvision out to a range of 60 feet.
   
  Nightveil Extract. Upon ingestion or a successful 
  weapon attack that deals slashing or piercing damage, the 
  creature must make a DC 13 Constitution saving throw 
  or be poisoned for 1 hour. The next round after which the 
  creature was poisoned, if it is still poisoned, the creature 
  must make a DC 13 Constitution saving throw or fall asleep 
  for 1 hour. If the creature is damaged during this sleep, it 
  immediately wakes up.
   
  Noise Canceling Headphones. These large 
  headphones are all the rage with kids. You can’t hear 
  anything while wearing them and are considered deaf, but 
  cannot be rendered deaf by nonmagical means.
   
  Padlock. An older style key or combination lock that 
  can be overcome using thieves’ tools with a varying DC 
  based on the lock quality.
   
  Photography Camera. A digital camera that takes 
  quality pictures. It can be connected to a computer to 
  offload pictures. Older versions that use film can also be 
  purchased.
   
  Pole, Extendable (10 feet). This simple metal pole 
  retracts to a length of 1 foot and can extend to be as long as 
  10 feet. It requires manual operation to extend and retract.
   
  Portable Ram. A portable ram can be used to break 
  down doors. You gain a +4 bonus to the Strength check to 
  do so. One other person can help use the ram, giving you 
  advantage on the check.
   
  Portable Simrig. These simrigs plug into the senses 
  through a datajack or wireless connection. Not nearly as 
  dangerous or addictive as an immersive simrig.
   
  Printer. A wirelessly connectible printing device.
   
  Quiver/Spare Clip. This is an empty weapon clip or 
  quiver that can be used for carrying additional ammo on 
  your person. A typical quiver can hold 20 arrows.
   
  Repair Kit. A toolbox complete with all the typically 
  necessary tools used to fix big technological devices 
  like spaceship engines. Required to use the Wisdom 
  (Mechanics) checks to fully fix something broken and not 
  just patch it.
   
  Research Journal. A specific style and type of 
  journal used by scientists to record information about their 
  inventions and gadgets.
   
  Scratch Resistant Coating. This canned spray 
  can be put over a metal or plastic and prevents superficial 
  scratching on the surface for a great looking material.
   
  Sleeping Bag. A compact roll-up bag for sleeping.
   
  Solvent. This solution will dissolve any glue except for 
  magically potent ones.
   
  Spacer’s Rations. A single spacer’s ration includes 
  three freeze-dried meals of basic nutrients to get a space 
  traveler through the day.
   
  Stereo. This compact, portable music player has 
  twenty-eight volume settings and a folding mechanism that 
  allows it to be three different sizes.
   
  Suitcase. A sleek, leather-bound case for all your 
  carrying needs.
   
  Synthetic Rope (50 feet). This high-tensile strength 
  rope is thin and easily stored. It can be used with grappling 
  hooks or harnesses, or in general. If used to tie up a 
  victim, it is a DC 18 Strength check to break free or a DC 15 
  Dexterity check to slip free.
   
  Synthetic Rope (Wire). Wirewoven rope is thick 
  and not easily stored. It can be used with harnesses or 
  in general. It is commonly used with pulleys to lift heavy 
  things or as part of wenches to move things around. If used 
  to tie up a victim, it is a DC 25 Strength check to break free 
  or a DC 20 Dexterity check to slip free.
   
  Tent. A simple and portable canvas shelter. A tent 
  sleeps four comfortably.
   
  Tent, Luxury. A portable canvas shelter, usually 
  better reinforced and prettier than the standard tent.
   
  Thermal Clothes. These simple clothes have a special 
  inner lining that retain heat, perfect for cold weather. 
  They grant advantage on Constitution checks against cold 
  weather environments.
   
  Tool, Multipurpose. This portable hand tool serves 
  several functions in a single unit. Tool extensions, such as 
  a screwdriver, wrench, pliers, and sawblade can fold out of 
  the handle for quick access.
   
  Translation Datachip. When you purchase a 
  Equipment
  
  219
  datachip, choose a language other than Moiccaran, Thieves’ 
  Cant, Celestial, Eldritch, Infernal, Primordial, or Sylvan. 
  If you insert this chip into a computer or communicator, 
  you can use it to translate the chosen language. You can 
  also insert it directly into a cyber datajack and you will 
  instantly understand and be able to translate that language 
  yourself without the apparent need of an electronic 
  medium. However, if you are using it that way, it only 
  works with received audio and therefore cannot be used 
  for the following languages: Galactic Sign Language, 
  Bioluminescent Sign Language, and Olaran.
   
  Unarmored Vacsuit. This is the common spacesuit 
  utilized by citizens when necessary. All ships are outfitted 
  with a number of these. Outside of allowing life in the 
  vacuum of space, they have no additional features.
   
  Universal Translator. An invention of the Ix 
  species when they reached space, the universal translator 
  will automatically translate any language with the exception 
  of Galactic Sign Language, Bioluminescent Sign Language, 
  Olaran, Moiccaran, Thieves’ Cant, Celestial, Eldritch, 
  Infernal, Primordial, and Sylvan.
   
  Vial. A glass container that is very small and can only 
  hold 4 ounces of liquid.
   
  Video Camera. A handheld video camera that 
  records into small easily manageable files for upload onto 
  computers later. It has limited network capabilities and 
  cannot be hacked.
   
  Water Bottle. This plastic bottle is designed to keep 
  either hot or cold liquids at their starting temperature. It 
  holds 1 liter of liquid and stores easily on your belt.
   
  Water Rebreather. This small face mask comes with 
  a special filter that pulls oxygen out of water allowing the 
  wearer to breathe underwater for up to 2 hours per filter 
  used.
   
  Whistle. A plastic whistle on a lanyard. It makes a 
  piercing sound when blown.
   
  White Noise Generator. This device creates a 
  high pitched noise that replaces all audio recordings with 
  static. Its radius of effect is 60 feet in all directions and is 
  adjustable. Running continuously on its battery it will last 
  for 1 hour. In order to override the generator you must 
  physically turn it off.
   
  Wireless Glasses. These spectacles have screens 
  Tools and Kits
  on the inside that are invisible to those looking from the 
  outside. They can be combined with prescription glasses or 
  sunglasses and allow the user to interface with the net using 
  the glasses as a screen. It wirelessly connects to a computer 
  that you own.
   
  Wireless Microphone. This microphone hooks 
  around the ear and comes down near the mouth. It can be 
  wirelessly connected to any device with wireless access.
   
  Wiretap. This device can be linked to a computer and 
  then planted. It has an adhesive backing to allow it to stick 
  to walls and ceilings. It records and sends all recordings to 
  the linked device.
  The following section details a number of a tools that are 
  available for purchase. Proficiency in one of these tools 
  allows you to use your proficiency bonus when using them 
  for a relevant activity. The table in this section includes 
  every type of tool proficiency a character can have and 
  should be referenced whenever a character selects tool 
  proficiencies for any reason.
  Tool or Kit
  Cost
  Weight
  Artisan Tools
  250 cc
  1 lb.- 10 lbs.
  Disguise Kit
  250 cc
  5 lbs.
  First Aid Kit
  250 cc
  5 lbs.
  Forgery Kit
  150 cc
  5 lbs.
  Gaming Set
  Varies
  Varies
    Digital Games
  80 cc each
  0.5 lb.
    Playing Cards
  10 cc
  -
    Pilot’s Dice
  10 cc
  -
    Starbird Go
  80 cc
  5 lbs.
  Musical Instrument
  Varies
  Varies
    Sing/Dance
  none
  -
    Brass
  250 cc
  1 lb.- 10 lbs.
    Percussion
  150 cc
  1 lb.- 10 lbs.
    Strings
  350 cc
  1 lb.- 10 lbs.
    Synth
  200 cc
  1 lb.- 10 lbs.
    Winds
  150 cc
  1 lb.- 10 lbs.
  Navigator’s Tools
  500 cc
  2 lbs.
  Poisoner’s Kit
  250 cc
  5 lbs.
  Thieves’ Tools
  500 cc
  2 lbs.
  Scanning Tools
  Varies
  Varies
  Equipment
  
  220
   
  Artisan Tools. These are the tools of professionals 
  across the galaxy. They include tools such as: an Advanced 
  Calculator, Brewer’s Supplies, Carpenter’s Tools, Chemistry 
  Supplies, Claywork Tools, Cook’s Utensils, Electrician’s 
  Tools, Glassblower’s Tools, Jeweler’s Tools, Mason’s Tools, 
  Painter’s Supplies, Physicist’s Tools, Plumber’s Tools, 
  Sculpting Tools, Smithing Tools, Weaver’s Tools and 
  Welder’s Tools. These are hardly all the tools utilized by 
  professionals across the galaxy, but they are a great starting 
  list.
   
  Disguise Kit. A set of stage make-up and other 
  small pieces that provide an easy way to disguise yourself 
  physically. Disguise kit proficiency links to your Intelligence 
  or Charisma score.
   
  First Aid Kit. The first aid kit will allow you to 
  stabilize another creature as an action with no check. It 
  can also be used during a short rest to add a +2 bonus to 
  the amount of hit points healed per hit die expended for a 
  single person per short rest. To use this kit either way you 
  must be proficient. A given First Aid Kit has only 5 uses 
  before it is empty.
   
  Forgery Kit. This kit has a software upgrade for 
  digital forgery as well as the physical pieces for physical 
  forgery. It uses your Intelligence score for checks.
   
  Gaming Set. There are a wide variety of games in 
  the galaxy, though most species have some number of 
  card playing games and dice games. Gaming is tied to your 
  Wisdom or Intelligence score. The game options listed here 
  are only a few of many.
   
  Musical Instrument. The world of Spaceships & 
  Starwyrms includes a wide variety of modern instruments 
  as well as the classics to choose from. Music has never been 
  more at your fingertips. Playing a musical instrument is tied 
  to your Charisma score.
   
  Navigator’s Tools. The physical version of this 
  kit allows you to make Intelligence or Wisdom based 
  navigational checks to find your way on planets or 
  planetoids. Most spaceships also have these tools as 
  software which allows you to use proficiency in these 
  tools to make Intelligence (Navigator’s Tools) or Wisdom 
  (Navigator’s Tools) checks to pilot the ship. Using the tools 
  this way, you can pilot a ship in all situations that would 
  normally require a Dexterity (Piloting) check, except if the 
  ship’s sensors are not working or otherwise experiencing 
  interference.
   
  Poisoner’s Kit. This kit has everything you need to 
  make poisons. Making a poison requires an Intelligence 
  check with this kit with a target DC equal to the poison’s 
  saving throw DC.
   
  Thieves’ Tools. These tools include physical lock 
  picks and tools for disarming traps and unlocking old 
  fashioned locks. They also include small electrical wiring 
  tools for dealing with keypad locks, card or badge locks, 
  and other electronic locks. While old-fashioned uses of 
  these tools use Dexterity,  most electronic locks require 
  Intelligence instead.
  Scanning Tools and 
  Detectors
  These specialized tools all require proficiency in scanning 
  tools to be utilized. Most don’t require an ability check 
  to use so long as you have the proper scanning tools 
  proficiency. They are detailed in alphabetical order 
  alongside a chart that represents the cost of each type of 
  scanning tool.
  Scanners and Detectors
  Cost
  Weight
  Atmospheric Detector
  250 cc
  3 lbs.
  DNA Scanner
  1000 cc
  2 lbs.
  Electromagnetic Scanner
  500 cc
  4 lbs.
  Fluid Detector
  250 cc
  2 lbs.
  Intervoid Sonar
  1000 cc
  15 lbs.
  Light Wave Scanner
  500 cc
  5 lbs.
  Molecular Scanner
  1000 cc
  5 lbs.
  Radiation Detector
  250 cc
  2 lbs.
  Satellite Mapper
  1000 cc
  10 lbs.
  Sonar Mapper
  1000 cc
  10 lbs.
   
  Atmospheric Scanner. This small handheld device 
  captures part of the atmosphere and analyzes the percent 
  of different types of molecules in it. For double the price, 
  a version that can be built into a helmet, computer, or 
  communicator is available. You must be proficient in 
  scanning tools to be able to operate this device, but it 
  requires no ability check.
   
  DNA Scanner. This small handheld device requires 
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  221
  a drop of blood or other bodily piece of living or dead 
  material. It then references the DNA against a database. 
  Some versions are meant to find specific people while 
  others are for wildlife and species identification. Choose 
  what kind you wish to have when you purchase or begin 
  play with the scanner. You must be proficient in scanning 
  tools to be able to operate this device, but it requires no 
  ability check.
   
  Electromagnetic Scanner. This small handheld 
  device collects electromagnetic waves moving through the 
  atmosphere and creates a sort of map on its screen showing 
  where they are concentrated. Planetary electromagnetism 
  and technological electromagnetism are the most common 
  things this scanner picks up. When you use this scanner, 
  you hold it out in front of you and it creates a map of 
  electromagnetic activity in a cone of adjustable size (as 
  small as 10 ft. and as large as 150 ft.). It will show activity 
  through walls up to 1 ft. thick. It only senses the stronger 
  electromagnetic activity in view and therefore can often 
  miss smaller signals and devices. 
   
  For ten times the price, you can purchase a version 
  that attaches to a spaceship’s primary computer terminal. 
  It allows you to use the Scan spaceship action to render 
  a hologram map of a 10 mile cubic section of a planet 
  or planetoid’s surface. This is its only use. You must be 
  proficient in scanning tools to be able to operate this device, 
  but it requires no ability check.
   
  Fluid Detector. This device has a syringe for sucking 
  liquid into its detector. It analyzes the elemental ions 
  contained within and details the percentage make-up of 
  the liquid. This can yield information about toxicity or 
  chemistry. For double the price, a version that can be built 
  into a helmet, computer, or communicator is available. You 
  must be proficient in scanning tools to be able to operate 
  this device, but it requires no ability check.
   
  Intervoid Sonar. This device uses high frequency 
  sounds to create a map of solid objects within 250 feet of 
  the user. It is stopped by walls and only goes 20 feet beyond 
  any corner the sound must go around. Moving objects and 
  creatures caught in the mapper show up as blinking dots 
  that appear in new places every few seconds as they move. 
  The sound waves hit solid objects and therefore go through 
  any illusion that does not have a tactile component. That 
  means that illusions such as silent image are not seen with 
  a intervoid sonar, while ones from spells such as mirage 
  arcana are. In addition, invisible creatures can be found 
  with the mapper as they show up as moving dots while 
  moving or otherwise as obstructions. The walls created 
  by the map are approximate and objects up against solid 
  walls end up blending in with the wall itself. Therefore 
  an invisible creature could stay still against a wall and be 
  invisible to the mapper.
   
  The sonar only operates in a vacuum and does not 
  operate in atmospheres or underwater. It creates a static 
  sound on communicators that is very telltale and is 
  therefore detrimental to stealthy movement. You must be 
  proficient in scanning tools to be able to operate this device, 
  but it requires no ability check.
   
  Light Wave Scanner. This small handheld detector 
  can be used to determine the exact percentages of different 
  sorts of light in the immediate area. Its more common uses 
  include detecting X-Ray and Gamma scans and following 
  Radio Wave activity. You must be proficient in scanning 
  tools to be able to operate this device, but it requires no 
  ability check.
   
  Molecular Scanner. This handheld device takes a 
  sample of inorganic material and determines the material’s 
  percentage elemental makeup. You must be proficient 
  in scanning tools to be able to operate this device, but it 
  requires no ability check.
   
  Radiation Detector. This incredibly compact 
  detector displays radiation levels in an immediate area. 
  The information it tells you will detail how long it is safe for 
  a person to be in a given area and how effective radiation 
  dampening equipment will be against that area of radiation. 
  For double the price, a version that can be built into a 
  helmet, computer, or communicator is available. You must 
  be proficient in scanning tools to be able to operate this 
  device, but it requires no ability check.
   
  Satellite Mapper. This mapping device connects to 
  satellite links and creates a realistic terrain map of a planet 
  utilizing satellite imaging. This only works on planets that 
  have mapping satellites that you can connect to, essentially 
  relegating it to populated planets. For ten times the cost, 
  you can obtain a version that is built into the primary 
  computer terminal of your spaceship. With this, you can 
  Equipment
  
  222
  use the Scan spaceship action to create a terrain map of a 5 
  mile radius area of the planet’s surface while your spaceship 
  is in orbit. You must be proficient in scanning tools to be 
  able to operate this device, but it requires no ability check.
   
  Sonar Mapper. This device uses high frequency 
  sounds to create a map of solid objects within 100 feet of 
  the user. It is stopped by walls and only goes 10 feet beyond 
  any corner the sound must go around. Moving objects and 
  creatures caught in the mapper show up as blinking dots 
  that appear in new places every few seconds as they move. 
  The sound waves hit solid objects and therefore go through 
  any illusion that does not have a tactile component. That 
  means that illusions such as silent image are not seen with 
  a sonar mapper while ones from spells such as mirage 
  arcana are. In addition, invisible creatures can be found 
  with the mapper as they show up as moving dots while 
  moving or otherwise as obstructions. The walls created 
  by the map are approximate and objects up against solid 
  walls end up blending in with the wall itself. Therefore 
  an invisible creature could stay still against a wall and be 
  invisible to the mapper.
   
  The mapper has a clearly audible sound, essentially 
  eliminating any attempt at stealth. The mapper requires 
  an atmosphere to work and therefore doesn’t operate 
  in a vacuum. It does have double the working distance 
  underwater, however. You must be proficient in scanning 
  tools to be able to operate this device, but it requires no 
  ability check.
  Terrestrial Vehicles
  Outside of escape pods and shuttles, spaceships aren’t 
  made for the rigors of atmosphere and terrestrial flight. 
  The drag, required shape, and intense forces can destroy 
  even the mightiest ships. While planetside, crews will 
  usually land in shuttles and then explore via terrain and 
  atmospheric vehicles. This section describes a few rules 
  for vehicles in combat and how vehicles interact with 
  non-vehicles and spaceships. There are also a few special 
  combat rules and a list of vehicle properties. Sample 
  vehicles that you can use in your campaigns and adventures 
  can also be found in this chapter.
  Storing Vehicles on Spaceships
  Spaceships use a unique system of sizes, found in Chapter 
  Seven, but even the tiniest spaceships are at least 20 feet in 
  length from end to end. Terrestrial vehicles, on the other 
  hand, use the normal size categories for creatures. As such, 
  even very large vehicles can often be stored in the hangar 
  bays of spaceships that are as small as shuttles primarily 
  used to descend to the planet (typically 40 to 70 feet in 
  length). For more details on storing vehicles on spaceships 
  refer to Chapter Seven under development slots.
  Vehicles vs. Non-Vehicles
  Vs. Spaceships
  Spaceships have special damage rules when interacting 
  with creatures that are large and smaller. In that sense, 
  vehicles follow those rules in regards to spaceships and act 
  as creatures of an appropriate size for the modification of 
  the damage they deal.
   
  How vehicles interact with creatures, however, is 
  different. All vehicles deal double damage to creatures and 
  have resistance to damage dealt by creatures that are huge 
  size and smaller. This is a blanket rule for all damage dealt 
  to and by vehicles.
  Vehicle Combat Actions
  The following actions can be done while in a vehicle in 
  addition to the normal suite of actions available to a 
  creature during combat.
   
  Fire a Weapon. You can take this action if you’re in 
  the vehicle, not piloting it, and if the vehicle has a weapon. 
  You can fire one of the vehicle’s weapons. Vehicles use 
  mounted versions of normal weapons, so martial and 
  simple proficiencies apply, but the weapon is always 
  considered to be mounted on a tripod. Purchasing a 
  mounted version of a normal weapon requires three times 
  the cost of the base version of that weapon.
   
  Activate. You can take this action if you’re in the 
  vehicle. Doing so activates a feature or item on the vehicle. 
  This only applies to vehicles with additional features.
   
  Dash. You can use your action to make a Dexterity 
  (Piloting) check with a DC of 10. If you succeed, you can 
  move your vehicle half its speed. If you succeed with a 
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  223
  check of 20 or higher you can instead move your vehicle its 
  full speed.
   
  Evade. You can use your action to make it harder 
  to target your vehicle. Make a Dexterity (Piloting) check. 
  For every 5 you exceed the base DC of 5, your vehicle’s AC 
  increases by 1 until your next turn.
   
  Patch. You can take this action if you’re in the vehicle 
  to try and repair some of the vehicle’s barrier points, even 
  during the middle of combat. You must make a DC 15 
  Wisdom (Mechanics) check. If successful, you restore 1d6 + 
  your Intelligence modifier to the barrier points (BP) of the 
  vehicle.
  Vehicle Chases and Races
  One of the biggest uses of vehicles in science fiction 
  storytelling is in vehicle chases, be it on land, sea, or air. 
  When part of a chase scene, each creature or vehicle should 
  roll initiative and combat should proceed as normal. It is 
  best to look at a chase or race in stages, where stage 0 is 
  the quarry of the chase. If both vehicles are at stage 0, then 
  they’re in parity with each other. If the chasing vehicle is 1 
  stage behind, they’re following. 2 stages, and they’re losing 
  their quarry. Once a chasing vehicle gets 3 stages behind its 
  target, the chase is over and the pursued vehicle escapes.
   
  While the distance for the stages depends on the type of 
  vehicles involved, generally stage 0 is within 20 feet, stage 
  1 is within 100 feet, stage 2 is within 250 feet, and stage 3 is 
  beyond that.
   
  At the end of each combat round, every pilot should 
  make a Dexterity (Piloting) check modified by any 
  circumstances that the GM may determine are favorable 
  or unfavorable for each individual pilot. This is an opposed 
  check between the quarry and the vehicle doing the chasing 
  (if more than one vehicle is involved they should each be 
  quantified as one of those two). If the chaser exceeds the 
  quarry’s result by 5 or more, they move one stage closer to 
  the quarry. If the chaser’s result is less than the quarry’s by 
  5 or more, then it falls back 1 stage. 
   
  A roll between the two in which neither of these 
  outcomes happens results in no stage change for the 
  involved vehicles.
   
  If the chaser reaches stage 0 where the quarry is, both 
  vehicles are in close proximity. While at stage 0, if the 
  chaser beats the quarry again by 5 or more in the piloting 
  check the chaser can choose to maintain position or pass 
  the quarry by 1 stage ahead. This is most often used during 
  races, and in that case the chaser becomes the quarry and 
  vice versa.
   
  If a creature is participating in a foot chase, the 
  creature should use their Athletics instead of Piloting.
  Vehicle Properties and Stat Blocks
  The following properties explain the different entries on the 
  vehicle templates available in this chapter.
  Vehicle
  Cost
  Vehicle
  Cost
  Airway 
  Cruiser
  10,000 cc
  Hovercopter
  10,000 cc
  All-Terrain 
  Master
  7500 cc
  Jet 
  Submarine
  10,000 cc
  Battle 
  Master
  20,000 cc
  Military 
  Cruiser
  20,000 cc
  Camper
  3000 cc
  Pulse Cycle
  1000 cc
  Exploration 
  Cruiser
  15,000 cc
  Racing 
  Speeder
  2000 cc
  Hover 
  Cruiser
  5000 cc
  Urban 
  Cruiser
  2000 cc
   
  Type. This entry explains whether the vehicle is meant 
  for flight, water, or ground and also describes the size of the 
  vehicle.
   
  Speed. This entry contains both the base movement 
  speed and the full speed of the vehicle. Most vehicles can 
  very accurately hit a speed within their full speed, but their 
  base speed is as fast as they can go in a combat situation 
  unless you are presenting a full chase. The first shown 
  number is the base speed.
   
  AC. The armor class of the vehicle which can be 
  modified if the pilot uses the Evade action.
   
  Cover. This entry describes the amount of cover the 
  vehicle provides the pilot and passengers. In most cases it 
  is ¾ or total, but certain vehicles provide less. The person 
  inside benefits from this cover without needing to use the 
  Take Cover action, and does not suffer penalties to their 
  attack rolls from the covered condition if they are using a 
  Equipment
  
  224
  mounted vehicle weapon (but do if they are using personal 
  weaponry).
   
  HP. The hit points of the vehicle. When a vehicle’s hit 
  points reach 0 it becomes inoperable until repaired, but it is 
  not destroyed until it takes additional damage equal to half 
  its total hit points.
   
  Body. This value represents the hardiness of a vehicle. 
  Any amount of damage dealt to the vehicle that is less than 
  the body of a vehicle is reduced to 0. Remember that huge 
  sized and smaller creatures deal half damage to vehicles 
  and that halving happens before comparing to the body of 
  the vehicle.
   
  BP. This value represents the barrier points that the 
  vehicle has. These barriers work just like all energy barriers, 
  absorbing damage from ballistic and plasma sources until 
  the BP reaches 0. Unlike most sources, the BP of a vehicle 
  recovers at a rate equal to 1/10th the BP total every 10 
  minutes or recovers fully within an hour.
   
  WS. This stands for weapon slots and represents the 
  amount of space on the vehicle for weapons to be attached. 
  All weapons take up 1 slot except those that have the heavy 
  or bulky property, which take up 2 slots.
   
  Collision. This is the amount of damage the vehicle 
  deals when it collides with a creature, object, or other 
  vehicle. If the vehicle collides with something smaller than 
  it, it takes ¼ the damage it deals to its HP. If the vehicle 
  collides with something of the same size category it takes 
  half the damage it deals to its HP. If the vehicle collides 
  with something larger than it, it takes all the damage it 
  deals to its HP.
   
  Crew. This is the number of required crew members 
  for the vehicle to be operable. The vehicle cannot be piloted 
  without at least this many crew members.
   
  Passenger. This is the number of extraneous 
  passengers beyond the required crew that the vehicle can 
  support.
   
  Special. Some vehicles have additional features. These 
  will be listed at the end of their entry under this category.
  Airway Cruiser
  Huge flight vehicle (15 ft. wide, 40 ft. long, 10 ft. tall)
  Speed: 200 ft., 4400 ft. (500 mph)
  AC: 18  
   
  Cover: Full
  HP: 150 
   
  BP: 0
  Body: 15 
   
  WS: 2
  Collision: 10d8 bludgeoning damage
  Crew: 2, Passengers: 16
  All-Terrain Master
  Large land and water vehicle (10 ft. wide, 15 ft. long, 5 ft. tall)
  Speed: 50 ft., 650 ft. (75 mph)
  AC: 14  
   
  Cover: Full
  HP: 75  
   
  BP: 0
  Body: 5 
   
  WS: 2
  Collision: 3d8 bludgeoning damage
  Crew: 1, Passengers: 4
  Battle Master
  Huge land vehicle (15 ft. wide, 25 ft. long, 5 ft. tall)
  Speed: 25 ft., 450 ft. (50 mph)
  AC: 16  
   
  Cover: Full
  HP: 100 
   
  BP: 25
  Body: 10 
   
  WS: 6
  Collision: 7d8 bludgeoning damage
  Crew: 2, Passengers: 8
  Special: This vehicle has jets to slow its descent and can be 
  dropped from orbit onto a planet with passengers inside.
  Equipment
  
  225
  Camper
  Huge land vehicle (15 ft. wide, 40 ft. long, 10 ft. tall)
  Speed: 25 ft., 450 ft. (50 mph)
  AC: 10  
   
  Cover: Full (half for pilot)
  HP: 30  
   
  BP: 0
  Body: 3 
   
  WS: 0
  Collision: 2d8 bludgeoning damage
  Crew: 1, Passengers: 15
  Special: This vehicle has an expansion feature that allows 
  it to settle in a level area and expand to the size of a small 
  house, complete with all amenities common to a living area
  Exploration Cruiser
  Large land and water vehicle (10 ft. wide, 20 ft. long, 5 ft. tall)
  Speed: 50 ft., 650 ft. (75 mph)
  AC: 14  
   
  Cover: Full
  HP: 80  
   
  BP: 20
  Body: 10 
   
  WS: 3
  Collision: 3d8 bludgeoning damage
  Crew: 1, Passengers: 7
  Special: This vehicle has jets to slow its descent and can be 
  dropped from orbit onto a planet with passengers inside.
  Hover Cruiser
  Large flight vehicle (10 ft. wide, 10 ft. long, 5 ft. tall)
  Speed: 50 ft., 550 ft. (50 mph)
  AC: 12  
   
  Cover: Half
  HP: 20  
   
  BP: 0
  Body: 0 
   
  WS: 3
  Collision: 3d8 bludgeoning damage
  Crew: 1, Passengers: 4
  Hovercopter
  Large flight vehicle (10 ft. wide, 30 ft. long, 10 ft. tall)
  Speed: 50 ft., 550 ft. (50 mph)
  AC: 16  
   
  Cover: Full
  HP: 50  
   
  BP: 25
  Body: 5 
   
  WS: 4
  Collision: 5d8 bludgeoning damage
  Crew: 2, Passengers: 6
  Special: This vehicle has jets to slow its descent and can 
  be dropped from orbit onto a planet with passengers inside. 
  It can also make its way into orbit, though it cannot fly 
  further than that and must be picked back up or assisted by 
  a spaceship.
  Jet Submarine
  Gargantuan water vehicle (20 ft. wide, 100 ft. long, 20 ft. tall)
  Speed: 40 ft., 350 ft. (40 mph)
  AC: 18  
   
  Cover: Full
  HP: 150 
   
  BP: 50
  Body: 15 
   
  WS: 10
  Collision: 7d8 bludgeoning damage
  Crew: 10, Passengers: 50
  Military Cruiser
  Huge flight and water vehicle (20 ft. wide, 80 ft. long, 20 ft. tall)
  Speed: 50 ft., 650 ft. (75 mph)
  AC: 18  
   
  Cover: Full
  HP: 100 
   
  BP: 50
  Body: 10 
   
  WS: 10
  Collision: 5d8 bludgeoning damage
  Crew: 10, Passengers: 50
  Special: This vehicle has jets to slow its descent and can 
  be dropped from orbit onto a planet with passengers inside. 
  It can also make its way into orbit, though it cannot fly 
  further than that and must be picked back up or assisted by 
  a spaceship.
  Equipment
  
  226
  Pulse Cycle
  Medium land vehicle (5 ft. wide, 10 ft. long, 3 ft. tall)
  Speed: 100 ft., 800 ft. (90 mph)
  AC: 10 + pilot’s Dexterity modifier 
  Cover: None
  HP: 10  
   
   
   
  BP: 0
  Body: 1 
   
   
   
  WS: 0
  Collision: 1d8 bludgeoning damage
  Crew: 1, Passengers: 1
  Racing Speeder
  Large flight vehicle (5 ft. wide, 10 ft. long, 5 ft. tall)
  Speed: 200 ft., 4400 ft. (500 mph)
  AC: 10 + pilot’s Dexterity modifier 
  Cover: Half
  HP: 30  
   
   
   
  BP: 0
  Body: 3 
   
   
   
  WS: 0
  Collision: 3d8 bludgeoning damage
  Crew: 1, Passengers: 1
  Subspace Fighter Jet
  Large flight vehicle (15 ft. wide, 20 ft. long, 5 ft. tall)
  Speed: 300 ft., 6600 ft. (750 mph)
  AC: 14 + pilot’s Dexterity modifier 
  Cover: Full
  HP: 50  
   
   
   
  BP: 50
  Body: 10 
   
   
   
  WS: 5
  Collision: 8d8 bludgeoning damage
  Crew: 1, Passengers: 0
  Special: This vehicle has jets to slow its descent and can 
  be dropped from orbit onto a planet with passengers inside. 
  It can also make its way into orbit, though it cannot fly 
  further than that and must be picked back up or assisted by 
  a spaceship.
  Urban Cruiser
  Large land vehicle (10 ft. wide, 15 ft. long, 5 ft. tall)
  Speed: 25 ft., 450 ft. (50 mph)
  AC: 14  
   
  Cover: Full (half for pilot)
  HP: 20  
   
  BP: 0
  Body: 2 
   
  WS: 0
  Collision: 3d8 bludgeoning damage
  Crew: 1, Passengers: 3
  Expenses in Space
  Despite a rallying atmosphere of hope that pervades 
  the Nacora Galaxy’s outlook on helping those in need, 
  there is still a divide in monetary wealth that parts the 
  people of the various worlds. Basic necessities such as 
  shelter, sustenance, and clothes all cost money, and these, 
  alongside more superfluous forms of entertainment, show 
  the type of lifestyle a person lives in.
  Lifestyle Expenses
  The costs listed here provide you with a simple way to track 
  how much money is spent on a daily basis, as well as any 
  personal equipment maintenance that you might have need 
  of during off time. This helps determine how many credits 
  a character (or NPC) may have to spend during a given day 
  of off time.
   
  At the start of each week or month, choose a lifestyle 
  from the expenses table and pay the price to sustain your 
  chosen lifestyle. The prices listed are per day (in case it 
  needs to be partitioned out that way, so you’ll have to 
  multiply the value appropriately to make a week or month’s 
  worth of expenses. Certain lifestyles may open up new 
  and interesting friends and opportunities for you and your 
  companions, so it’s always something to keep in mind while 
  choosing how you want your character to live.
   
  These also work well for determining how much the 
  average people of the galaxy make at their day jobs and how 
  they live. Typically, a person would make about twice as 
  much as they need to live at their lifestyle in a week’s time.
  Lifestyle
  Price/Day
  Wretched
  1 cc
  Squalid
  5 cc
  Poor
  10 cc
  Modest
  25 cc
  Comfortable
  40 cc
  Wealthy
  100 cc
  Incredibly Wealthy
  200 cc
  Food, Drink, and Lodging
  If you’re on the road looking at a specific expense for 
  staying at a hotel or picking up a few drinks at the local 
  scene, this table should help you determine the rough price 
  of these commonly incurred costs.
  Equipment
  
  227
  Item/Place
  Cost
  Alcoholic Drinks
  Poor
  2 cc
  Modest
  4 cc
  Comfortable
  8 cc
  Wealthy
  12 cc
  Incredibly Wealthy
  20 cc
  Meals
  Squalid
  1 cc
  Poor
  3 cc
  Modest
  6 cc
  Comfortable
  10 cc
  Wealthy
  20 cc
  Incredibly Wealthy
  40 cc
  Hotel Nightly Housing
  Squalid
  10 cc
  Poor
  30 cc
  Modest
  50 cc
  Comfortable
  100 cc
  Wealthy
  300 cc
  Incredibly Wealthy
  500 cc
  Trinkets in Space
  The following table includes one-hundred items that a 
  person might have in space. Every character may roll once 
  off the trinket list at generation to have a strange oddity.
  d100
  Trinket
  1
  A shard of crystal that glows with faint blue light 
  when you get too near a star
  2
  A diary written in an unfamiliar cipher or code
  3
  A laser pointer that emits light on the ultraviolet 
  spectrum
  4
  A USB or other data device full of cat pictures
  5
  A ring of keys that don’t go to anything you own
  6
  A pair of antique sunglasses
  7
  A doll-sized cryopod containing a single tiny 
  hand
  8
  A pair of dogtags
  9
  An ancient coin won in a gambling match
  10
  A moonstone ring that can’t be damaged
  11
  A solid quartz chess piece
  12
  A holoprojector that plays a single message over 
  and over
  13
  A broken screen with a burnt-in image of an 
  unfamiliar spaceship
  14
  A pair of dice that bear the signs of the 
  Domosian pantheon rather than numbers
  15
  A small metal figurine of a horrifying creature 
  which induces nightmares if you sleep near it
  16
  A thermal scarf that changes color when warm 
  or cold
  17
  A small battery that always has just enough 
  charge to power a flashlight
  18
  A trading card with your face on it
  19
  A trading card of a famous space pilot
  20
  The insignia patch of a military captain
  21
  A perfect 2 inch replica of a famous ship
  22
  A pair of personalized socks
  23
  A polaroid camera
  24
  An old USB computer mouse
  25
  A handkerchief made of reflective fabric
  26
  An encrypted hard drive from pre-space travel 
  times
  27
  A music recording from an ancient derelict 
  satellite
  28
  A plate that perfectly cooks whatever is placed 
  on it
  29
  A tiny floating orb that occasionally flashes 
  different colors
  30
  An antique VR headset
  31
  A single robotic foot
  32
  The taxidermied head of a horrifying space 
  creature
  33
  An old star map depicting unfamiliar 
  constellations
  34
  A vial full of moondust
  35
  A pixelated picture of your childhood hero
  36
  A masquerade mask
  Equipment
  
  228
  37
  A tactical vest with 50 pockets
  38
  A telescope that makes things look further away
  39
  A decorative fan depicting a smiling robot
  40
  A windup mechanical frog
  41
  A broken digital watch with the inscription 
  “We’ll always have Vorgun-IX”
  42
  A jar labeled “Genuine Cosmic Energy” that 
  appears to be empty and can’t be opened
  43
  A GPS system with preprogrammed coordinates 
  to the middle of nowhere
  44
  A crystalline perfume bottle with nothing 
  remaining in it but the ghost of a scent
  45
  An empty gun clip inscribed with the word 
  ‘Hope’ in a foreign language
  46
  A snow globe containing a model of a fictional 
  solar system
  47
  An unsolvable iron puzzle box
  48
  A coupon for one free drink at Dusty Dave’s
  49
  A small enamel pin depicting a ringed planet
  50
  A top that never stops spinning
  51
  A pair of gloves with only three fingers per hand
  52
  A book that you can’t find record of online
  53
  A string of programming code
  54
  A tube of lipstick in a shade of bright green
  55
  A CD of popular songs from your childhood
  56
  A fragment of meteorite that looks vaguely like 
  a heart
  57
  A set of magnetic Legos
  58
  A length of silk that feels warm to the touch
  59
  A wireless microphone
  60
  The pilot script for a failed television show
  61
  A metal eyepatch
  62
  A set of knucklebones from a species not your 
  own
  63
  A miniature pewter goblet
  64
  A lava lamp
  65
  A piece of asteroid on a leather cord
  66
  A long talon on a keychain
  67
  An empty steak sauce bottle from Stardust Joe’s 
  Steakhouse
  68
  A bracelet that displays the name of whoever is 
  wearing it
  69
  A wooden stick that hovers a foot off the ground 
  when dropped
  70
  A glowing cigar box
  71
  A string of lights with bulbs shaped like 
  spaceships
  72
  A length of green wire
  73
  A pair of earrings that don’t match
  74
  A stress ball
  75
  A starwyrm scale
  76
  A cybernetic eye from thirty years ago
  77
  A glowstick that never fades
  78
  A love letter
  79
  A roll of kinesio tape
  80
  A knife with a handle made of jade
  81
  A tiny robot that dances when powered on
  82
  A harmonica that makes no noise when played
  83
  A joke pack of gum that shocks people when 
  they try to pull out a piece
  84
  A postcard from a far off planet you’ve never 
  been to
  85
  A useless key card with the company name 
  “Skeleton Key” on it
  86
  A list of seemingly unrelated names
  87
  A pair of handcuffs with three distinct charms 
  dangling from them
  88
  A handheld game system with only one game 
  stuck in it
  89
  An undying cactus plant
  90
  A pair of noise canceling headphones
  91
  A child’s stuffed rabbit
  92
  A belt buckle that says FTL
  93
  A set of pink knee and elbow pads
  94
  A painting of a castle
  95
  A water gun
  96
  A cube with no clear opening that cannot be 
  broken, but sounds as though it contains metal 
  inside
  97
  A set of four barcodes printed on tattoo paper
  98
  A tiny, magnetic sequined cowboy hat intended 
  to be worn on a space helmet
  99
  The half of a friendship necklace that says ‘Be 
  Fri’
  100
  A sachet full of fragrant petals that has a 
  crescent moon embroidered on it
  Equipment
  
  229
  Chapter Seven: Spaceships
  J
  ust like a game focused on the ocean needs 
  rules and modifications for the use of sailing 
  ships, so too does a game like Spaceships and 
  Starwyrms require expanded material on spaceships. In 
  fact, science fiction in general has a focus on travel that isn’t 
  captured by the standard rules of 5th edition. This chapter 
  focuses on space vehicles, while terrain and planetary 
  vehicles found in Chapter Six. This chapter will provide 
  rules for skill use, combat, and travel in spaceships. It also 
  describes the pieces that make up a ship, how to build one, 
  and a number of sample ships that can be used on the fly.
  Skills Used for Spaceships
  Although Chapter Eight details several ways that each of 
  the skills in this new system might be used, it is important 
  to note that the following skills and tool proficiencies are 
  vital to the upkeep and driving of vehicles within S&S: 
  Computers, Mechanics, Navigator’s Tools, and Piloting. 
  Each proficiency has its place aboard a vessel.
   
  Intelligence (Computers) checks on vehicles are 
  required for maintaining, repairing, and performing 
  specific tasks with the automated systems on a ship. 
  Wisdom (Mechanics) checks are required for repairing 
  and keeping up the physical parts of a ship. Intelligence 
  (Navigator’s Tools) checks are used to chart courses and 
  correctly plot flight paths for ships, and Dexterity (Piloting) 
  checks are required to drive or fly any vehicle in the game.
  Spaceship Movement
  The spaceships included in this chapter have three distinct 
  speeds available to them. The first speed is a short distance 
  booster speed most often used in space combat, moving 
  around in orbit, or when flying planetside (for ships with 
  that capability).
   
  The second level of speed is cruising speed, which is 
  used within each individual solar system. The final speed 
  is the faster than light travel that uses wormholes to move 
  from one solar system to another within the Nacora Galaxy. 
   
  For more information about long distance travel refer 
  to the “Traveling in Spaceships” section of Chapter Nine.
  Ship to Ship Combat
  When your adventure revolves around a place as vast as 
  a galaxy, having rules to clarify and understand combat 
  between spaceships is a must. This section seeks to give 
  some straightforward information on ship to ship fighting 
  while keeping things clear and open for interpretation.
  Single-Pilot vs. Multi-Crew Ships
  Ships that are piloted by a single person perform just 
  like a single player at the table. A single-pilot ship is 
  any spaceship with the fighter chassis. Any other ship is 
  considered a multi-crew ship. The ship has a fly speed, 
  hit points, weapons and action economy that all work 
  identically to the typical combat turn. The pilot can move 
  the ship with their move speed and then use any of the 
  spaceship actions listed in this chapter. If they take the 
  attack action, they can only fire one of the weapons on their 
  single pilot ship, instead of being able to fire multiple.
   
  While single pilot ships are common, they are mostly 
  used for repair work and as combat fighters. For most 
  purposes involving space travel and space battle, ships 
  with two or more crew members are the standard. When 
  combat begins with PCs sharing a ship, it’s important to 
  know where each character is located on the ship so as to 
  understand what they can accomplish during the battle. 
  This is especially important, for example, in very large 
  vessels where the gunner couldn’t necessarily make it 
  to engineering within a single turn to try and patch the 
  barriers.
   
  When assigning roles within a multi-crew ship, it is 
  most important to choose who is piloting the vessel. Unlike 
  the other members of a multi-crew ship, the pilot cannot 
  move to other portions of the ship or perform any actions 
  aside from those which use the Dexterity (Piloting) skill 
  unless they forgo an entire combat turn to disengage from 
  piloting (thus leaving the ship floating with no pilot).
  Spaceships
  
  230
  Initiative
  At the beginning of space combat, each player rolls 
  initiative for their character. Then each other ship will 
  roll initiative (grouping ships together by their size and 
  allegiance is also helpful for improved flow). Once the 
  initiative order is set, determine whether or not the players 
  are flying in single pilot vessels or multi-crew ships. See 
  Chapter Ten for more about initiative.
  Spaceships
  Your Turn
  On your turn, you can move a distance up to your speed 
  and take one action. If you are piloting a ship, you instead 
  move the ship a distance up to its speed. You can take a 
  bonus action as normal during your turn, but you do not get 
  a reaction unless you take the readied action (in which case 
  your reaction is only to take the action you readied).
   
  At the end of the piloting creature’s initiative turn, that 
  creature makes a Dexterity (Piloting) check and modifies 
  the roll by their ship’s handling modifier. 
   
  The DC for this piloting check is 10. When the check 
  is made, the ship gets an AC bonus of +1 for every 5 higher 
  rolled above the base DC. For example, if a pilot rolled a 15, 
  the ship would get an AC bonus of +1. If the roll was a 20, 
  the AC bonus would be +2. This AC bonus lasts until the 
  beginning of the pilot’s next turn.
  Movement, Position, and Turning
  On the piloting creature’s turn, the pilot can move the 
  spaceship forward by its arc value (the unit of measurement 
  used for short range movement in spaceships). When 
  turning, a given ship has to move forward an amount of arc 
  equal to its turning value to make a 90 degree turn. Facing 
  is used only for movement, not to determine aim.
   
  One arc of distance is approximately 100 feet in 
  distance. Therefore, when a playmat is used during space 
  combat, each square or hex is a space that is 1 arc by 1 arc, 
  or 100’ by 100’. 
   
  Because the creature piloting the ship is the one that 
  moves it on their turn, the pilot can take their action at 
  any time during that movement. Other creatures cannot 
  interrupt that movement to utilize their own actions unless 
  they readied an action to do so.
  Collisions
  When a ship collides with another, each ship involved in the 
  crash takes damage. Each ship takes 2d10 damage for each 
  point of body the other ship has (see “Building a Spaceship” 
  for the description of body and how much each ship has). 
  This damage is dealt directly to the hull of each ship.
   
  When one ship purposefully wishes to collide with 
  another, its pilot must make a Dexterity (Piloting) check 
  contested by the Dexterity (Piloting) check of each ship they 
  would collide with. If the defending ship’s pilot exceeds 
  the attacker’s check, they avoid the collision and have 
  advantage on attack rolls made against the aggressor until 
  the aggressor’s next turn.
   
  Purposefully colliding with another ship this way is part 
  of taking the Attack action. Therefore, in a fighter ship, the 
  pilot cannot fire a weapon if they attempt to collide and in 
  a larger ship, the pilot cannot take another action if they 
  attempt to collide with another ship.
  Optional Rule: Facing
  Like standard 5th edition 
  combat, this section’s base 
  rules state that the direction 
  spaceships are facing does not 
  matter. However, if including 
  the direction ships are facing 
  appeals to you and your group, 
  you can include rules about 
  facing.
   
  The primary change you 
  will need to observe is with 
  weapons. For each weapon on a 
  ship, choose a direction from 
  the bow that it is mounted and 
  generate a cone area from that 
  direction (it’s generally best 
  to keep things restricted to 
  four directions). The ship’s 
  weapons can only fire in that 
  direction.
   
  When using this rule, 
  swivel guns should be allowed 
  full 360 degree shooting 
  ranges.
  
  231
  Size in Space
  The differential between the scale of spaceships and the 
  scale of normal creatures is a wide gulf. Therefore, though 
  the sizes of spaceships are noted the same way as creature 
  sizes (tiny, small, medium, large, huge, and gargantuan), 
  the scale of these sizes are much larger. Tiny is 20 to 40 
  feet in length, small is 40 to 100 feet in length, medium is 
  100 to 400 feet in length, large is 400 to 1,000 feet, huge is 
  1,000 to 5,000 feet, and gargantuan is 5,000 and larger.
  Attack
  Actions in Space Combat
  The Actions in Space Combat chart includes some of the 
  common actions that can be taken during ship to ship 
  combat, but it is by no means an exhaustive list of what can 
  be done. Some actions can only be done while you are in a 
  specific place on a multi-crew ship. This is most commonly 
  true for piloting or being a gunner, but can apply to other 
  positions that might require you to be in the engine room of 
  the ship or on deck with the ship’s computers.
  Actions in Space Combat
  Check Required
  Attack
  Varies
  Countermeasures
  Computers/Mechanics
  Dash
  Piloting
  Divert Power
  Mechanics
  Hack
  Computers
  Help
  N/A
  Open a Line
  N/A
  Overclock
  Mechanics
  Patch
  Mechanics
  Ready an Attack
  N/A
  Scan
  Computers
  Take Off/Land
  Piloting
  Trick Maneuver
  Piloting
  Even the smallest ships have at least one weapon on them. 
  For every weapon a ship has, it can support someone 
  controlling that weapon to make attacks against other 
  ships. Depending on the number of player characters, one 
  player might control one or more of the ship’s weapons in 
  combat.
   
  Making an attack with a weapon through a ship 
  requires proficiency in at least one martial ranged weapon 
  that deals ballistic or plasma damage, or proficiency in the 
  piloting skill. If a creature is proficient in either, they will 
  make an attack roll using their proficiency and Dexterity (or 
  Intelligence) modifier. If the weapon they’re using requires 
  a saving throw to be made instead, the DC is equal to 8 + 
  their proficiency + their Dexterity or Intelligence modifier 
  (their choice).
   
  Each weapon on a spaceship can make an attack each 
  round (though some require charge times or rest times 
  between shots), but a single person on a multi-crew ship 
  cannot fire more than two weapons with the Attack action. 
  Likewise, in a single-pilot ship, the pilot can only fire one 
  weapon with the Attack action.
   
  You don’t need the Extra Attack feature to fire two 
  weapons in a multi-crew ship as long as it has two weapons 
  for you to fire. If two people are each firing two weapons 
  from the same ship that has four weapons, then all four 
  weapons can be fired without penalty
  Spaceship Vs. Person
  On occasion, should it come 
  to it, spaceship weapons 
  might be used against a 
  person or a person might 
  fire at a spaceship. Keep 
  in mind that just as the 
  size charts for creatures 
  and ships are different, 
  so is the scale of damage 
  dealt by weaponry. Any 
  medium or smaller creature 
  hit by a spaceship’s weapon 
  attack has the damage of 
  that attack multiplied by 
  10. Likewise, when a medium 
  or smaller creature attacks 
  or shoots spaceships with 
  regular weapons, you should 
  divide that damage by 10 
  before applying it. Large 
  creatures or spells that 
  deal damage apply a factor 
  of 5 in either direction 
  instead of 10.
  Spaceships
  
  232
  Countermeasures
  When you take the Countermeasures action, you prepare 
  your ship for enemy bombardment by calculating the 
  trajectories of enemy shots and likely spots the enemy 
  vessel’s weapons will hit. You can then alter your barrier’s 
  thickness in those places. The first time another ship 
  makes a successful attack on your ship before your next 
  turn, you make a Wisdom (Mechanics) check opposing the 
  attack roll. If your roll exceeds the attack roll, you halve the 
  damage of that attack. This does not affect ship attacks that 
  require the pilot to make a Dexterity saving throw.
   
  You can also take the Countermeasures action to 
  prepare for a network attack. If you choose this form of 
  countermeasures, the next time the Hack action is taken 
  against your ship before your next turn, the associated 
  Intelligence (Computers) check is rolled with disadvantage 
  and any check you roll is made with advantage. A creature 
  taking the Hack action that fails their hacking check while 
  countermeasures is active is automatically booted from 
  your ship’s private network.
   
  You must choose which of the two versions of 
  countermeasures you are activating when you take the 
  action.
  Dash
  If you’re piloting the ship, you can make a Dexterity 
  (Piloting) check with a DC of 15. If you succeed, you can 
  move the ship again at half the normal arc that it can move. 
  If you exceed this check by 10 or more, you can move the 
  ship again at its full speed instead of half speed.
  Divert Power and Overclock
  By accessing the ship’s power source and other features 
  directly, a savvy engineer can divert power from one system 
  within the ship to another, or force a piece of machinery to 
  perform at a peak levels for a short time. 
   
  To Divert, you must make a DC 15 Wisdom (Mechanics) 
  check. If you are successful, you can increase the 
  effectiveness of the ship’s barrier, speed, or weapon power 
  (referred to as boosting) while weakening another of those 
  systems. This lasts indefinitely until you or another creature 
  with proficiency in the Mechanics skill chooses to undo the 
  diversion of power. If a system is already being diverted 
  to another, you cannot double up on that diversion. For 
  example, if you divert speed to increase barrier, you cannot 
  divert more speed to barrier, but you could divert speed 
  to weapons, decreasing your speed by two increments, but 
  increasing the other two systems by one increment each.
   
  Instead of diverting, you can Overclock. Doing 
  so requires that you make the same DC 15 Wisdom 
  (Mechanics) check. If you are successful,  you bolster one 
  of those three systems for 1 round (the effect ends at the 
  beginning of your next turn) at the cost of 10 damage 
  directly to the ship’s hit points, but without imparting 
  a penalty on a different system. Damage dealt from 
  overclocking is dealt directly to the hull. Each of the three 
  systems can only be overclocked once during a given round.
   
  When you boost your barrier, it increases your ship’s 
  current and maximum BP by 20, but while weakened 
  it lowers the current and maximum BP by 10. Boosting 
  speed increases the ship’s speed by 4 arc, while choosing 
  to sacrifice speed lowers the ship’s speed by 4 arc. Lastly, 
  boosting weapons systems allows the ship’s weapons to 
  gain a +5 bonus to damage rolls. Weakening weapons 
  systems means adding a damage penalty of -5 to all damage 
  rolls from the ship.
   
  Whenever you attempt to Divert or Overclock, if you 
  fail the associated Wisdom (Mechanics) check, it makes 
  future attempts at the same check easier. Each consecutive 
  attempt to make the check reduces the DC by 5, to a 
  minimum of DC 5. The DC resets back to 15 after you 
  successfully make the check. This represents the time it 
  takes to accomplish a task, as sometimes it might take the 
  engineer of the ship more than 1 round to accomplish what 
  they are working toward.
  Hack
  Most ships, even ones powered by magic, use computers to 
  run systems and calculate necessary courses and actions. 
  Scrambling the programs of a computer system on an 
  enemy ship can give you all sorts of advantages over your 
  foes. All spaceships come with a Supercomputer Mark 
  IV installed in them as their primary computer terminal 
  (except for ships that don’t come with a primary computer 
  terminal).
  Spaceships
  
  233
   
  Computers on ships are meant to broadcast a larger 
  signal than personal computers due to their impressive 
  size. If you are at your ship’s primary computer terminal, 
  you can use your action to utilize the Hack action against 
  another ship that is within 7 arc of you (close range). 
  Only one creature can be using a ship’s primary computer 
  terminal at any given time.
   
  Because all spaceships have their own private network, 
  the first Hack action you must take before using any other 
  covert or overt options that affect the targeted ship is the 
  Bypass option.
   
  Unlike normal hacking, your Intelligence (Computers) 
  check can be opposed by either the target ship’s AI Core or 
  another creature that is active on the target ship’s primary 
  computer terminal. For more information about the Hack 
  action, see Chapter Ten.
  Help
  This action works similarly to its normal combat function. 
  It allows you to grant advantage on a roll another creature 
  is making, so long as you are proficient in the roll they 
  are attempting and are within 5 feet (or 5 arc if it is one 
  spaceship pilot helping another ship) of that creature while 
  they’re making it. This can also be used to create team 
  maneuvers while flying fighter spaceships.
  Open a Line
  You can use the primary computer terminal of your 
  ship to open a line of communication between your ship 
  and another ship within 30 arc (60 arc if you have the 
  communication deck development slot on your ship). That 
  ship can allow the transmission or block it out. Once a 
  transmission is accepted, you have an open line to talk over 
  audio and/or video with the terminal of the other ship. 
  Either ship’s crew can use a bonus action to close this open 
  line.
  Patch
  If you are near one of the barrier cores of your spaceship, 
  you can take the patch action to help restore barrier points 
  to a damaged barrier. You must make a DC 15 Wisdom 
  (Mechanics) check to operate on the core. If you succeed, 
  you restore a number of barrier points to your ship equal to 
  1d10 + your Wisdom (Mechanics) modifier.
   
  Whenever you attempt to patch, if you fail the 
  associated Wisdom (Mechanics) check, it makes future 
  attempts at the same check easier. Each consecutive 
  attempt to make the check reduces the DC by 5, to a 
  minimum of DC 5. The DC resets back to 15 after you 
  successfully make the check. This represents the time it 
  takes to accomplish a task, as sometimes it might take the 
  engineer of the ship more than 1 round to accomplish what 
  they’re working towards.
  Ready an Attack
  When you take this action, choose a single weapon you 
  can control and a condition under which you will fire it. 
  A common example is ‘when the opposing ship moves in 
  range, I shoot them’.
   
  You gain a special reaction to make this attack so long 
  as the condition is met before your next turn. If it isn’t, you 
  lose this readied action. You cannot ready any action other 
  than a single attack.
  Scan
  If you are piloting the ship or are at the primary computer 
  terminal of the ship, you can make a DC 10 Intelligence 
  (Computers) check to scan another ship within 50 arc 
  (roughly 1 mile) of yours. If you succeed, you can determine 
  one of the following things about another ship. For every 
  5 by which you exceed the DC, you gain another piece of 
  information of your choosing.
  • 
  Base information, such as crew, classification, size, 
  speed, and origin.
  • 
  Defenses, such as AC, maneuverability, BP, HP, and 
  Body.
  • 
  Offensive power, including all the weapons a ship has.
  • 
  How much space is within and what it might be 
  carrying.
  Take off/Land
  If you are piloting a ship, you can use your action to take 
  off, land, dock, attach, or detach. All of these actions equate 
  the effort of bringing your ship up to speed or bringing 
  it down to rest. Doing any of these actions is typically a 
  DC 10 Dexterity (Piloting) check, but might be harder or 
  Spaceships
  
  234
  easier depending on outside circumstances. The handling 
  modifier of the ship applies to this check.
  Trick Maneuver
  As a pilot, there are numerous maneuvers that require 
  tricky piloting and a steady hand. The maneuvers listed 
  here are by no means all that are possible, but they are 
  some of the best defined. If you have a maneuver in mind 
  not on this list, speak with your GM about the necessary DC 
  and whether or not they feel comfortable with you using it. 
  Each of these actions requires a Dexterity or Intelligence 
  (Piloting) check. The ship’s handling modifier applies to 
  this check.
  Trick Maneuver
  Check DC
  Any Ship
    Evasive Maneuvers
  15
    Going Dark
  20
    Jet Turn
  20
    Line Up the Shot
  15
    Little Off the Top
  25
    Quick Takeoff
  20
    Stealth Flight
  15
  Fighter Chassis Only
    Barrier Grind
  25
    Dodge Roll
  5
    Hammerhead Turn
  20
    Momentum Swing
  25
    Quick Landing
  20
    Thrust Vectoring
  30
    Viper Feint
  25
   
  Evasive Maneuvers. You swing your ship through 
  space with expert precision, making it harder to hit you and 
  easier for you to dodge at the last second. If you succeed on 
  your check, you gain advantage on all Dexterity (Piloting) 
  checks you make until the beginning of your next turn.
   
  Going Dark. You turn off all your computer powered 
  systems for a turn, letting your natural momentum bring 
  you in range of your targets. When you succeed on your 
  check, hackers on your private network are immediately 
  booted and hacked systems cease being hacked when 
  you restart your systems. You can’t be hacked while your 
  computers are inactive. No Intelligence (Computers) 
  or Dexterity (Mechanics) check based actions can be 
  performed in this state. All weapon attacks are made with 
  disadvantage while going dark.
   
  Jet Turn. You power up the orbital landing stabilizing 
  jets at max power while turning to make you turn faster. If 
  you succeed on your check, you can make 90 degree turns 
  during your movement on your current turn as though your 
  ship had a turn value of 0.
   
  Line Up the Shot. You steady your ship and line 
  it up with another vessel, giving your gunner the perfect 
  opportunity. If you succeed on the check, choose another 
  ship. The next attack made from your ship’s guns is made 
  with advantage.
   
  Little Off the Top. You skim by another physical 
  object, barely scratching surfaces but coming close enough 
  to dislodge any creatures or ships attached to the hull of 
  your vessel. If you succeed on your check, choose a creature 
  or ship on your hull. That ship or creature is automatically 
  dislodged from your hull and must make a DC 15 Dexterity 
  saving throw (creature) or Dexterity (Piloting) check (ship). 
  Failure means taking physical collision damage, while 
  success means taking half as much damage.
   
  Quick Takeoff. You can jumpstart your ship into a 
  dash to escape from a dangerous situation. If you succeed at 
  your check and your ship is docked or locked in orbit, you 
  can immediately move three times your ship’s normal move 
  speed. On your next turn, your ship’s movement speed is 
  halved.
   
  Stealth Flight. You can run your ship on its lowest 
  power settings to attempt to fly under the sensors of other 
  ships. If you succeed at your check, you can make a stealth 
  check for your spaceship using your Dexterity (Piloting) 
  skill and subtracting 5 from the result for each size above 
  tiny your ship is. This sets both a Wisdom (Perception) DC 
  and a DC for scanning to locate your ship.
   
  Barrier Grind. You grind your ship’s barrier up 
  against another to vanish from the target ship’s weapons 
  systems. If you succeed on your check, you can move 
  and end your turn sharing a space with another ship that 
  is larger than yours. That ship cannot attack you with 
  weapons or target you with anything other than the Little 
  Off the Top maneuver. To continue grinding you must make 
  this check anew each turn, using your action each time.
  Spaceships
  
  235
   
  Dodge Roll. This maneuver is identical to evasive 
  maneuvers, except with a lower DC, as it is easier to dodge 
  in a fighter.
   
  Hammerhead Turn. If you succeed on your check, 
  you tip up and twist back, turning your ship 180 degrees 
  with a turning value of 0.
   
  Momentum Swing. You can use natural momentum 
  in space to steer your way in zero gravity even without your 
  ship’s normal engines. You need only use this maneuver 
  when your ship’s engines are not working for some reason. 
  If you succeed on your check, you can move up to half your 
  move speed.
   
  Quick Landing. When you need to make a quick 
  landing, you can make this check. If you succeed, you take 
  the dash action and the land action simultaneously and can 
  also exit your ship as part of the same action.
   
  Thrust Vectoring. This is less a maneuver and more 
  a type of flying. You can enter this state as an action by 
  making a Dexterity (Piloting) check. If you succeed, on each 
  of your following turns you can make a trick maneuver 
  other than this one as a bonus action instead of an action. 
  This can’t be picked as a Signature Move either by the pilot 
  background or any feat.
   
  Viper Feint. You can appear helpless, granting 
  advantage on any attack rolls made against you, and then 
  make your Dexterity (Piloting) check. If you succeed on 
  your check, the next time you’re attacked before your next 
  turn, you make an attack with advantage as though with a 
  reaction. If you hit, the attacking ship automatically misses 
  with their attack. Once you do this, the advantage granted 
  against you ceases as well.
  Spaceship Chases
  Like vehicle chases, occasionally spaceship chases come 
  up in the world of Spaceships and Starwyrms. Sometimes 
  you’re outgunned and have to make a quick getaway, while 
  other times your vessel was never built for head on combat.
   
  When a chase begins, every character rolls initiative. 
  The pilot’s turn determines when the ship moves, as in 
  standard spaceship combat. However, in this case, since 
  all the ships are moving in the same direction, the pilots of 
  each ship are opposing one another.
   
  For the ship being pursued, a roll is made at the end 
  of the pilot’s turn. This Dexterity or Intelligence (Piloting) 
  check is made against each other pilot in the chase. 
  Pursuing pilots who win this opposed check get 1 stage 
  closer to their quarry, while pursuing pilots who lose fall 1 
  stage behind.
   
  The ship being chased is at stage 0, which represents a 
  distance of less than 1 arc. Ships at stage 0 can ram, board, 
  and fire weapons as normal.
   
  Stage 1 is 15 arc from the lead ship, stage 2 is  30 arc 
  away, and stage 3 is 45 arc away. Weapons that are viable at 
  these distances can be used. If a ship in pursuit is at stage 
  3 and loses the next opposed Dexterity (Piloting) check 
  against the ship being chased, they fall too far behind to 
  continue the chase. The stage each pursuing ship begins at 
  is variable, depending on the situation, and is ultimately 
  decided by the GM.
  Building a Spaceship
  Every spaceship is different in its own way, from the types 
  of parts to the species that build them to the personal 
  touches that a particular captain might install. There 
  are hundreds of ways the same model of ship could turn 
  out different. This guide seeks to compartmentalize the 
  numerous ways to build a spaceship.
  The Base Ship
  Although there are many parts that make up a spaceship, 
  this guide breaks it down to three: the base, the weapon 
  systems, and the developments. A base ship represents 
  a standard fare ship of its type that is ready to be used 
  without additional customization. The base includes almost 
  every facet of the ship, each of which are described in detail 
  here.
   
  Size. This entry describes the size of the spaceship. 
  Spaceships come in 7 sizes. Tiny is 20 to 40 feet in length, 
  small is 40 to 100 feet in length, medium is 100 to 400 feet 
  in length, large is 400 to 1,000 feet, huge is 1,000 to 5,000 
  feet, and gargantuan is 5,000 and larger.
   
  Base HP. The hit points of the ship. When a ship’s 
  hit points reach 0, it becomes inoperable until repaired 
  and is considered wrecked, but it is not destroyed until it 
  takes additional damage equal to half its total hit points. A 
  wrecked ship can be repaired over the course of many hours 
  Spaceships
  
  236
  of work with the appropriate supplies.
   
  Body. This value represents the hardiness of a ship. 
  Any amount of damage the ship would take that is less than 
  its body value is reduced to 0. Body also determines the 
  damage dealt during a collision between two ships.
   
  Spd/Handling. The first number is the ship’s speed 
  in arc units, a measurement used only for traveling through 
  space in short distances. It is the ship’s move speed while in 
  combat (1 arc unit is approximately equal to 1 square or hex 
  when using a mat). 
   
  The second number is a bonus or penalty to the piloting 
  skill check or saving throw required for any maneuver with 
  the spaceship, or when the AC of a ship is modified by the 
  pilot.
   
  Turn. This represents the number of arc a ship must 
  move forward before it can make a 90 degree turn.
   
  Charge. This is the amount of time in rounds required 
  for the ship’s engines to be up and running for use from 
  cold rest.
   
  W.S. (Weapon Slots). This value represents the 
  number of open slots for weapons a spaceship chassis has. 
  Each weapon requires a certain number of slots.
   
  D.S. (Development Slots). This value represents the 
  number of open slots for ship developments that a chassis 
  has. Each development, located later in this chapter, has a 
  certain number of slots it requires.
   
  Crew. The first value is the minimum crew required 
  to utilize and otherwise pilot a ship based on that chassis, 
  while the second value represents the maximum number 
  of people that can actively participate in the crewing of a 
  ship based on that chassis. Keep in mind that most ships of 
  medium size or bigger have the capacity to also have four 
  times their crew in passengers.
  Chassis
  Cost
  Size
  Base 
  HP
  Body
  Spd/
  Handling Turn Charge WS
  DS
  Crew
  Escape Pod
  See Developments
  Tiny
  15
  1
  12 arc/-6
  1
  1
  0
  0
  1/4
  Fighter
  7500 cc
  Tiny
  25
  1
  12 arc/+6
  1
  1
  3
  0
  1/2
  Border
  7500 cc
  Tiny
  25
  3
  6 arc/+4
  3
  2
  2
  1
  1/4
  Shuttle
  7500 cc
  Tiny
  25
  3
  6 arc/+4
  3
  2
  1
  2
  1/4
  Light Freighter
  20,000 cc
  Small
  35
  3
  10 arc/+2
  3
  3
  3
  5
  1/6
  Pioneer
  40,000 cc
  Medium
  40
  5
  8 arc/+0
  4
  4
  4
  7
  1/6
  Light Transporter
  30,000 cc
  Medium
  40
  5
  8 arc/+0
  4
  4
  3
  9
  1/6
  Battleship
  60,000 cc
  Large
  75
  10
  10 arc/-2
  5
  5
  8
  8
  6/20
  Heavy Freighter
  40,000 cc
  Large
  50
  10
  6 arc/-8
  5
  10
  3
  11
  6/20
  Cruiser
  75,000 cc
  Huge
  90
  15
  8 arc/-10
  6
  10
  10
  10
  20/100
  Heavy Transporter
  50,000 cc
  Huge
  90
  10
  6 arc/-12
  6
  20
  4
  13
  20/50
  Battlecruiser
  100,000 cc
  Gargantuan
  125
  20
  6 arc/-10
  7
  20
  15
  13
  100/300
  Assault Station
  200,000 cc
  Gargantuan
  200
  25
  6 arc/-15
  7
  30
  20
  16
  125/500
  Battle Defense Systems
  The following features apply to types of armor and barriers 
  that can be acquired for a ship. A ship can only have one 
  defense system.
   
  Size Restriction. Each defense system is restricted to 
  certain sizes of ships. This column describes which sizes a 
  given system will work for. T stands for tiny, S for small, M 
  for medium, L for large, H for huge, and G for gargantuan.
   
  Base AC. This becomes the ship’s base AC. 
  Unmodified ships have a base AC of 10.
   
  Base BP. The barrier points represent how much 
  damage a ship’s barrier can take before it is destroyed. 
  Damage dealt to a ship is dealt to its barrier first unless 
  otherwise noted.
  Spaceships
  
  237
  Defense System
  Cost
  Size Restriction
  Base AC
  Base BP
  Mark I
  2500 cc
  T, S, M, L, H, G
  13
  20
  Mark II
  5000 cc
  T, S, M, L, H, G
  14
  35
  Mark III
  10,000 cc
  T, S, M, L, H, G
  15
  50
  Mark IV
  20,000 cc
  S, M, L, H, G
  16
  65
  Mark V
  30,000 cc
  M, L, H, G
  17
  80
  Mark VI
  50,000 cc
  L, H, G
  18
  95
  Mark VII
  70,000 cc
  H, G
  19
  110
  Mark VIII
  100,000 cc
  G
  20
  125
  Mark IX
  250,000 cc
  G
  21
  140
  Mark X
  400,000 cc
  G
  22
  155
  Weapon
  Cost
  Size
  Range
  Recharge
  Slots
  Damage
  Anti-Mine Missiles
  10,000 cc
  L, H, G
  mid
  N/A
  2
  No Damage (SP)
  Arcane Blaster
  3000 cc
  T, S, M, L, H, G
  mid
  N/A
  1
  Varies (SP)
  Arcane Enhancer
  10,000 cc
  S, M, L, H, G
  mid
  N/A
  2
  Varies (SP)
  Blade Beam Cannon
  75,000 cc
  L, H, G
  60 arc line, 
  2 arc wide
  2 rounds
  5
  12d12 plasma (save)
  Bypass Enhancer
  3000 cc
  T, S, M, L, H, G
  mid
  N/A
  2
  No Damage (SP)
  EMP Pulser
  15,000 cc
  T, S, M, L, H, G
  7 arc cone
  1 round
  3
  No Damage (save) (SP)
  Energy Array
  10,000 cc
  T, S, M, L, H, G
  contact
  N/A
  3
  3d12 plasma (save) (SP)
  Explosive Mines
  2500 cc/4 mines
  M, L, H, G
  contact
  N/A
  3
  5d12 force (save) (SP)
  Graviton Beam
  25,000 cc
  L, H, G
  15 arc cone
  1 round
  3
  No Damage (save) (SP)
  Heavy Gun
  3000 cc
  T, S, M, L, H, G
  mid
  1 round
  1
  2d12 plasma (att)
  Longshot
  3000 cc
  S, M, L, H, G
  long
  N/A
  1
  1d12 plasma (att)
  Orbital Strike Cannon
  500,000 cc
  G
  special
  special
  5
  20d12 force (save) (SP)
  Plasma Cannon
  40,000 cc
  T, S, M, L, H, G
  30 arc line, 
  2 arc wide
  1 round
  3
  5d12 plasma (save)
  Point-Defense Cannon
  6000 cc
  L, H, G
  long
  N/A
  2
  2d12 plasma (att)
  Shield Buster
  6000 cc
  T, S, M, L, H, G
  close
  1 round
  1
  1d12 plasma (att) (SP)
  Swivel Gun
  1000 cc
  T, S, M, L, H, G
  close
  N/A
  1
  1d12 plasma (att)
  Tractor Beam
  6000 cc
  T, S, M
  2 arc cone
  1 round
  1
  No Damage (save) (SP)
  Void Missile
  2500 cc/missile
  T, S, M, L, H, G
  long
  N/A
  2
  5d12 force (att) (SP)
  Battle Weapons Systems
  The following features apply to types of weapons than can 
  be acquired for a ship. Note that to fire a spaceship weapon 
  you must have proficiency in martial weapons or the 
  piloting skill.
   
  Size. Each weapon is restricted to certain sizes of 
  ships. This column describes which sizes a given system will 
  work for. T stands for tiny, S for small, M for medium, L for 
  large, H for huge, and G for gargantuan.
   
  Range. This column dictates the range at which the 
  weapon works using the relative terms contact (0 arc units), 
  Spaceships
  
  238
  Starting with a Vessel
  Sometimes adventures may require a 
  party or character to start with a 
  ship at character creation. Because 
  of the price of spaceships, this is 
  impossible when building monetarily. 
  Instead, player(s) and GM should work 
  together to determine what base ship 
  and ship weapons and developments 
  they can choose from. The following 
  list has some suggested starting 
  values depending on what sort of 
  party you’re providing a starting 
  ship for:
   
  - Avg. Smugglers - 30,000 cc
   
  - Avg. Bounty Hunters - 40,000 cc
   
  - Military Funded - 80,000 cc
   
  - Corporate Funded - 70,000 cc
   
  - Private Ship Owner - 20,000 cc
   
  - Small Business Group - 40,000 cc
   
  - Corporate Special Ops/CEO Funded  
   
   
  - 100,000 cc
   
  - Major Government Contractors 
   
   
  - 90,000 cc
   
  - Small Science Vessel - 40,000 cc
   
  - Community House Ship - 60,000 cc
   
  - Major Science Vessel - 70,000 cc
  Special Weapons
  The following weapons from the Weapons chart have 
  special properties.
   
  Anti-Mine Missiles. These missiles can be deployed 
  into an area that has mines, where they will seek out and 
  destroy any mines in a 20 arc unit area. The detonating 
  mines deal no damage. These missiles cannot be used to 
  attack other ships.
   
  Arcane Blaster. This special weapon allows a 
  spellcaster to channel a damaging cantrip into it and fire 
  it at another vessel. The cantrip’s damage type becomes 
  plasma, and any extra effects of the cantrip beyond damage 
  have no effect when fired through an arcane blaster. Only 
  cantrips that deal damage can be channeled through the 
  blaster. They deal damage as though from a spaceship, 
  ignoring the size modification for damage that would 
  normally apply to them. Their range is changed to mid 
  range regardless of the cantrip’s normal range, and they 
  can only affect a single ship even if the cantrip would 
  normally target an area. Psychic knacks and gadgets are not 
  considered cantrips.
   
  Arcane Enhancer. Less a weapon and more a 
  chamber, this bubble turret is connected directly to the 
  power source of the ship and lies on the outside edge of the 
  vessel. A spellcaster can cast spells through the enhancer 
  and affect things on a ship scale through it. For every 
  10’ a spell would affect, it affects 1 arc of space instead. 
  Spells cast through the enhancer deal half damage and 
  their damage is converted to plasma damage, but they are 
  otherwise unaffected by the size modification for damage 
  that would normally apply to them. Ships are considered 
  objects and are immune to spells and conditions that do not 
  affect objects. Spells can only affect ships themselves, not 
  people inside the ships. The range of all spells cast through 
  the enhancer becomes mid.
   
  Bypass Enhancer. This weapon connects to the 
  primary computer terminal on a spaceship and increases 
  your hacking distance from close to mid range.
   
  EMP Pulser. This weapon creates an electromagnetic 
  pulse in a 7 arc cone. Ships caught inside the cone have 
  their electrical systems (which includes all weapons 
  systems, defense systems such as barriers, and computer 
  systems) to stop working for 3 rounds. When a ship is 
  first hit, if that ship has a creature with the mechanics 
  close (0-7 arc units), mid (0-15 arc units), or long (0-30 arc 
  units). Weapons with long range impose disadvantage on 
  attack rolls made against targets within 7 arcs of them.
   
  Recharge. This value shows the number of rounds 
  that a weapon that requires recharging must rest after firing 
  in order to be used again.
   
  Slots. This value dictates the number of WS (weapon 
  slots) the weapon uses up in a ship.
   
  Damage. This describes the damage of the weapon 
  and details Save or Attack, in which Attack is an attack roll 
  against the target’s AC and Save is a Dexterity saving throw 
  made by the pilot of the target ship against a DC equal to 8 
  + your proficiency modifier + your Dexterity or Intelligence 
  modifier (whichever is better). For those marked SP, there 
  are individual entries below.
  Spaceships
  
  239
  skill, that creature can make a Wisdom (Mechanics) check 
  against a DC equal to 8 + your proficiency + your Dexterity 
  or Intelligence modifier. If they succeed, their ship is 
  unaffected. At the beginning of each turn of a member of 
  an affected ship’s crew, that crew member can attempt a 
  Wisdom (Mechanics) check against the DC to end the effect.
   
  Energy Array. This special weapon forms a 12 arc 
  radius barrier in a half oval shape around the ship once 
  deployed. It can be deployed up to 5 arcs away. Ships that 
  touch the array in any way take the associated plasma 
  damage with no saving throw. The created barrier will take 
  up to 250 damage before being destroyed. The barrier only 
  stops damage from one side. Shots fired from within move 
  through, though the barrier imposes disadvantage on attack 
  rolls made from inside it.
   
  Explosive Mines. Up to four mines can be launched 
  at a time and placed in any location up to 10 arc units 
  from the ship launching them. Ships that move within 2 
  arcs of a mine must make a Dexterity saving throw when 
  they explode or take the damage associated with the 
  mine. Mines can be scanned for or spotted with a DC 20 
  perception or investigation check, but are otherwise unable 
  to be seen in space, as they utilize cloaking technology.
   
  Graviton Beam. A large 15 arc cone emits from 
  this weapon. Any object or ship caught in the cone is 
  immediately halted. The person using this weapon can then 
  choose any number of objects or ships within and draw 
  those objects or ships toward their ship at a rate of 8 arc 
  per round (usually as far as into the hangar bay of their 
  ship). The pilot of a ship caught in this beam can attempt a 
  Dexterity or Intelligence saving throw to escape the effect of 
  the beam.
   
  Orbital Strike Cannon. This special weapon is as 
  rare as it is deadly. It only operates from space while in 
  orbit and fires to the surface of a planet or station, where 
  it creates a massive explosion of energy in a 10 mile radius 
  from the point of impact. The damage is dealt to everything 
  within its range, but it requires an hour’s active charge after 
  the target is selected before firing. It allows a Constitution 
  saving throw for creatures caught in the blast, with a 
  success halving the damage. It is important to note that the 
  damage dealt is multiplied by a factor of 10 against those 
  normal sized creatures.
   
  Shield Buster. All barriers are vulnerable to damage 
  from this weapon (meaning they take twice the normal 
  damage from it), but the shield buster deals no damage to 
  non-barrier objects such as ship hulls.
   
  Tractor Beam. A small 2 arc cone emits from this 
  weapon. Any object caught in the cone is immediately 
  halted. The person using this weapon can then choose any 
  number of objects within and draw those objects toward 
  their ship at a rate of 1 arc a round (usually as far as into 
  the hangar bay of their ship). This weapon has no effect on 
  ships, but can be used on large and smaller creatures.
   
  Void Missile. The initial purchase of this weapon 
  includes a single missile; individual missiles cost 2,500 
  cc each to purchase thereafter. Void missiles deal massive 
  damage, but do not damage barriers, only ships and 
  objects. If a ship has an active barrier around it, the void 
  missile may hit and deal no damage.
  Ship Developments
  These additional systems and structures use the DS 
  (development slot) column of the chart in this chapter. 
  Each of these developments occupies a number of 
  development slots on the ship and provides a modification 
  to the ship that can be used in many ways. It’s a way to 
  customize your ship so that no two vessels are the same. 
  Most of these developments can be purchased multiple 
  times to get more from them, but a few are restricted to one 
  per ship. Restricted developments are marked as such in 
  the requirement text for that development.
  Alteration Developments
  Most ships use fission-based energy engines and generators 
  because of their ease of accessibility. Likewise, most ships 
  use those generators to generate electrical power that runs 
  all their systems. There are a few developments, however, 
  that fundamentally augment and alter how the ship works 
  (such as if the ship is built to operate purely by magical 
  means). These are called Ship Alteration Developments and 
  are shown in the chart below. Their entries are listed first, 
  as your choice may impact the rest of the developments you 
  choose. They require no develop slots.
  Spaceships
  
  240
  Alteration Development
  Slots Required
  Dark Matter Core
  0
  Dark Matter Sails
  0
  Kinetic Gyro Core
  0
  Dark Matter Core
  Does not require a specific ship or any DS
   
  A ship with a dark matter core has huge thruster vents, 
  not unlike a starwyrm’s, that feed off of a dark matter core 
  which powers the ship magically. Both the power source 
  and operations on the ship are considered to be magic, but 
  are too complex and layered to be dispelled in a traditional 
  sense with abjuration spells. Ships with this alteration 
  development have the following special features and 
  considerations.
  • 
  The ship is immune to EMP effects and cannot be 
  subject to the hack action.
  • 
  The ship cannot have an EMP Pulser, but otherwise 
  normal Defense Systems and Weapon Systems can be 
  purchased and used by this ship. They operate as they 
  would for any other ship.
  • 
  The ship can be piloted using the piloting skill or the 
  arcana skill.
  • 
  Any ship-related action that would normally require 
  a mechanics skill check can be done with either a 
  mechanics or arcana skill check.
  • 
  The ship does not have a Primary Computer Terminal 
  and cannot take any action that requires a computer 
  check or the Open a Line action. However, the 
  ship is eligible to take the Runic Bridge Terminal 
  Development.
  • 
  The ship cannot have the following developments: 
  Antimagnetic Wiring, AI Core, Communications Deck, 
  Master Security System, Spherical Hull Thrusters, or 
  Supercomputer Mark V.
   
  Dark Matter Sails
  Does not require a specific ship or any DS
   
  A ship with dark matter sails has large protruding sails 
  extending from the ship that make it appear somewhat like 
  an old sailing ship. These sails absorb dark matter energy 
  and power the ship’s functions. Both the power source and 
  operations on the ship are considered to be magic, but are 
  too complex and layered to be dispelled in a traditional 
  sense with abjuration spells. Ships with this alteration 
  development have the following special features and 
  considerations.
  • 
  The ship is immune to EMP effects and cannot be 
  subject to the hack action.
  • 
  The ship cannot have an EMP Pulser, but otherwise 
  normal Defense Systems and Weapon Systems can be 
  purchased and used by this ship. They operate as they 
  would for any other ship.
  • 
  The ship can be piloted using the piloting skill or the 
  arcana skill.
  • 
  Any ship-related action that would normally require 
  a mechanics skill check can be done with either a 
  mechanics or arcana skill check.
  • 
  The ship does not have a Primary Computer Terminal 
  and cannot take any action that requires a computer 
  check or the Open a Line action. However the 
  ship is eligible to take the Runic Bridge Terminal 
  Development.
  • 
  The ship cannot have the following developments: 
  Antimagnetic Wiring, AI Core, Communications Deck, 
  Master Security System, Spherical Hull Thrusters, or 
  Supercomputer Mark V.
   
  Kinetic Gyro Core
  Does not require a specific ship or any DS
   
  A ship with a kinetic gyro core does not run on standard 
  electrical power and does not use computers. The gyro core 
  is a special device that uses momentum and kinetic force to 
  generate energy for the ship to use. The ship does not have 
  traditional wiring in it and power is transferred directly to 
  operations. Ships with this alteration development have the 
  following special features and considerations.
  • 
  Creatures that aren’t Glabrau, Proxy, or W’uther (or a 
  Glabrau or W’uther based Wireborn) have disadvantage 
  on piloting skill checks to pilot this ship.
  • 
  The ship is immune to EMP effects and cannot be 
  subject to the hack action.
  • 
  The ship does not have a Primary Computer Terminal 
  and cannot take any action that requires a computer 
  check. It can use the Open a Line action, as it has a 
  Spaceships
  
  241
  communication center built into the bridge that uses 
  long range transvoid waves, but its communication 
  cannot extend past 30 arc.
  • 
  The ship cannot have the following developments: 
  Abjuring Chamber, Antimagnetic Wiring, AI Core, 
  Communications Deck, Master Security System, RE 
  Core, or Supercomputer Mark V.
  Standard Developments
  The following chart and explanations detail the various 
  standard developments you can add to your ship, assuming 
  you have the appropriate number of development slots.
  Abjuring Chamber
  Requires a small or larger ship and 1 DS
   
  This special chamber acts as the spell magic circle when 
  activated. It can be activated as an action using a control 
  module that can swing to be inside or outside the circle. 
  This allows the circle to trap something within and contain 
  it, or to protect what’s inside from what’s outside as per the 
  confines of the spell. Each chamber has a radius of 10 feet, 
  though multiple purchased chambers can be combined into 
  a single larger one.
   
  Antimagnetic Wiring
  Requires 1 DS for a tiny ship and 2 for a small or larger 
  ship [Only One per Ship]
   
  This special wiring provides resistance against 
  electromagnetism and EMP effects. When making saving 
  throws against EMP Pulsers and other similar effects, your 
  crew does so with advantage.
  Armory
  Requires a medium or larger ship and 1 DS
   
  A ship with an armory can store weapons and other 
  materials in a safe environment that can be locked and 
  sealed. This allows ships to quadrant off weaponry to keep 
  violence in a turbulent crew to a minimum or to specify 
  which crew members are carrying weapons at a given time. 
  It can be used to store sensitive materials and its casing is 
  blast proof.
  Artificial Intelligence Core (AI Core)
  Requires a small or larger ship and 1 or more DS [Only 
  One per Ship]
   
  A ship with an artificial intelligence core can have an 
  AI installed in it. An AI provides the ship with its own 
  source for the computers and piloting skills and can help 
  Development
  Slots Required
  Abjuring Chamber
  1 each
  Antimagnetic Wiring
  1 or 2
  Armory
  1 each
  Artificial Intelligence Core (A.I. Core)
  1 to 4
  Autopilot
  0
  Brig
  1 each
  Cargo Hold
  1 each
  Communications Deck
  1
  Containment Chamber
  1 each
  Cryogenic Chamber
  1 each
  Escape Pods
  0 or 1
  Expanded Crew Quarters
  1 each
  Expanded Seating
  1 each
  Guest Quarters
  1 each
  Hangar Bay
  1 each
  Holodeck/Illusory Chamber
  1 each
  Manual Piloting System
  0 or 1
  Master Security System
  2
  Mechanics Workshop
  1
  Medical Bay
  1
  Meditation Chapel
  1 each
  Occult Laboratory
  1
  Recreation Suite
  0
  Runic Bridge Terminal
  1
  Runic Ensouled Core (R.E. Core)
  1 to 4
  Science Lab
  1
  Smuggler’s Hold
  1 each
  Solar Emitter Core
  0
  Spherical Hull Thrusters
  0 or 2
  Stealth Systems
  1 or 2
  Supercomputer Mark V
  3
  Underwater Systems
  0
  Spaceships
  
  242
  supplement a crew. It can operate basic functions of the 
  ship as allowed by the ship’s captain and/or owner. An 
  AI has a proficiency bonus to its computers and piloting 
  skill checks equal to the average of the ship’s owners 
  rounded down and an Intelligence score equal to 14 + 2 for 
  each additional DS used to house it beyond the first (to a 
  maximum score of 20). It cannot use the Help action.
   
  Autopilot
  Does not require a specific ship or any DS
   
  An autopilot allows the ship to constantly make a 
  Dexterity (Piloting) check or Intelligence (Navigator’s 
  Tools) check and get a 10 every time. It is excellent for long 
  distance travel and average flight, but generally poor in 
  combat. A ship with both autopilot and an AI can make a 
  consistent check equal to the AI’s Intelligence modifier + 
  the ship’s owners’ average proficiency bonus + 10.
  Brig
  Requires a small or larger ship and 1 DS
   
  A brig gives three cells in a small ship, nine in a 
  medium, fifteen in a large, twenty-five in a huge, and forty 
  in a gargantuan. These cells allow for holding prisoners in a 
  controlled environment. Difficulty checks to break out of a 
  given brig varies by ship and situation.
   
  Cargo Hold
  Requires a small or larger ship and 1 DS
   
  A ship can have as many cargo holds as might be 
  necessary for that ship. Each discrete hold can house a 
  sizable load of cargo. The exact amount of space the hold 
  takes up depends on the size of the ship. Small ships have 
  a 4000 cubic foot space, medium have a 16,000 cubic 
  foot space, large have a 192,000 cubic foot space, huge 
  have a 1,024,000 cubic foot space, and gargantuan have a 
  5,210,000 cubic foot space. Regardless of ship size, the hold 
  will protect whatever lies inside in the event of an attack, 
  meaning that sensitive and breakable cargo will be safe 
  even after a rough space battle.
   
  Cryogenic Chamber
  Requires a small or larger ship and 1 DS
   
  Although long term travel by cryogenesis has long 
  since fallen from favor with the advent of modern faster 
  than light travel, there are still many reasons to keep a cryo 
  cell onboard a vessel. For small and medium ships, each 
  instance of this development supplies the ship with a single 
  cryogenic chamber. For large and huge ships, it purchases 
  four, and for gargantuan ships it purchases ten. Cryogenic 
  chambers provide a chance to essentially freeze a creature 
  in time. They are often used to transport sick, injured, and 
  dying people as well as corpses that need to remain fresh 
  for their destination.
   
  Communications Deck
  Requires a small or larger ship and 1 DS [Only One per 
  Ship]
   
  This area allows the ship to broadcast its private 
  network over a planetary area in an extremely small 
  bandwidth so that the communication devices and 
  computers of the crew can be connected to that private 
  network instead of whatever other networks are available. 
  It also protects incoming and outgoing transvoid 
  communications, imposing disadvantage on attempts to 
  hack or understand those signals. It should be noted that 
  all ships that have either a Primary Computer Terminal 
  or Runic Bridge Terminal come standard with the 
  ability to do normal transvoid communication, intership 
  communication, and ship to planet communication. This 
  special development slot only serves to allow the crew extra 
  protection and a private network to safely confer data and 
  communication.
  Containment Chamber
  Requires a tiny or larger ship and 1 DS
   
  Sometimes what is needed isn’t a prison or a guest 
  room, but a place cut off from the type of environment that 
  the remainder of the ship contains. Given the sheer volume 
  of species both sentient and not throughout the galaxy, it 
  is no surprise that having an area of the ship where any 
  environmental needs can be met with ease can be quite 
  handy. There is only room for up to two creatures to share 
  this single chamber.
   
  Spaceships
  
  243
  Escape Pods
  Requires a small or larger ship and 0 DS, 1 DS for each 
  additional past the first set
   
  A section of escape pods gives one free escape pod in 
  a small ship, four in a medium, eight in a large, fifteen in 
  a huge, and twenty-five in a gargantuan. The pods come 
  with a compact and easily reachable escape pod hanger that 
  contains only those pods.
   
  Expanded Crew Quarters
  Requires a small or larger ship and 1 DS
   
  Having extra crew members is often as simple as 
  finding a place for those new crew members to bunk down. 
  Each time you fit a ship with this development, you increase 
  the maximum crew of the ship by a multiple of 1.5.
   
  Expanded Seating
  Requires a tiny or small ship and 1 DS
   
  For ships that aren’t suited for habitation, it may be 
  necessary to acquire more space for temporary passengers. 
  Each time you fit a ship with this development, you 
  multiply by 2. Keep in mind that though this increases the 
  crew size, it does not help the ship support additional crew 
  members in a long-term habitation capacity, merely in 
  transport.
   
  Guest Quarters
  Requires a medium or larger ship and 1 DS
   
  Nothing says diplomacy like having fancier private 
  cabins prepared for guests of your spaceship. Each time this 
  development is taken, you gain a block of guest cabins that 
  are of a quality above that of the crew quarters. For medium 
  ships, this equates to four rooms, eight in large, sixteen in 
  huge, and thirty-two in gargantuan.
  Hangar Bay
  Requires a small or larger ship and 1 DS
  A hangar bay is required if you want your ship to have 
  smaller vessels such as fighters, borders, or shuttles within 
  it. The first time you obtain a hangar bay in a small or larger 
  ship, you also get a shuttle for free. The accompanying chart 
  describes how many ships of what size can fit in a hangar 
  bay based on the size of your ship. Each extra hangar 
  Your Ship
  Tiny
  Small Medium
  Large
  Huge
  Small
  1
  -
  -
  -
  -
  Medium
  2
  1
  -
  -
  -
  Large
  3
  2
  1
  -
  -
  Huge
  4
  3
  2
  1
  -
  Gargantuan
  5
  4
  3
  2
  1
  bay gives your ship that much more space for extra ships 
  (essentially adding the same amount each time you choose 
  to purchase another hangar bay). It should be noted that if, 
  for example, you had a medium ship with a hangar bay and 
  wanted four tiny ships instead of two tiny ships and a small 
  ship, you can do that.
  Holodeck/Illusory Chamber
  Requires a small or larger ship and 1 DS
  The holodeck is the premium in galactic entertainment. 
  This virtual reality room allows for the recreation of digital 
  events and locations, and provides games, histories, and 
  movies on demand. All in all, it’s both a useful tool and 
  excellent relaxation space rolled into a single development. 
  There is a magical version of this development called an 
  illusory chamber that performs the same function, except it 
  uses magic instead of technology.
   
  Manual Piloting System
  Requires 1 DS for small or larger ships; 0 DS for tiny ships
  A ship with a manual piloting system can also have a 
  normal computer-based piloting system. If the pilot using 
  this manual piloting system isn’t a Glabrau, Proxy, or 
  W’uther, then that creature has disadvantage on all piloting 
  checks, as other creatures do not have the innate capacity 
  to pilot a ship without computational assistance. While 
  manual piloting is active, opposing ships cannot use the 
  freeze Hack action against you. In addition, if you are a 
  Glabrau, Proxy, or W’uther, you gain a handling bonus 
  equal to +5. Turning manual piloting on or off is an action.
  Master Security System
  Requires a medium or larger ship and 2 DS
  This special system helps keep out hackers. If a creature 
  attempts to use the Hack action while inside the ship’s 
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  244
  private network and fails their check, the creature is 
  immediately booted from the network and the DC for 
  re-entering the network is increased from 20 to 30. In 
  addition, checks made to end the effects of hacking are 
  made with advantage (most Hack actions allow a new check 
  at the end of each turn).
   
  Mechanics Workshop
  Requires a small or larger ship and 1 DS
  This area is built for tough repair jobs and a lot of junk 
  pieces. It gives the crew a space, a set of tools, and plenty 
  of safety precautions to let a tinkerer really get to work. A 
  mechanics workshop is considered to be stocked with the 
  average tools needed for a Wisdom (Mechanics) skill check 
  and also contains a built-in repair kit. Having a mechanics 
  workshop onboard a ship cuts the time required to fix a 
  damaged vessel by half.
   
  Medical Bay
  Requires a small or larger ship and 1 DS
  Although the size of medical bays change with the size of 
  the ship, as do the resources contained within, they provide 
  an excellent space for recovery and treatment of all manner 
  of ailments. Creatures that make saving throws against 
  poison or disease have advantage on those saves while 
  being treated in a medical bay. In addition, the medical bay 
  acts as a first aid kit that can be used without depleting it so 
  long as someone proficient is present.
   
  Meditation Chapel
  Requires a small or larger ship and 1 DS
  A meditation chapel is a place of quiet contemplation in 
  a void where quiet contemplation is strangely absent for 
  many. Often it is tied to the religious figures that the owners 
  of the ship prefer. It is a place where the crew can relax, 
  meditate, and recuperate, but it is especially helpful for 
  those who need the space to perform complex rituals. Any 
  ritual spell cast in a chapel on a ship whose crew you belong 
  to can be cast in 1 minute instead of 10.
  Occult Laboratory
  Requires a small or larger ship and 1 DS
  Occult laboratories provide access to a repository of arcane 
  knowledge and research. They provide a space where 
  magic can safely and experimentally be performed on the 
  ship. Their primary use, however, is attempting to better 
  understand magic. Intelligence (Arcana) skill checks 
  and checks made to identify magic items are done with 
  advantage if at least 1 hour is spent working on the check 
  while in the laboratory.
   
  Recreation Suite
  Requires a small or larger ship and 0 DS
  This ship feature may not have a purpose on the front of 
  battle, but it has a very practical use in keeping the crew 
  relaxed and happy while traveling through space. The 
  recreation suite can be a variety of things, from a series of 
  game rooms to a long bar and more.
   
  Runic Bridge Terminal
  Requires a tiny or larger ship and 1 DS [Only One per 
  Ship]
  The runic bridge terminal is a magical device used to 
  replicate certain actions that can normally be performed by 
  a computer. It can be used by a crew member to make the 
  Scan or Open a Line action using the arcana skill instead 
  of the computers skill. It can also perform other transvoid, 
  intership, and ship to planet communications. Magical 
  ships benefit a great deal from this development, but ships 
  with normal power sources can use a runic bridge terminal 
  as well. It operates even after the ship’s electrical power 
  might be short circuited and cannot be subject to the Hack 
  action, though it cannot make any other actions aside from 
  Scan and Open a Line.
   
  Runic Ensouled Core (RE Core)
  Requires a small or larger ship and 1 DS (or more DS) 
  [Only One per Ship]
  A ship with a runic ensouled core has a magically-
  constructed intelligence infusing the spaceship. This 
  operates like an AI except that is has the piloting and 
  arcana skills rather than the piloting and computers skills. 
  It can operate basic functions of the ship as allowed by 
  the ship’s captain and/or owner. The RE has a proficiency 
  bonus to its arcana and piloting skill checks equal to 
  the average of the ship’s owners rounded down and an 
  Spaceships
  
  245
  Intelligence score equal to 14 + 2 for each additional DS used 
  to house it beyond the first (to a maximum score of 20). It 
  cannot use the Help action. RE Cores can only be installed 
  on ships that have the Dark Matter Core or Dark Matter Sails 
  Alteration Developments.
   
  Science Lab
  Requires a small or larger ship and 1 DS
  Not every ship benefits from a science lab, but most that 
  explore new worlds and the reaches of the galaxy find them 
  vital. They provide the full range of professional’s tools for 
  every scientific tool type. Research done in a science lab 
  benefits the researcher by granting advantage on related 
  science skill checks.
   
  Smuggler’s Hold
  Requires a small or larger ship and 1 DS
  This hold is ¼ the size of the cargo hold, but is also 
  hidden in the ship, disguised as just another wall in 
  the halls or floor in a room. Finding a smuggler’s hold 
  requires an investigation check, the difficulty of which 
  varies depending on circumstance and structure.
   
  Solar Emitter
  Requires a tiny or larger ship and 0 DS
  All internal lighting on a ship with a solar emitter 
  is considered daylight. The radiative environment 
  is perfect for the comfort of plant species such as 
  Saguarin and Maeshar.
   
  Spherical Hull Thrusters
  Requires 2 DS for small or larger ships; 0 DS for tiny 
  ships [Only One per Ship]
  A ship with spherical hull thrusters has adopted the 
  W’uther construction of spaceships. These perfectly 
  spherical ships have numerous thrusters across 
  their surface and can turn on a dime. All spherical 
  hull thruster ships have the turn value in their table 
  reduced by 2 to a minimum of 0.
   
  Stealth Systems
  Requires 1 DS for a tiny ship or 2 DS for a small or 
  larger ship [Only One per Ship]
  A ship with stealth systems camouflages against space 
  and hides from enemy sensors. The pilot can use the 
  Stealth Flight Trick Maneuver with a DC of 5 instead 
  of 15 and has advantage on any associated Dexterity 
  or Intelligence (Stealth) check.
   
  Supercomputer Mark V
  Requires a medium or larger ship and 3 DS [Only 
  One per Ship]
  A ship with this development has a supercomputer 
  mark V instead of a mark IV.
   
  Spaceships
  Endless Possibilities
  Despite the litany of options here, 
  every single spaceship has the capacity 
  to be unique. That individualtiy lies 
  in asking what a development, piloting 
  set up, or turret control looks like. 
  Every species has their own biology 
  and way of doing things and this 
  should be reflected in any ship the 
  player characters fly in. An Ix pilot 
  is likely to have controls for four 
  arms and screens that take advantage 
  of their wide field of vision, while 
  a Kygad pilot is more likely to jack 
  into the pilot system and fly the ship 
  as if they are the ship. A Luonn Tua 
  gunner can utilize their feet-like 
  hands and excellent balance to control 
  turrets in a gyroball that allows for 
  quick changes in directional shooting, 
  whereas a Piranthi might have a basin 
  of water to sit in while they control 
  their weapons because it relaxes their 
  body for better shooting. Likewise, 
  things like recreation rooms, personal 
  quarters, and medical bays should all 
  reflect the people who live in them. 
  In the world of S&S, a spaceship is the 
  home away from home and many times it’s 
  the only home a person has.
  
  246
  Ship
  Page
  Aphelion
  247
  Arcane Schooner
  248
  Armistice
  249
  C52 Shadow Cache
  250
  Chases Comets
  251
  Crystal Butterfly
  252
  Docking Shuttle
  253
  Domos Collective
  254
  Dreamseeker
  257
  Galactic Coalition
  258
  Hopeseed Solarscape
  261
  Korvaschas
  262
  Private Freighter
  253
  Raptor
  263
  S84.2 Sphere Class Freighter
  264
  Shudderwing
  265
  Veerux Empire
  266
  as an easy challenge (this most commonly shows itself as 
  fighter ships attacking a larger vessel). If you use a ship that 
  is 2 sizes or larger than the player character’s ship or 1 tier 
  higher, that is a difficult challenge for that ship.
   
  When orchestrating space combat, it is important 
  to compartmentalize areas of space where combat is 
  happening and use a less is more approach. In order to 
  evoke the feeling of a sweeping space battle or a difficult 
  run though occupied enemy space, it is recommended that 
  you create a sort of space dungeon.
   
  These dungeons act like normal dungeons, except 
  that each area has combatants to deal with and the party 
  can attempt to navigate their way from area to area, 
  accomplishing whatever character goals they may have 
  and using things such as the Scan action to determine if an 
  area is too dangerous for them. This also gives the party a 
  chance to rest for a short time between fights and emulates 
  normal dungeon adventuring play.
   
  Experience point values associated with the tier value 
  listed in the stat blocks for these ships are meant to be split 
  equally among each member of the crew that actively took 
  part in the space battle.
  Spaceships
  GM Spaceship Templates
  This section includes a number of quick reference templates 
  for average spaceships found across the Nacora Galaxy. 
  When assembling ship combat, it is important to keep 
  in mind that there is no leveling system outside of sheer 
  money to set the power of enemy ships and player character 
  ships apart.
   
  When choosing enemy ships, pay close attention to the 
  difficulty such a ship might impose on the ship of the player 
  characters. To help with determining the danger level of the 
  ships, a base difficulty, referred to as a tier, can be found in 
  each stat block.
   
  Tier 1 is a ship being flown and operated by creatures 
  with a proficiency bonus of +2. Tier 2 uses a proficiency 
  bonus of +3, and so on, until Tier 5 which uses the 
  proficiency bonus of +6. Tier 6 ships also use a proficiency 
  bonus of +6, but only assault stations are Tier 6.
   
  Unlike Challenge Rating, which is used for monsters, 
  you cannot use tiers directly as a measure against a party’s 
  abilities. A ship of the same size or 1 size larger that has the 
  same proficiency bonus (in the same tier) as the majority of 
  the player characters is an average difficulty fight in a space 
  battle.
   
  If the party has backup in the form of other ships or 
  has smaller ships they can deploy during combat, then an 
  equal number of enemy ships with the same proficiency can 
  be deployed, as long as the size of those ships is taken into 
  account.
   
  Up to 4 ships that are smaller than the player’s ship and 
  of 1 tier or more below the player character’s ship can act 
  Underwater Systems
  Does not require a specific ship or any DS
  A ship with underwater systems is built to hold a 
  pressurized underwater environment. The entire ship is a 
  massive tank of regulated water and gives the impression 
  that those inside are in an ocean. This Piranthi design is 
  constructed to make full Piranthi crews more comfortable 
  on long journeys through space. A smaller version can be 
  acquired for 1 development slot that will create a specific 
  area of the ship this way instead of the entire ship.
  
  247
  APHELION
  Large heavy freighter (Piranthi origin)
  Base HP: 50 
   
  Base AC: 17 (Mark V)
  Body: 10 
   
  BP: 80
  Speed: 6 arc (-8 handling)
  Turn Value: 5 arc 
  Crew: 6/20
  Saving Throws: Dex +8, Int +8
  Skills: Computers +8, Mechanics +8, Piloting +4 
  (handling modified)
  Difficulty: Tier 3 (8400 xp)
  Developments (12): AI Core (16 INT as pilot), 
  Cargo Hold, Communications Deck, Containment 
  Chamber, Cryogenic Chamber, Escape Pods, 
  Holodeck, Master Security System, Mechanics 
  Workshop, Medical Bay, Recreational Suite, Science 
  Lab, Underwater Systems
  Weapons (3): Anti-Mine Missiles, Tractor Beam, 
  Longshot
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the Divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +8 barrier points.
  Science Officer Actions: 1 each turn
  Anti-Mine Missiles. The ship can fire a suite of 
  missiles into an area. Any mines in that area are 
  sought out and destroyed. These weapons cannot deal 
  damage to other ships.
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Activate/Operate Tractor Beam. Move a non-
  ship object within 2 arc of the ship inside it.
  Attack Actions 
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +8. 1d12 
  +4 plasma damage.
  Aphelion
  These Piranthi ships, like their society back on Nova VII, 
  are powered by thermal energy and use a thermograviton 
  core to superheat coils around the ship. These coils, when 
  active, can be seen as glowing markings on otherwise 
  smooth, almost pillar-shaped ships. The pillar shape, 
  a necessity borne from building ships that reach space 
  through burrowed holes in the icy exterior of their ocean 
  world, also allows them to shift the coils to express simple 
  messages using the luminescent sign language native to 
  their culture. The Aphelion model ships are a series of 
  research vessels made to explore other ocean worlds for 
  inhabitable colonies and other life. Like all Piranthi ships, 
  their interior is entirely underwater.
  Spaceships
  
  248
  Arcane Schooner
  Medium pioneer (Maesharan origin)
  Base HP: 40 
   
  Base AC: 16 (Mark IV)
  Body: 5 
   
  BP: 65
  Speed: 8 arc (+0 handling)
  Turn Value: 4 arc 
  Crew: 1/6
  Immunities: EMP Weaponry
  Saving Throws: Dex +7, Int +7
  Skills: Computers +7, Mechanics +7, Piloting +7 
  (handling modified)
  Difficulty: Tier 2 (3900 xp)
  Developments (8): Communication Deck, Escape 
  Pods, Hangar Bay, Underwater Systems, Cargo Hold, 
  Meditation Chapel, Science Lab, Occult Laboratory, 
  Guest Quarters
  Weapons (4): Point Defense Cannon, Arcane 
  Enhancer
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +7 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks: one with 
  its point defense cannon and one with its arcane 
  enhancer.
  Point Defense Cannon. Ranged Weapon Attack; 
  range 30 arc (disadvantage within 7 arc), one target, 
  hit +8. 2d12 +4 plasma damage.
  Cast a Spell Via Arcane Enhancer. The 
  spellcaster in the enhancer can cast one of the 
  following spells at its base level, the DC for these 
  spells is 14 and the attack bonus is +6. Spells cast this 
  way deal half their normal damage.
  3/day: magic missile (at 2nd level), scorching ray
  2/day: fireball, lightning bolt
  Arcane Schooner
  The Maeshar people were the first to develop the dark 
  matter sails, a type of magical engine that draws power by 
  filtering pure dark matter radiation through thin woven 
  metal and into propulsion thrusters. Their ships are 
  designed like the ancient sailing vessels they once used 
  to roam their planet’s oceans. The schooner is a vessel 
  with two or more masts bearing sails that can be folded 
  in and out of a deck that is protected by magic to keep the 
  atmosphere pulled to it (some ships have sails coming out 
  of the sides or even the bottom of their ships). It is one of 
  the few ships that allow you to essentially be in the void of 
  space without a vacsuit. The lower portions of Maesharan 
  ships typically have totally underwater rooms, while the 
  upper regions utilize part of their life support magic to 
  create sunny and verdant greenhouse rooms. Ships of this 
  type in all sizes are still in use in modern Nacora, but rarely 
  outside of the wealthy, influential, or magically inclined 
  circles. The upkeep for these Maesharan arcane ships 
  remains tremendous.
  Spaceships
  
  249
  Armistice
  The Ix are a people of community and peace and their ships 
  tend to reflect that. The Armistice model ship gets its name 
  from the first of its kind, which served as a branch of peace 
  out into the Nacora Galaxy. It is a vaguely disc-shaped 
  cylinder that is structured almost like a honeycomb. Each 
  area has its purpose, and its shuttles and escape pods are 
  actually rooms on the ship that split off and become their 
  own smaller ships. This collective ship construction where 
  larger vessels are built from the combined pieces of smaller 
  ones is common in the Ixian culture. Most famously, 
  the Ixian defender battlecruisers from their homeworld 
  of Selavis are built from thousands of tiny fighter ships. 
  When the battlecruiser splits into the fighters, the smaller 
  ships can band together in different ways to create energy 
  barriers around regions of their planet.
  Armistice
  Medium light transport (Ix origin)
  Base HP: 40 
   
  Base AC: 16 (Mark IV)
  Body: 5 
   
  BP: 65
  Speed: 8 arc (+0 handling)
  Turn Value: 4 arc 
  Crew: 1/6
  Saving Throws: Dex +10, Int +10
  Skills: Computers +10, Mechanics +10, Piloting +15 
  (handling modified)
  Difficulty: Tier 5 (25,000 xp)
  Developments (10): Communication Deck, Escape 
  Pods, Holodeck, Hangar Bay x2, Master Security 
  System, Recreation Suite, Guest Quarters, Medical 
  Bay, Containment Chamber
  Weapons (3): Plasma Cannon
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 2 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +10 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Plasma Cannon.  A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 18); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one. Once fired, a 
  plasma cannon takes 1 round to recharge before it can 
  fire again.
  Spaceships
  
  250
  C52 Shadow Cache
  Like all of Kygoran culture, their spacecraft tend to 
  exemplify the blending of mortal and machine. The 
  piloting, weapon systems, and computer systems of ships 
  from Kygor almost universally have full immersion systems 
  that wrap around those using them, giving the appearance 
  that they have become the ship itself. Combined with the 
  dull carbonized metal exteriors and dim neon light inside, 
  the ships resemble the deeper parts of Kygor itself. Kygoran 
  ships also tend to be built for ease of use for people of 
  multiple statures, as the height differential between the 
  Kygad and the Kyrrov is significant. The C52 models, also 
  called the Shadow Cache among the less legally inclined, 
  are light freighter merchant ships that are often and easily 
  converted into smuggling vessels. They also make for 
  excellent racing ships for the annual asteroid derby held in 
  the uninhabited asteroid field that shares a star system with 
  the planet Kygor.
  C52 Shadow Cache
  Small light freighter (Kygoran origin)
  Base HP: 35 
   
  Base AC: 15 (Mark III)
  Body: 3 
   
  BP: 50
  Speed: 10 arc (+2 handling)
  Turn Value: 3 arc 
  Crew: 1/6
  Saving Throws: Dex +7, Int +7
  Skills: Computers +7, Mechanics +7, Piloting +9 
  (handling modified)
  Difficulty: Tier 2 (3900 xp)
  Developments (6): Communication Deck, Escape 
  Pods, Smuggling Hold, Hangar Bay, Stealth Systems, 
  Recreation Suite
  Weapons (3): Bypass Enhancer, Heavy Gun
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +7 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +7. 2d12 +4 plasma damage. Once 
  fired, the heavy gun takes 1 round to recharge before 
  it can fire again.
  Spaceships
  
  251
  Chases Comets
  The Chases Comets model of ship is one of the most tried 
  and true magical fighter ships of the modern age in Nacora. 
  The Eezonite construction is immediately noticeable, as like 
  all of their spaceships, it is easily mistaken for an asteroid 
  or giant geode. The benefits of this structure are a mix of 
  fashion and function. Appearing like an asteroid is a useful 
  talent for a tiny fighter ship, and the craggy structure means 
  finding where the weapons and dark matter thrusters lie 
  can be difficult for the enemy. These ships are built from a 
  metal core and enchanted stone mined from Eezon. They 
  make for very effective and cheap fighters and remain a 
  consistent source of income for the FLAMES organization 
  that produces and sells them. Larger Eezonite ships are 
  rarely seen outside of the organization because the costs 
  for making larger versions of the Chases Comets quickly 
  becomes exorbitant. The reason for this is in part the 
  construction materials. Hewn directly from Eezon, the 
  stone in the ships can actually carry the essence and life 
  force of Eezonites that die beyond the safety of their world. 
  The FLAMES organization uses larger vessels for this 
  purpose.
  Chases Comets
  Tiny fighter (Eezonite origin)
  Base HP: 25 
   
  Base AC: 13 (Mark I)
  Body: 1 
   
  BP: 20
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Immunities: EMP Weaponry
  Saving Throws: Dex +7, Int +5
  Skills: Computers +5, Mechanics +5, Piloting +12 
  (handling modified)
  Difficulty: Tier 2 (3900 xp)
  Developments (0): None
  Weapons (3): Arcane Blaster, Explosive Mines (4/
  day)
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack with Arcane Blaster. Ranged Spell 
  Attack; range 15 arc, one target, hit +6. 2d10 plasma 
  damage.
  Release Explosive Mines (4/day). The ship 
  releases and activates four mines that appear to be 
  small space asteroids. If a ship passes within 4 arcs 
  of the mine, it detonates. The ship and other ships 
  within 4 arcs must make a DC 14 Dexterity saving 
  throw; taking 5d12 force damage on a failed save or 
  half as much on a successful one. Mines appear to be 
  harmless floating rock, requiring a computer scan or 
  DC 20 perception or investigation check to determine 
  they are actually not rocks.
  Spaceships
  
  252
  Crystal Butterfly
  The spaceships of Hanadar are oft lauded as some of the 
  most beautiful in the galaxy. They are built from what 
  appears to be crystal and glass and stand out against the 
  black void with glowing colors and styles that vary as 
  much as any Hanadarian fashion. The Crystal Butterfly is 
  a class of battleship from Hanadar that form the core of 
  the civilization’s arcane military and are called such for 
  the wing-like dark matter energy sails protruding from the 
  flanks of the ship, which vary in shape and color as much 
  as the ships themselves do. Although the butterfly model 
  has sails, not all Hanadarian ships use them. Some use dark 
  matter thrusters and others still use more technological 
  methods of power. In many ways, a ship is an expression of 
  self to a Hanadarian.
  Crystal Butterfly
  Large battleship (Hanadarian origin)
  Base HP: 70 
   
  Base AC: 16 (Mark IV)
  Body: 10 
   
  BP: 65
  Speed: 10 arc (-2 handling)
  Turn Value: 5 arc 
  Crew: 6/20
  Immunities: EMP Weaponry
  Saving Throws: Dex +8, Int +8
  Skills: Computers +8, Mechanics +8, Piloting +6 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (9): Dark Matter Sails, Occult 
  Laboratory, Medical Bay, Hangar Bay, Brig, Escape 
  Pods, Recreational Suite, Communication Deck, 
  Meditation Chapel, Master Security System
  Weapons (10): Arcane Blaster x2, Arcane Enhancer, 
  Energy Array, Tractor Beam, Longshot x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Activate/Deactivate Energy Array. The array 
  can be activated and placed. Ships that touch the 
  array take 3d12 plasma damage, but can pass through 
  it. The array absorbs up to 250 points of damage from 
  outside attacks. Attack rolls made from within are 
  made at disadvantage. The array lasts until destroyed 
  or deactivated.
  Activate or Use Tractor Beam. Move a non-ship 
  object within 2 arc of the ship inside it.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +8 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes three attacks: two with 
  either its arcane blasters or longshots, and one with 
  its arcane enhancer.
  Cast a Spell Via Arcane Enhancer. The 
  spellcaster in the enhancer can cast one of the 
  following spells at its base level, the DC for these 
  spells is 16 and the attack bonus is +8. Spells cast this 
  way deal half their normal damage.
  3/day: magic missile (at 2nd level), scorching ray
  2/day: fireball, lightning bolt
  Arcane Blaster. Ranged Spell Attack; DC 16 
  Dexterity saving throw. 2d10 plasma damage.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +8. 1d12 
  +4 plasma damage.
  Spaceships
  
  253
  Docking Shuttle
  Small shuttle (any origin)
  Base HP: 25 
   
  Base AC: 13 (Mark I)
  Body: 3 
   
  BP: 20
  Speed: 8 arc (+4 handling)
  Turn Value: 3 arc 
  Crew: 1/4
  Saving Throws: Dex +5, Int +4
  Skills: Computers +4, Mechanics +4, Piloting +11 
  (handling modified)
  Difficulty: Tier 1 (1100 XP)
  Developments (2): Extra Seating, Escape Pod, 
  Cargo Hold
  Weapons (1): Swivel Gun
  Docking Shuttle
  This is the typical shuttle included with hangar bays for 
  ships of all shapes and sizes. For further customization, add 
  a development such as dark matter thrusters or spherical 
  hull thrusters.
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack with Swivel Gun. Ranged Weapon Attack; 
  range 7 arc, one target, hit +5. 1d12 +3 plasma 
  damage
  Private Freighter
  Small light freighter (any origin)
  Base HP: 35 
   
  Base AC: 13 (Mark I)
  Body: 3 
   
  BP: 20
  Speed: 10 arc (+2 handling)
  Turn Value: 3 arc 
  Crew: 1/6
  Saving Throws: Dex +5, Int +4
  Skills: Computers +4, Mechanics +4, Piloting +7 
  (handling modified)
  Difficulty: Tier 1 (1100 XP)
  Developments (6): Escape Pods, Hangar Bay, 
  Cargo Hold x2, AI Core (INT 14), Communication 
  Deck,  Recreation Suite
  Weapons (3): Tractor Beam, Heavy Gun x2
  Private Freighter
  The average merchant freighter traveling through the 
  expanse has little to worry about along the typical trade 
  lines that are routinely patrolled by the Galactic Coalition. 
  That said, these primarily civilian spaceships are unlikely 
  to be heavily armed.
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +4 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +5. 2d12 +3 plasma damage.
  Spaceships
  
  254
  Domos Collective Ships
  The Domos Collective were some of the last of the 
  Nacoran species to reach spaceflight, but the first to start 
  adapting technology from multiple other cultures into a 
  single powerful spaceship. Their vessels tend to be stoic 
  carbonized metal affairs that are long and boxy without 
  much flair or adornment, painted in calming grays and 
  emblazoned with white and blue symbols and names.
   
  Most Domos ships are built from technology instead of 
  magic, but every major fleet has a wing of ships constructed 
  and powered by magic. This ties into the primary focus 
  of Domos spacecraft: war. Their crafts are one and all 
  built for battle and have to be prepared for every kind of 
  attack, both magical and technological. They have taken it 
  upon themselves as a culture to stay on the cutting edge of 
  spaceship technology in order to keep up with the Veerux 
  that occasionally invade the Nacora.
  Vanquisher
  Large battleship (Domos origin)
  Base HP: 70 
   
  Base AC: 17 (Mark V)
  Body: 10 
   
  BP: 80
  Speed: 10 arc (-2 handling)
  Turn Value: 5 arc 
  Crew: 6/20
  Saving Throws: Dex +10, Int +10
  Skills: Computers +10, Mechanics +10, Piloting 
  +13 (handling modified)
  Difficulty: Tier 4 (15,000 XP)
  Developments (9): Armory, AI Core (INT 16), 
  Brig, Communication Deck, Escape Pods, Hangar 
  Bay, Mechanics Workshop, Medical Bay
  Weapons (10): Bypass Enhancer, Longshot x2, 
  Plasma Cannon x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the 
  trick maneuver chart.
  Mechanic/ Science Officer Actions: 
  1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +10 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two longshot attacks 
  and one plasma cannon attack.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +10. 1d12 
  +5 plasma damage.
  Plasma Cannon.  A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 18); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one.
  Spaceships
  
  255
  Voyager
  Medium pioneer (Domos origin)
  Base HP: 40 
   
  Base AC: 17 (Mark V)
  Body: 5 
   
  BP: 80
  Speed: 8 arc (+0 handling)
  Turn Value: 4 arc 
  Crew: 1/6
  Saving Throws: Dex +8, Int +8
  Skills: Computers +8, Mechanics +8, Piloting +8 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (8): AI Core (INT 14), Containment 
  Cell, Communication Deck, Escape Pods, Hangar 
  Bay, Mechanics Workshop, Medical Bay, Science Lab, 
  Occult Laboratory, Holodeck
  Weapons (3): Swivel Gun x2, Shield Buster
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
   
  Mechanic/ Science Officer Actions: 1 
  each turn
  Activate/Operate Tractor Beam. Move a non-
  ship object within 2 arc of the ship inside it
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +8 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks.
  Swivel Gun. Ranged Weapon Attack; range 7 arc, 
  one target, hit +8. 1d12 +4 plasma damage.
  Shield Buster. Ranged Weapon Attack; range 15 
  arc, one target, hit +8. 2d12 +4 plasma damage. Once 
  fired, the shield buster must recharge for 1 round 
  before it can be fired again.
   
  Interestingly, because the Domos Collective requires 
  their active ships to constantly update and progress in 
  design, used Domos ships and ship parts trickle down 
  to the non-military sector a great deal. Though they are 
  required to change the paint and outer designs on the ships 
  they buy from the Collective, it is exceedingly common to 
  find a private owner with a ship that was once used by the 
  Domos Collective.
   
  Since they are so utterly focused on threats in frontier 
  space and beyond, the Domos Collective is happy to 
  have the Galactic Coalition, their staunch allies, handle 
  transportation, trade, and maintenance across the Nacoran 
  space that they influence.
  Spaceships
  
  256
  Hunter
  Small light freighter (Domos origin)
  Base HP: 35 
   
  Base AC: 15 (Mark III)
  Body: 3 
   
  BP: 50
  Speed: 10 arc (+2 handling)
  Turn Value: 3 arc 
  Crew: 1/6
  Saving Throws: Dex +7, Int +7
  Skills: Computers +6, Mechanics +6, Piloting +8 
  (handling modified)
  Difficulty: Tier 2 (3900 XP)
  Developments (5): Communication Deck, Escape 
  Pods, Hangar Bay, Containment Chamber, Stealth 
  System
  Weapons (3): Swivel Gun x2, Shield Buster
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 
  1d10 +6 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks with its 
  swivel guns, or one with the swivel gun and one with 
  the shield buster.
  Swivel Gun. Ranged Weapon Attack; range 7 arc, 
  one target, hit +6. 1d12 +3 plasma damage.
  Shield Buster. Ranged Weapon Attack; range 7 
  arc, one target, hit +6. 2d8 +3 plasma damage. Deals 
  double total damage to shields, deals no damage to 
  ship hulls. Once fired, the shield buster takes 1 round 
  to recharge before it can be fired again.
  Liberator
  Tiny fighter (Domos origin)
  Base HP: 25 
   
  Base AC: 14 (Mark II)
  Body: 1 
   
  BP: 35
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Saving Throws: Dex +7, Int +5
  Skills: Computers +5, Mechanics +5, Piloting +13 
  (handling modified)
  Difficulty: Tier 2 (3900 XP)
  Developments (0): None
  Weapons (3): Heavy Gun x2, Void Missiles (2 
  shots)
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. DC 
  15 to move again at half speed, DC 25 for full speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15, upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack with Heavy Gun. Ranged Weapon Attack; 
  range 15 arc, one target, hit +7. 2d12 +4 plasma 
  damage.
  Attack with Void Missile (2/day). Ranged 
  Weapon Attack; range 30 arc, one target, hit +3, 6d12 
  +3 force damage (has no effect on barriers or ships with 
  active energy barriers).
  Spaceships
  
  257
  Dreamseeker
  The original ships the Curators created for their Proxy 
  children to explore the stars were simple but effective 
  metal constructions with flexible joints and numerous 
  large rooms. This structure, which worked well enough to 
  store what the Proxy were looking for (information and 
  samples) and for the Proxy to live a new lifestyle is no 
  longer sufficient for the current standards of Proxy life in 
  Nacora. As time passed, the Proxy began to develop their 
  own ships. The ship chasses don’t have much in the way of 
  overarching similarities because the Proxy mechanics and 
  designers were inspired by designs across the galaxy. The 
  Dreamseeker, however, is a pioneer class vessel that acts as 
  a poster child for the types of ships that the Proxy tend to 
  make. It has a smooth metallic exterior and is powered by a 
  reactor engine. Most noticeably, it has special airlock doors 
  and anchors that allow the Proxy crew members (who can 
  survive in the vacuum of space) to move outside their ship 
  in a moments notice.
  Dreamseeker
  Medium pioneer (Olaran origin)
  Base HP: 40 
   
  Base AC: 15 (Mark III)
  Body: 5 
   
  BP: 50
  Speed: 8 arc (+0 handling)
  Turn Value: 4 arc 
  Crew: 1/6
  Resistances: Advantage when making ability checks 
  and saving throws against the Hack action
  Saving Throws: Dex +8, Int +8
  Skills: Computers +12 (advantage on hacking vs 
  Supercomputer Mark IV ships), Mechanics +12, 
  Piloting +8 (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (8): Communication Deck, Escape 
  Pods, Hangar Bay, Cargo Hold, Master Security 
  System, Supercomputer V
  Weapons (4): Point Defense Cannon, Swivel Gun x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15; upon success it restores 
  1d10 +12 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks with its 
  swivel guns, or one attack with its Point Defense 
  Cannon.
  Swivel Gun. Ranged Weapon Attack; range 7 arc, 
  one target, hit +8. 1d12 +4 plasma damage.
  Point Defense Cannon. Ranged Weapon Attack; 
  range 30 arc (disadvantage within 7 arc), one target, 
  hit +8. 2d12 +4 plasma damage.
  Spaceships
  
  258
  Galactic Coalition Ships
  The official military ships of the Galactic Coalition are 
  uniformly built to evoke a sense of peace and friendliness. 
  Soft edges and round shapes dominate their structures and 
  they use shades of calming green on white backgrounds to 
  represent their allegiance. These military vessels are used to 
  keep the peace in core space as well as maintain the safety 
  of the well-tread paths through the various systems in the 
  core systems. Even in regions controlled by other factions, 
  the GC maintains an ambassadorial presence in which 
  their ships are available to help the controlling faction with 
  whatever they need.
  Watchtower
  Gargantuan assault station
  Base HP: 200  
  Base AC: 21 (Mark IX)
  Body: 25 
   
  BP: 140
  Speed: 6 arc (-15 handling)
  Turn Value: 7 arc 
  Crew: 125/500
  Immunities: EMP Weapons
  Resistances: Advantage when making ability checks 
  and saving throws against the Hack action.
  Saving Throws: Dex +11, Int +11
  Skills: Computers +17, Mechanics +17, Piloting +2 
  (handling modified)
  Difficulty: Tier 6 (62,000 XP)
  Developments (20): Antimagnetic Wiring, Armory, 
  AI Core (INT 14), Brig, Cargo Hold, Meditation 
  Chapel, Communications Deck, Escape Pods, 
  Expanded Crew Quarters, Hangar Bay x3, Holodeck, 
  Master Security System, Mechanics Workshop, 
  Medical Bay, Occult Laboratory, Recreation Suite, 
  Science Lab
  Weapons (20): Bypass Enhancer, Blade Beam 
  Cannon x3, Longshot x4, Heavy Gun x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15, upon success it restores 1d10 
  +17 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against another 
  ship within 15 arc of it. It must first use the Bypass hack 
  action to get on another ship’s private network before 
  it can take other hack actions against that network. 
  Conversely, it can take the Eject action against another 
  hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) check 
  DC 15. Upon success it chooses a piece of knowledge to 
  learn about another ship.
  Attack Actions
  Multiattack. The ship makes six attacks: one with its 
  heavy gun, four with its longshots, and one with its blade 
  beam cannon.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, one 
  target, hit +11. 2d12 +5 plasma damage.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +11. 1d12 +5 
  plasma damage.
  Blade Beam Cannon. A 60 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught in 
  the blast must succeed a Dexterity saving throw (DC 19); 
  taking 12d12 plasma damage on a failed save or half as 
  much on a successful one.
  Spaceships
  
  259
  Guardian
  Huge cruiser
  Base HP: 90 
   
  Base AC: 18 (Mark VI)
  Body: 15 
   
  BP: 95
  Speed: 6 arc (-10 handling)
  Turn Value: 6 arc 
  Crew: 20/100
  Saving Throws: Dex +10, Int +10
  Skills: Computers +10, Mechanics +10, Piloting +5 
  (handling modified)
  Difficulty: Tier 4 (15,000 XP)
  Developments (11): Antimagnetic Wiring, Armory, 
  AI Core (INT 14), Brig, Communication Deck, 
  Escape Pods, Hangar Bay x2, Holodeck, Mechanics 
  Workshop, Medical Bay
  Weapons (10): Heavy Gun x4, Plasma Cannon x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15; upon success it restores 
  1d10 +10 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes three attacks: two with 
  its heavy guns and one with its plasma cannon.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +10. 2d12 +5 plasma damage
  Plasma Cannon.  A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 18); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one.
  Spaceships
   
  The other primary use for their military ships is acting 
  as backup for the Domos Collective during their frontier 
  skirmishes against the Veerux threat. In those cases, they 
  act as auxiliary backup and supply trained protectors 
  for the Domos as they operate in prolonged military 
  campaigns. During downtime, the Galactic Coalition militia 
  ships in the frontier go off official duty and can be used for 
  citizen transport, caravan guarding, research missions, and 
  general trade transport jobs.
   
  Outside of the military ships, there are many other 
  types of spaceships that mark themselves with the white 
  and green of the GC to declare their connection to the great 
  organization. These ships vary in size and purpose but are 
  always owned and registered to citizens of the Galactic 
  Coalition. Allies of the GC, such as the nomadic Saguarin 
  peoples, often carry green and white panels to place on 
  their ships in times when they are called to action alongside 
  the Coalition for one reason or another.
  
  260
  Traveler
  Huge heavy transport
  Base HP: 90 
   
  Base AC: 19 (Mark VII)
  Body: 10 
   
  BP: 110
  Speed: 6 arc (-12 handling)
  Turn Value: 6 arc 
  Crew: 20/50
  Saving Throws: Dex +8, Int +8
  Skills: Computers +8, Mechanics +8, Piloting +0 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (12): Brig, Cargo Hold, 
  Communications Deck, Escape Pods, Holodeck, 
  Master Security System, Mechanics Workshop, 
  Medical Bay, Recreational Suite, Science Lab, Hangar 
  Bay x2
  Weapons (3): Longshot x2, Heavy Gun
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Lancer
  Tiny fighter
  Base HP: 25 
   
  Base AC: 14 (Mark II)
  Body: 1 
   
  BP: 35
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Saving Throws: Dex +6, Int +5
  Skills: Computers +5, Mechanics +5, Piloting +12 
  (handling modified)
  Difficulty: Tier 2 (3900 XP)
  Developments (0): None
  Weapons (3): EMP Pulser, Swivel Gun
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom (Mechanics) 
  check to take the divert action.
  Patch Barriers. The ship makes a Wisdom (Mechanics) 
  check DC 15. On success it restores 1d10 +8 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against another 
  ship within 15 arc of it. It must first use the Bypass hack 
  action to get on another ship’s private network before it can 
  take other hack actions against that network. Conversely, 
  it can take the Eject action against another hacker on its 
  private network.
  Scan. The ship makes an Intelligence (Computers) check 
  DC 15. Upon success it chooses a piece of knowledge to 
  learn about another ship.
  Attack Actions
  Multiattack. The ship makes three attacks: two with its 
  longshots and one with its heavy gun.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, one 
  target, hit +7. 2d12 +3 plasma damage.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +7. 1d12 +3 
  plasma damage.
  DC 15 to move again at half speed, DC 25 for full speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Fire the EMP Pulser. The ship emits a 5 arc cone of 
  energy. Ships caught inside the cone must make a DC 
  14 Intelligence saving throw or be rendered inert with 
  no electrical systems for 3 rounds. At the end of each 
  round, an affected ship can make a Mechanics skill 
  check with a DC of 15 to restore the ship’s systems.
  Fire the Swivel Gun. Ranged Weapon Attack; range 
  7 arc, one target, hit +6, 1d12 +3 plasma damage.
  Spaceships
  
  261
  Hopeseed Solarscape
  The Saguarin people don’t have a wide range and variety 
  of ships, but they are experts at the creation, maintenance, 
  and improving development of one specific type of 
  spaceship: the Hopeseed. Since their departure from 
  Moiccaro more than a century ago, they have changed 
  and adapted their culture to life among the stars. The 
  Hopeseeds play a large role in this, acting as the homes 
  of each of the individual nomadic Saguarin tribes. These 
  ships are massive, smaller only than the grandiose 
  assault stations of the major military powers. They move 
  through the stars, taking with them an entire city’s worth 
  of people. While they lack speed and firepower, they are 
  perhaps the most defensively made ships in the galaxy. 
  Their dark matter solar radiation core can emit potent 
  radiation storms that prevent other ships from utilizing 
  their sensors, computers, or even runic technology against 
  them. Meanwhile, the surface of the ships are outfitted with 
  rough, spiked exteriors that make boarding impossible 
  without their permission. To take a Hopeseed, a space 
  pirate would have to have a fleet. Most consider the prize 
  nowhere near the worth of the cost.
  Hopeseed Solarscape
  Huge heavy transport (Saguarin origin)
  Base HP: 90 
   
  Base AC: 19 (Mark VII)
  Body: 10 
   
  BP: 110
  Speed: 6 arc (-12 handling)
  Turn Value: 6 arc 
  Crew: 20/50
  Saving Throws: Dex +9, Int +9
  Skills: Computers +14, Mechanics +14, Piloting +2 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (14): Antimagnetic Wiring, Brig, 
  Cargo Hold, Communication Deck, Dark Matter 
  Thrusters, Escape Pods, Expanded Crew Quarters 
  x3, Hangar Bay, Meditation Chapel, Mechanics 
  Workshop, Medical Bay, Occult Laboratory, 
  Recreation Suite, Solar Emitter Core
  Weapons (4): Heavy Gun x2, Arcane Enhancer
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 2 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +14 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks: one with 
  its heavy gun and one with its arcane enhancer.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +9. 2d12 +5 plasma damage.
  Cast a Spell Via Arcane Enhancer. The 
  spellcaster in the enhancer can cast one of the 
  following spells at its base level, the DC for these 
  spells is 16 and the attack bonus is +8. Spells cast this 
  way deal half their normal damage.
  3/day: magic missile (at 2nd level), scorching ray
  2/day: fireball, lightning bolt
  Spaceships
  
  262
  Korvaschas
  The Brahvaasch were the first of the native species of the 
  Nacora Galaxy to achieve spaceflight as they chased their 
  own ancestry into space. In many ways, their ships tend 
  to reflect their futures. They create spacious, intimidating 
  vessels covered in layers of metal plates and powered by 
  huge dark matter energy cores. The thruster systems that 
  propel these giant ships are inspired by the dark matter 
  energy vents on actual starwyrms and operate in much the 
  same capacity.
  Korvaschas
  Gargantuan battlecruiser (Brahvaasch origin)
  Base HP: 125  
  Base AC: 19 (Mark VII)
  Body: 20 
   
  BP: 110
  Speed: 6 arc (-10 handling)
  Turn Value: 7 arc 
  Crew: 100/300
  Immunities: EMP Weapons
  Resistances: Advantage when making ability checks 
  and saving throws against the Hack action.
  Saving Throws: Dex +10, Int +9
  Skills: Computers +9, Mechanics +9, Piloting +5 
  (handling modified)
  Difficulty: Tier 4 (15,000 XP)
  Developments (14): Armory, Brig, Cargo Hold, 
  Meditation Chapel, Communication Deck, Escape 
  Pods, Expanded Crew Quarters, Hangar Bay 
  x2, Mechanics Workshop, Medical Bay, Occult 
  Laboratory, Science Lab, Holodeck, Recreation Suite, 
  Master Security System
  Weapons (15): Blade Beam Cannon, Point Defense 
  x2, Arcane Enhancer, Heavy Gun x4, Arcane Blaster
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +9 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ships makes five attacks: two with 
  its heavy guns, two with its point defense cannons, 
  and one with its arcane enhancer. If the blade beam 
  cannon is charged, it fires, otherwise an additional 
  arcane blaster attack is made.
  Point Defense Cannon. Ranged Weapon Attack; 
  range 30 arc (disadvantage on targets within 7 arc), 
  one target, hit +10, 2d12 +5 plasma damage.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, one 
  target, hit +10. 2d12 +5 plasma damage.
  Arcane Blaster. A ship within 15 arc must make 
  a Dexterity saving throw or take 3d8 +5 plasma 
  damage.
  Cast a Spell Via Arcane Enhancer. The 
  spellcaster in the enhancer can cast one of the 
  following spells at its base level, the DC for these 
  spells is 16 and the attack bonus is +8. Spells cast this 
  way deal half their normal damage.
  3/day: magic missile (at 2nd level), scorching ray
  2/day: fireball, lightning bolt
  Blade Beam Cannon (2 round recharge). A 60 
  arc long, 2 arc wide line of plasma energy fires from 
  the ship. Other ships caught in the blast must succeed 
  a Dexterity saving throw (DC 18); taking 12d12 
  plasma damage on a failed save or half as much on a 
  successful one. Once fired, a blade beam cannon takes 
  2 rounds to recharge before it can fire again.
  Spaceships
  
  263
  Raptor
  The original Luonn Tua spaceships the species used to 
  ascend to the galactic stage from Vres’na were simple 
  constructs that resemble in-atmosphere planes. Powered 
  by dark matter generators that ran on radiation, they were 
  incredibly dangerous ships to operate on a daily basis. Once 
  they reached the stars, the Luos Aven Empire, as they so 
  named themselves, quickly improved their ships through 
  the acquisition of other spaceships. Each ship the empire 
  took improved their own ships until something closer to the 
  modern Raptors were created.
   
  Modern Luos Aven ships don’t bear a great 
  resemblance to their ancient models, but they still run 
  primarily on dark matter engines and bear wings with 
  sharp angles and overall sleek designs. Of all the different 
  spaceships in the Nacora Galaxy, it is easiest to believe that 
  one of the Luos Aven ships could effectively fly through a 
  planetary atmosphere and indeed, one of the advantages of 
  the small fighter ship called the Raptor is that it can fly in 
  atmosphere just like normal docking shuttles.
   
  Most species are uncomfortable with the internal 
  design of Luos Aven ships like the Raptor, as the piloting 
  controls for their ships utilize motion tracking sensors that 
  monitor a Luonn Tua’s wings while the feet must be used 
  for the other controls. This helps increase reaction time 
  by using the unique biology of the Luonn Tua and their 
  hand-like feet in conjunction with their natural instincts for 
  flight. In larger Luos Aven vessels, gunner positions also 
  use this multifaceted control scheme by using the feet for 
  controls while using the hands or wings to move and aim 
  the weaponry.
  Raptor
  Tiny fighter (Luonn Tua origin)
  Base HP: 25 
   
  Base AC: 14 (Mark II)
  Body: 1 
   
  BP: 35
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Special Resistances and Immunities: None
  Saving Throws: Dex +9, Int +6
  Skills: Computers +6, Mechanics +10, Piloting +15 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (0): None
  Weapons (3): Arcane Blaster, Arcane Enhancer
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Cast a Spell Via Arcane Enhancer. The 
  spellcaster in the enhancer can cast one of the 
  following spells at its base level, the DC for these 
  spells is 16 and the attack bonus is +8. Spells cast this 
  way deal half their normal damage.
  3/day: magic missile (at 2nd level), scorching ray
  2/day: fireball, lightning bolt
  Arcane Blaster. Ranged Spell Attack; range 15 arc, 
  one target, hit +8, 3d10 plasma damage.
  Spaceships
  
  264
  S.82 Sphere Class Freighter
  The W’uther ideology is more about functionality than 
  aesthetics, which is something that has carried through 
  their culture from their time on their homeworld Vres’na. 
  This focus comes across clearly with the nearly perfectly 
  spherical spaceships that they utilize. These ships all use 
  a unique W’uther invention known as the spherical hull 
  thruster and take advantage the frictionless nature of space 
  to generate multi-directional travel at any moment. Their 
  unique propulsion system means that the W’uther ships 
  can fire or move in any direction at any time and even shift 
  to open an airlock in any direction. Fighting against ships 
  with spherical hull thrusters can be very disorienting, as it 
  is impossible to pin down a target for a weak point. Within 
  the outer sphere is a gyroscopic inner sphere that always 
  remains right side up, rendering whiplash a worry of the 
  past.
  S.82 Sphere Class Freighter
  Large heavy freighter (W’uther origin)
  Base HP: 50 
   
  Base AC: 16 (Mark IV)
  Body: 10 
   
  BP: 65
  Speed: 6 arc (-8 handling)
  Turn Value: 3 arc 
  Crew: 6/20
  Resistances: Advantage when making ability checks 
  and saving throws against the Hack action.
  Saving Throws: Dex +8, Int +8
  Skills: Computers +12, Mechanics +12, Piloting +0 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (12): Brig, Cargo Hold, 
  Communications Deck, Escape Pods, Holodeck, 
  Master Security System, Mechanics Workshop, 
  Medical Bay, Recreational Suite, Science Lab, Hangar 
  Bay x2
  Weapons (3): Plasma Cannon
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
                 
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +12 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Plasma Cannon.  A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 16); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one. Once fired, a 
  plasma cannon takes 1 round to recharge before it can 
  fire again.
  Spaceships
  
  265
  Shudderwing
  While every culture in the Nacora Galaxy has its own 
  historical style of ship, none are quite so starkly different 
  from the rest as ships made by the Glabrau. These vessels 
  have only basic computing systems in them and are not 
  connected to ship-wide networks. In a modern sense, this 
  is in many ways more a disadvantage than an advantage, 
  but it does make Glabrau ships resilient to enemy hacking 
  attempts. In addition to their unique computing systems, 
  Glabrau vessels utilize a kinetic gyro core power system. 
  The core generates all its power from constant kinetic 
  force generated inside it. Both of these features reflect the 
  needs of technology on the frozen planet of Raath where 
  traditional power sources and advanced computing devices 
  often failed above ground.
   
  The Kygoran-Glabrau Conglomerate uses a mix of 
  ship styles in their fleets, but most of them lean toward 
  the network enhanced systems developed by researchers 
  on Kygor. The exception to this are the battle squadron 
  and fighter cores of the fleets. Glabrau design shines in 
  smaller vessels that require minimal computing power and 
  don’t need to generate wormhole trajectories. The most 
  famous of these fighter ships that the KGC deploys is the 
  Shudderwing.
   
  Shudderwings are made up of three wide metal rings, 
  each with weapons and thrusters mounted on them, which 
  are attached to a gyroscopic sphere where the pilot sits on 
  top of the core that runs the ship. The sphere is created 
  with transparent carbon reinforced metal and piloting 
  the ship requires lightning-quick reflexes and innate 
  mathematical prowess. The result is a deadly vessel with 
  pinpoint accuracy and the ability to outmaneuver any other 
  fighter vessel.
  Shudderwing
  Tiny fighter (Glabrau origin)
  Base HP: 25 
   
  Base AC: 15 (Mark III)
  Body: 1 
   
  BP: 50
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Immunities: EMP Weaponry and the Hack action
  Saving Throws: Dex +11
  Skills: Mechanics +11, Piloting +23 (handling 
  modified)
  Difficulty: Tier 5 (25,000 XP)
  Developments (0): Kinetic Gyro Core, Manual 
  Piloting System
  Weapons (3): Shield Buster x2, Swivel Gun
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15; upon success it restores 
  1d10 +11 barrier points.
  Attack with Shield Buster. Ranged Weapon 
  Attack; range 15 arc, one target, hit +11. 2d10 +5 
  plasma damage.
  Attack with Swivel Gun. Ranged Weapon Attack; 
  range 15 arc, one target, hit +11. 1d12 +5 plasma 
  damage.
  Spaceships
  
  266
  Veerux Empire Ships
  More than any other danger in space, natural or mortal-
  made, that which strikes the deepest fear in the citizens of 
  the Nacora Galaxy is the sight of a Veerux Imperial ship. 
  Veerux vessels are built with jagged, spiked designs meant 
  to improve their ability to collide with and board other 
  ships. Beyond their aggressive structure, Veerux ships can 
  be identified by their deep red hulls and gold markings. The 
  ships use an extensive set of crosshatched lines that most 
  believe designate rank within a fleet. At the front of every 
  Veerux vessel an onlooker can see a single vertical black 
  line with four diagonal lines cutting through it and a golden 
  skull at the top.
   
  The symbol at the bow of their ships represent the deity 
  called Xaldin, the Voice of Truth. Few in the Nacora Galaxy 
  know much about Xaldin, but many understand that the 
  Hand of Truth
  Gargantuan battlecruiser
  Base HP: 125  
  Base AC: 18 (Mark VII)
  Body: 20 
   
  BP: 110
  Speed: 6 arc (-10 handling)
  Turn Value: 7 arc 
  Crew: 100/300
  Saving Throws: Dex +10, Int +10
  Skills: Computers +10, Mechanics +10, Piloting +0 
  (handling modified)
  Difficulty: Tier 4 (15,000 XP)
  Developments (14): Antimagnetic Wiring, Armory, 
  AI Core (INT 18), Brig, Communication Deck, Escape 
  Pods, Hangar Bay, Mechanics Workshop, Medical 
  Bay, Science Laboratory, Cargo Hold, Cryogenic 
  Chamber
  Weapons (15): Point-Defense Cannon x6, Swivel 
  Gun x3
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanics Actions: 1 each turn
  Divert. The ship can make a DC 15 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15; upon success it restores 
  1d10 +10 barrier points.
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes 9 attacks: 6 with its 
  point-defense cannons and 3 with its swivel guns.
  Swivel Gun. Ranged Weapon Attack; range 7 arc, 
  one target, hit +10. 1d12 +5 plasma damage
  Point-Defense Cannon. Ranged Weapon Attack; 
  range 30 arc (disadvantage within 7 arc), one target, 
  hit +10. 2d12 +5 plasma damage.
  Spaceships
  
  267
  Spaceships
  Pathcarver
  Huge heavy transport
  Base HP: 90 
   
  Base AC: 20 (Mark VIII)
  Body: 10 
   
  BP: 125
  Speed: 6 arc (-12 handling)
  Turn Value: 6 arc 
  Crew: 6/20
  Saving Throws: Dex +8, Int +8
  Skills: Computers +8, Mechanics +8, Piloting +2 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (14): Antimagnetic Wiring, Armory, 
  Cargo Hold x2, Cryogenic Chamber x2, Meditation 
  Chapel, Escape Pods, Hangar Bay x2, Stealth Systems, 
  Medical Bay, Expanded Crew Quarters, Recreation 
  Suite
  Weapons (2): Longshot x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
   
  Mechanic/ Science Officer Actions: 2 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +8 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes two attacks.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +8. 1d12 
  +4 plasma damage.
  way Veerux view other species comes from their religious 
  fervency. Victims of attacking Veerux ships find their ships 
  stripped of parts, left destroyed. In a way, the Veerux treat 
  non-human captives the same way they treat the ships they 
  capture. Any living being that isn’t human is killed, stripped 
  of their flesh and organs, cooked, and eaten by the Veerux. 
  Proxy and Wireborn are never dismantled or devoured, 
  only killed on sight as the Veerux view them to be akin to 
  Artificial Intelligence, an abomination they avoid using on 
  their own ships.
   
  Fortunately, in the modern age of the Nacora, seeing a 
  Veerux ship in the core systems is impossibly rare and even 
  in the frontier systems it’s uncommon to see more than a 
  lone Veerux vessel making its way through the void. Only 
  at the edges of the frontier and the fullness of the outer 
  reaches of the galaxy is it possible to glimpse squadrons of 
  Veerux ships moving through space. There are numerous 
  Domos Collective and Galactic Coalition outposts whose 
  only purpose is to catch Veerux ships coming in from the 
  outer reaches and warn civilization should the Veerux ever 
  invade in force again.
  
  268
  Extractor
  Small border
  Base HP: 25 
   
  Base AC: 15 (Mark III)
  Body: 3 
   
  BP: 50
  Speed: 6 arc (+4 handling)
  Turn Value: 3 arc 
  Crew: 1/4
  Saving Throws: Dex +8, Int +6
  Skills: Computers +6, Mechanics +6, Piloting +12 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (1): Brig
  Weapons (2): EMP Pulser
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  EMP Pulser. The ship fires a 5 arc cone. Other ships 
  caught in the pulse have their electrical systems stop 
  working for 3 rounds. When a ship is first affected, if 
  the ship has a creature with the mechanics skill, that 
  creature can make a mechanics check against a DC of 
  14. If they succeed, their ship ignores this effect. At 
  the end of each of the affected ship’s turn, a member 
  of the affected crew can attempt a mechanics skill 
  check against the DC to end the effect. Once fired, the 
  EMP Pulser requires 1 round to recharge before it can 
  be fired again.
  Xaldin Talon
  Tiny fighter
  Base HP: 25 
   
  Base AC: 15 (Mark III)
  Body: 1 
   
  BP: 50
  Speed: 12 arc (+6 handling)
  Turn Value: 1 arc 
  Crew: 1/2
  Saving Throws: Dex +7, Int +7
  Skills: Piloting +16 (handling modified)
  Difficulty: Tier 2 (3900 XP)
  Developments (0): None
  Weapons (3): Shield Buster x2, Void Missile
  Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Attack with Shield Buster. Ranged Weapon 
  Attack; range 15 arc, one target, hit +7. 2d10 +4 
  plasma damage (Deals double damage to barriers).
  Fire a Void Missile (8/day). Ranged Weapon 
  Attack; range 30 arc, one target, hit +7, 6d12 +4 force 
  damage (has no effect on barriers or ships with active 
  energy barriers).
  Spaceships
  
  269
  Seeker
  Medium pioneer
  Base HP: 40 
   
  Base AC: 17 (Mark V)
  Body: 5 
   
  BP: 80
  Speed: 8 arc (+0 handling)
  Turn Value: 4 arc 
  Crew: 1/6
  Saving Throws: Dex +9, Int +7
  Skills: Computers +7, Mechanics +7, Piloting +8 
  (handling modified)
  Difficulty: Tier 3 (8400 XP)
  Developments (8): AI Core (16 INT), Brig, Cargo 
  Hold, Meditation Chapel, Cryogenic Chamber, 
  Hangar Bay, Medical Bay
  Weapons (4): Longshot x2, Void Missile x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/Science Officer Actions: 1 
  each turn
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +7 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes 2 longshot attacks and 
  can fire up to 2 void missiles.
  Longshot. Ranged Weapon Attack; range 30 arc 
  (disadvantage within 7 arc), one target, hit +9. 1d12  
  +5 plasma damage.
  Void Missile (8/day). Ranged Weapon Attack; 
  range 30 arc, one target, hit +9, 6d12 +5 force damage 
  (has no effect on barriers or ships with active energy 
  barriers).
  Ravager
  Large battleship
  Base HP: 70 
   
  Base AC: 18 (Mark VI)
  Body: 10 
   
  BP: 95
  Speed: 10 arc (-2 handling)
  Turn Value: 5 arc 
  Crew: 6/20
  Saving Throws: Dex +10, Int +10
  Skills: Computers +15, Mechanics +10, Piloting +8 
  (handling modified)
  Difficulty: Tier 4 (15,000 XP)
  Developments (9): Armory, Brig, Hangar Bay x2, 
  Escape Pods, Master Security System, Medical Bay x2
  Weapons (10): Heavy Gun x4, Plasma Cannon x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic/ Science Officer Actions: 1 
  each turn
  Hack. The ship can take the Hack action against 
  another ship within 7 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check with a DC of 15. Upon success it 
  restores 1d10 +10 barrier points.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes three attacks: 2 with 
  its heavy guns and 1 with its plasma cannon.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +10. 2d12 +5  plasma damage.
  Plasma Cannon. A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 18); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one.
  Spaceships
  
  270
  Spaceships
  Temple of Xaldin
  Gargantuan assault station
  Base HP: 200  
  Base AC: 22 (Mark X)
  Body: 25 
   
  BP: 155
  Speed: 6 arc (-15 handling)
  Turn Value: 7 arc 
  Crew: 125/500
  Immunities: EMP Weaponry
  Resistances: Advantage when making ability checks 
  and saving throws against the Hack action
  Saving Throws: Dex +11, Int +11
  Skills: Computers +17, Mechanics +17, Piloting -4 
  (handling modified)
  Difficulty: Tier 6 (62,000 XP)
  Developments (20): Antimagnetic Wiring, x2 
  Armory, Brig, x2 Cargo Hold, Meditation Chapel, 
  Communications Deck, x3 Cryogenic Chamber, 
  Escape Pods, x2 Hangar Bay, Master Security 
  System, Mechanics Workshop, Medical Bay, Occult 
  Laboratory, Science Lab
  Weapons (20): Blade Beam Cannon, Point-Defense 
  Cannon x4, Plasma Cannon x2, Heavy Gun x2
  Pilot Actions: 1 each turn
  Dash. The ship makes a Dexterity (Piloting) check. 
  DC 15 to move again at half speed, DC 25 for full 
  speed.
  Trick Maneuver. Choose a maneuver from the trick 
  maneuver chart.
  Mechanic Actions: 1 each turn
  Divert. The ship can make a DC 20 Wisdom 
  (Mechanics) check to take the divert action.
  Patch Barriers. The ship makes a Wisdom 
  (Mechanics) check DC 15. Upon success it restores 
  1d10 +17 barrier points.
   
  Science Officer Actions: 1 each turn
  Hack. The ship can take the Hack action against 
  another ship within 15 arc of it. It must first use the 
  Bypass hack action to get on another ship’s private 
  network before it can take other hack actions against 
  that network. Conversely, it can take the Eject action 
  against another hacker on its private network.
  Scan. The ship makes an Intelligence (Computers) 
  check DC 15. Upon success it chooses a piece of 
  knowledge to learn about another ship.
  Attack Actions
  Multiattack. The ship makes six attacks: 1 with its 
  heavy gun, 4 with its point defense cannons, and 1 
  with its plasma cannon. If the blade beam cannon is 
  charged, it also fires.
  Heavy Gun. Ranged Weapon Attack; range 15 arc, 
  one target, hit +11. 2d12 +5 plasma damage.
  Point-Defense Cannon. Ranged Weapon Attack; 
  range 30 arc (disadvantage within 7 arc), one target, 
  hit +11. 2d12 +5 plasma damage.
  Plasma Cannon. A 30 arc long, 2 arc wide line of 
  plasma energy fires from the ship. Other ships caught 
  in the blast must succeed a Dexterity saving throw 
  (DC 19); taking 5d12 plasma damage on a failed save 
  or half as much on a successful one.
  Blade Beam Cannon. A 60 arc long, 2 arc wide 
  line of plasma energy fires from the ship. Other ships 
  caught in the blast must succeed a Dexterity saving 
  throw (DC 19); taking 12d12 plasma damage on a 
  failed save or half as much on a successful one. Once 
  fired, a blade beam cannon takes 2 rounds to recharge 
  before it can fire again.
  
  271
  Chapter Eight:
  Skills and Ability Scores
  Skills and Ability Scores
  T
  he six ability scores act as a quick description 
  for every creature’s basic physical and mental 
  characteristics. These scores help define the core 
  qualities of a character. Are they muscular and insightful? 
  Brilliant and nimble? The ability scores help shape that.
   
  • 
  Strength, measuring physical power
  • 
  Dexterity, measuring agility and grace
  • 
  Constitution, measuring endurance and health
  • 
  Intelligence, measuring reasoning and memory
  • 
  Wisdom, measuring perception, intuition, and worldly 
  experience
  • 
  Charisma, measuring force of personality
   
   
  Each of the six ability scores are utilized in the three 
  primary types of rolls within the game: the ability check, the 
  saving throw, and the attack roll. For each of these primary 
  rolls, you roll a d20 and add an ability modifier derived 
  from one of these six ability scores and then compare the 
  total to a target number. Sometimes you will add other 
  modifiers to these rolls, such as a proficiency bonus or 
  magic bonus.
  Ability Scores and 
  Modifiers
  Advantage and 
  disadvantage
  Each of a creature’s abilities has a score, a number defining 
  the magnitude of the ability. An ability score is not just 
  a measure of innate capabilities, but also encompasses a 
  creature’s training and competence in activities related to 
  that ability.
   
  A score of a 10 or 11 is the normal human average, but 
  adventurers and many monsters are a cut above average 
  in most abilities. A score of 18 is the highest a person 
  usually reaches, but adventurers can have scores as high 
  as 20. Monsters and divine beings go even further, with a 
  potential maximum score of 30.
   
  For each ability score a modifier is derived that ranges 
  from -5 to +10. It is these modifiers that affect ability 
  checks, saving throws, and attack rolls that a creature 
  attempts and therefore come up far more often than their 
  associated ability scores. The chart below describes the 
  relationship between scores and modifiers.
  Ability Score
  Ability Modifier
  1
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -1
  10-11
  +0
  12-13
  +1
  14-15
  +2
  16-17
  +3
  18-19
  +4
  20-21
  +5
  22-23
  +6
  24-25
  +7
  26-27
  +8
  28-29
  +9
  30
  +10
  Sometimes a special ability or spell tells you that you have 
  advantage or disadvantage on an ability check, saving 
  throw, or attack roll. When that happens, you roll a second 
  d20 when you make the roll. Use the higher of the two rolls 
  if you have advantage, and use the lower roll if you have 
  disadvantage.
   
  If multiple situations affect a roll and each one grants 
  advantage or imposes disadvantage on it, you don’t roll 
  more than one additional d20. If two favorable situations 
  grant advantage, for example, you still only roll one 
  additional die.
   
  If a situation renders you with both advantage and 
  disadvantage, regardless of how many instances of either, 
  they cancel out and you simply roll as normal with a single 
  
  272
  die. Multiple instances of advantage or disadvantage don’t 
  stack and even if you had two instances of advantage and 
  only one of disadvantage, you would still act as though they 
  were entirely canceled out and roll a single die.
   
  If you have a feature that allows you to reroll a die, such 
  as the fighter Indomitable class feature, and you are rolling 
  two dice, then you can only reroll one of those two.
   
  While most instances of advantage and disadvantage 
  will derive from features, equipment, and spells, the GM 
  can also decide that circumstances influence a roll in one 
  direction or the other and grant advantage or impose 
  disadvantage as a result.
  Proficiency Bonus
  Ability Checks
  All characters and monsters have a proficiency bonus 
  determined by their level or combat rating. It scales with 
  your character’s level and can be found in the class charts 
  for the character’s class. The bonus is used in the rules on 
  ability checks, saving throws, and attack rolls.
   
  Your proficiency bonus can’t be added to a single die 
  roll or other number more than once. For example, if two 
  different rules said you could add your proficiency bonus 
  to a Strength saving throw, you only add the bonus once 
  when you make the save. Occasionally your bonus might 
  be doubled or halved before you apply it (most commonly 
  in conjunction with the Expertise class feature that 
  rogues and bards receive). Regardless, if multiple abilities 
  would multiply or divide your proficiency bonus before 
  application, you only multiple or divide it once.
   
  For any roll you make that you are not proficient in, 
  you add 0 from your proficiency bonus. So if for whatever 
  reason you were making an Intelligence (History) check 
  and a feature lets you double your proficiency in the check, 
  but you’re not proficient, you would still only add 0 from 
  the proficiency.
  Ability checks test a creature’s innate talent and training 
  in an effort to overcome a challenge. The GM calls for an 
  ability check when a creature attempts an action (other 
  than an attack) that has a chance of failure. When the 
  outcome is uncertain, the dice determine the results.
  Task Difficulty
  DC
  Very Easy
  5
  Easy
  10
  Medium
  15
  Hard
  20
  Very Hard
  25
  Nearly Impossible
  30
  For each check, the GM assigns a Difficulty Class (DC) 
  from the six in the chart in this section. This is the target 
  number of the ability check roll and it is higher or lower 
  depending on how hard the task the character is attempting 
  to accomplish is.
   
  To make an ability check, roll a d20 and add the 
  relevant ability modifier, then apply other bonuses and 
  penalties (such as proficiency) and compare the total to 
  the DC. If the total equals or exceeds the DC, the ability 
  check is a success. Otherwise, it’s a failure, which means 
  the creature either makes no progress or progresses with 
  additional setbacks determined by the GM.
  Contested Checks
  Sometimes one creature’s efforts are being directly opposed 
  by another’s. This can occur when the two parties are 
  attempting the exact same thing (such as running a race) or 
  when one creature uses an ability check that works by being 
  opposed by a different ability check (such a creature using a 
  Dexterity (Stealth) check to sneak past another creature).
   
  To resolve a contested check, have all affected parties 
  roll the relevant ability check (usually a skill based check). 
  The creature that has the highest number after adding 
  all applicable bonuses and penalties to their roll wins the 
  contest and succeeds at what they are attempting. In the 
  event of a tie, the situation remains the same as it was 
  before the contest. If, for example, a hacker is trying to 
  keep a door shut and another one is trying to open it, they 
  make a contested check. If their contested Intelligence 
  (Computers) checks result in a tie, the door remains shut.
  Skills and Ability Scores
  
  273
  Each ability covers a broad range of capabilities and the 
  different skills represent some of these specific aspects. 
  While most of the operation of ability checks remains 
  unchanged between standard 5th edition and Spaceships 
  and Starwyrms, the associated skills are one area that 
  changes a great deal. The accompanying chart designates 
  the skills used in the S&S system and which skills from 
  standard 5th edition are no longer used.
   
  It also details which ability score each skill is most 
  closely associated with. It should be noted that some skills 
  can utilize different ability scores depending on what the 
  creature is attempting to accomplish with the skill and how 
  they go about using it. One of the finer examples of this 
  is the difference between a Strength (Intimidation) check 
  and a Charisma (Intimidation) check. While one depends 
  on a show of brute force, the other might just be some 
  threatening words.
  Working Together and Group Checks
  Sometimes multiple creature team up to accomplish a 
  single goal. This usually takes one of two forms. Either 
  the creature with the highest modifiers attempts the check 
  while another proficient creature uses the Help action (thus 
  granting the first creature advantage on the check) or the 
  creatures each attempt the check as a group. Using the 
  Help action represents a focused attempt to do something, 
  such as investigate an area, while a group action is more 
  common when each creature in a party has to accomplish 
  the same thing, such as climbing a wall or creeping 
  stealthily through a dangerous area.
   
  In the event that the GM decides that the group must 
  make a group ability check, everyone in the group makes 
  the ability check. If at least half the group succeeds, the 
  whole group succeeds. Otherwise the group fails the check.
  Using Each Ability
  The following section delves more directly into each of 
  the six ability scores and their associated skills and ability 
  checks. They do not cover every possible type of ability 
  check a creature might attempt, but instead act as a good 
  guideline for the most common actions that creatures take.
  Strength
  It’s difficult to say that good old fashioned muscle power 
  is as effective as it once was, but no matter how ingenious 
  technology becomes, sometimes raw strength is the 
  best answer to a problem. The Strength score is used for 
  attacking with non-finesse melee weapons and ranged 
  weapons with the Thrown or Rampant quality. 
   
  It is also required to effectively wield heavy firearms 
  and properly wear medium and heavy armors. It is tied to 
  the Athletics skill and determines the distance and height 
  that you can jump. If your group is using the encumbrance 
  rules, then the Strength score also determines how much 
  weight you can carry on your person.
  Skill
  Attribute
  Original Skills
     Acrobatics
  Dexterity
     Arcana
  Intelligence
     Athletics
  Strength
     Deception
  Charisma
     Insight
  Wisdom
     Intimidation
  Charisma/Strength
     Investigation
  Intelligence
     Perception
  Wisdom
     Persuasion
  Charisma
     Survival
  Wisdom
  New or Changed Skills
     Computers
  Intelligence
     Etiquette
  Charisma/Wisdom
     History (Includes Religion)
  Intelligence
     Mechanics
  Wisdom
     Medicine
  Intelligence
     Piloting
  Dexterity/Intelligence
     Science (Includes Nature)
  Intelligence
     Stealth (Includes Sleight of Hand)
  Dexterity
  Obsolete Skills
     Animal Handling
  N/A
     Nature
  N/A
     Performance
  N/A
     Religion
  N/A
     Sleight of Hand
  N/A
  Skills
  Skills and Ability Scores
  
  274
  Athletics Checks
  A Strength (Athletics) check covers a wide array of things 
  that involve a character’s strength and stamina. While 
  not an exhaustive list, some of the common uses for these 
  checks include:
  • 
  Climbing difficult surfaces or avoiding hazards while 
  climbing
  • 
  Forcing open doors, bonds, and locks
  • 
  Hanging on to a fast moving object
  • 
  Lifting or pushing objects
  • 
  Performing an unusually long jump or a trick while 
  jumping
  • 
  Pushing through a space that is too small
  • 
  Running long distances
  • 
  Stopping a moving object
  • 
  Swimming for long distances or in difficult areas
  • 
  Grappling, pushing, tripping, and disarming foes
   
   
  For most of these Strength (Athletics) checks, your 
  GM will determine a DC based on the task and you will 
  attempt to meet that DC. Otherwise, a contested roll might 
  be required for special actions such as grappling another 
  creature.
  Attack and Damage Rolls
  You add your Strength modifier to any attack or damage 
  roll you make when attacking with a melee weapon or a 
  weapon with the Thrown or Rampant property. Creatures 
  that don’t have a feature that says otherwise use their 
  Strength score for unarmed attacks as well.
  Climbing and Swimming
  Climbing or swimming requires you to expend 2 feet of 
  your move speed for every 1 foot you move (halving your 
  speed) unless you have a specified climb or swim speed. 
  The additional movement cost compounds with rough 
  terrain which also expends 2 feet of movement for every 
  1 foot (you would move at one fourth your normal move 
  speed). At your GM’s discretion, scaling a difficult to climb 
  surface or swimming in rough waters might require you to 
  succeed at an Athletics (Strength) check. A climb or swim 
  speed does not guarantee success, but grants advantage on 
  Strength (Athletics) checks made to climb or swim.
  Combat Maneuvers
  There are many maneuvers in combat that don’t involve 
  directly attacking. For most of those that affect another 
  creature, a Strength (Athletics) check is contested against 
  the defending creature’s Strength (Athletics) check or 
  Dexterity (Acrobatics) check, whichever is better. If your 
  modified roll is higher than the defender’s, your maneuver 
  is successful, otherwise it fails. For additional rules for 
  grappling and combat maneuvers, refer to Chapter Ten.
  Jumping
  Your Strength score determines how far you can jump.
   
  Long Jump. When you make a long jump, you cover 
  a number of feet up to your Strength score if you move at 
  least 10 feet on foot immediately before the jump. When 
  you make a standing long jump, you can only leap half that 
  distance. Jumping this amount does not require an ability 
  check. This assumes that you aren’t gaining any height 
  with this jump and so your GM may require a Strength 
  (Athletics) check to move over or around an obstacle during 
  a jump like this. If your jump ends in difficult terrain you 
  need to succeed on a DC 10 Dexterity (Acrobatics) check to 
  land on your feet, otherwise you land prone.
   
  You can opt to attempt to jump further than this by 
  making a Strength (Athletics) check. A DC 15 check allows 
  you to make a standing jump as though you moved at least 
  10 feet beforehand or allows you to jump a distance equal 
  to 1.5 times your Strength score in feet when you jump after 
  moving at least 10 feet beforehand.
   
  High Jump. When you make a high jump, you leap 
  into the air a number of feet equal to 3 + your Strength 
  modifier if you move at least 10 feet on foot immediately 
  before the jump. A standing jump allows you to move only 
  half that distance. A DC 15 Strength (Athletics) check allows 
  you to make a standing jump as though you moved at least 
  10 feet beforehand or allows you to jump a distance equal 
  to 1.5 times your Strength score in feet when you jump after 
  moving at least 10 feet beforehand.
   
  You can extend your arms half your height above 
  yourself during the jump. Thus, you can reach above you 
  a distance equal to the height of the jump plus 1 ½ times 
  your height.
  Skills and Ability Scores
  
  275
  Lifting, Carrying, and Encumbrance
  Your Strength score determines the amount of weight you 
  can bear. The following terms define what you can lift or 
  carry.
   
  Carrying Capacity. Your carrying capacity is your 
  Strength score multiplied by 15. This is the weight (in 
  pounds) that you can carry. Any time you are carrying more 
  weight than your capacity, your speed drops by 20 feet and 
  you have disadvantage on ability checks, attack rolls, and 
  saving throws that use Strength or Dexterity.
   
  Push, Drag, or Lift. You can push, drag, or lift a 
  weight in pounds up to twice your carrying capacity (30 
  times your Strength). While affecting an amount of weight 
  in excess of your carrying capacity, your speed drops to 5 
  feet.
  Strength Score
  Carrying 
  Capacity (lbs.)
  Drag, Lift, or Push 
  Capacity (lbs.)
  8
  120
  240
  9
  135
  270
  10
  150
  300
  11
  165
  330
  12
  180
  360
  13
  195
  390
  14
  210
  420
  15
  225
  450
  16
  240
  480
  17
  255
  510
  18
  270
  540
  19
  285
  570
  20
  300
  600
  21
  315
  630
  22
  330
  660
  23
  345
  690
  24
  360
  720
  25
  375
  750
  26
  390
  780
  27
  405
  810
  28
  420
  840
  29
  435
  870
  30
  450
  900
  Dexterity
  Dexterity is a measure of a creature’s agility, reflexes, 
  and balance. Due to the prevalence of ranged weaponry 
  in S&S, Dexterity plays a much greater role than before 
  in attacking, even in traditionally Strength-based classes 
  like fighters. It is tied to ranged weaponry, as well as the 
  Acrobatics, Piloting, and Stealth skills. It’s even used as an 
  ability modifier for certain tools and kits, like thieves’ tools 
  and musical instrument (dancing).
  Acrobatics Checks
  A Dexterity (Acrobatics) check covers your attempt to stay 
  on your feet in a tricky situation, such as trying to run 
  across a sheet of ice or balance yourself inside a crashing 
  ship. Your GM might also call for a Dexterity (Acrobatics) 
  check to see if you can successfully pull off acrobatic stunts 
  like dives, rolls, somersaults, and flips. Outside of these 
  primary uses, Dexterity (Acrobatics) checks can be used 
  to oppose a hostile creature’s Strength (Athletics) check 
  when that creature is trying to grapple you or otherwise 
  affect you with a combat maneuver that doesn’t involve 
  directly attacking you. Lastly, these checks are often utilized 
  to determine if a creature can land on its feet in a non-
  damaging fall or perform aerial maneuvers with its natural 
  or magical fly speed.
  Piloting Checks
  Piloting is a brand new skill introduced by the S&S rules. 
  Its primary purpose is to facilitate piloting a vehicle of any 
  kind, though most commonly this will be a spaceship. For 
  the purposes of spaceships, Dexterity and Intelligence are 
  interchangeable for these checks, but in other vehicles only 
  Dexterity can be utilized.
   
  The DCs for Dexterity (Piloting) checks to pilot a non-
  spaceship vehicle vary in the complexity of the vehicle and 
  the situation. For most vehicles, a value between 5 and 20 
  is appropriate. This means that there are many vehicles the 
  average layman can drive without issue. Outside of simply 
  operating the vehicle, Dexterity (Piloting) checks can be 
  used for special vehicle maneuvers or in spaceship actions. 
  For more information on spaceships and the various 
  actions possible for a pilot, refer to Chapter Seven. For a list 
  of non-spaceship vehicles, refer to Chapter Six.
  Skills and Ability Scores
  
  276
   
  Proficiency in land or water vehicles is not equivalent to 
  the piloting skill and has been made obsolete by S&S.
  Stealth Checks
  In order to conceal yourself from enemies, slink past 
  guards, slip away unseen, or sneak up on someone 
  unnoticed, you can make a Dexterity (Stealth) check. These 
  checks are always contested ability checks in which your 
  Dexterity (Stealth) is opposed by the Wisdom (Perception) 
  or Intelligence (Investigation) of other creatures or 
  machines. In most cases, when a creature is not actively 
  looking for you, the DC for your Dexterity (Stealth) check 
  is the opposing creature’s passive Wisdom (Perception). In 
  order to properly hide from another creature, you must be 
  obscured somehow from them. You cannot use this ability 
  check if you have no means by which to hide yourself. If 
  you begin your movement on your combat turn hidden, 
  then you are allowed to move up to your move speed and 
  remain hidden as long as you end your movement obscured 
  again.
   
  You also use Dexterity (Stealth) checks whenever you 
  attempt an act of legerdemain or manual trickery, such as 
  pickpocketing, planting an object on another creature, or 
  concealing an object on your person.
  Other Dexterity Checks
  Outside of the basic Dexterity skills checks, some other 
  ability checks that might come up involve tasks such as:
   
  • 
  Picking a lock (Proficiency in thieves’ tools allows you 
  bonuses to this)
  • 
  Disabling a trap (Proficiency in thieves’ tools allows you 
  bonuses to this)
  • 
  Securely tying up a prisoner
  • 
  Wriggling free of bonds
  • 
  Playing a stringed instrument
  • 
  Dancing to a song
  • 
  Crafting a small or detailed object
  Attack and Damage Rolls
  For ranged weapons that don’t utilize the Thrown weapon 
  property, as well as for melee weapons that have the 
  Finesse property, such as a dueling blade, you add your 
  Dexterity modifier to your attack and damage rolls.
  Armor Class
  Depending on the armor you wear, you might add some or 
  all of your Dexterity modifier to your Armor Class.
  Initiative
  At the beginning of every combat, you roll initiative by 
  making a Dexterity ability check. Initiative determines the 
  order of creatures’ turns in combat.
  Constitution
  Constitution measures health, stamina, and vital force. It is 
  a timeless marker that remains as vitally important in the 
  futuristic setting of S&S as it is in fantasy settings.
  Constitution Checks
  Constitution checks are uncommon and no skills apply 
  to them because the endurance this ability represents is 
  largely passive rather than active. A Constitution check 
  can model your attempt to push beyond normal limits, 
  however. The GM might call for a Constitution check when 
  you try to accomplish tasks like the following:
   
  • 
  Holding your breath
  • 
  Marching or laboring for hours without rest
  • 
  Going without sleep
  • 
  Surviving without food or water
  • 
  Quaffing an entire stein of ale in one go
  Concentration Checks
  Spells that have the concentration modifier and some other 
  class features and abilities require that a creature maintain 
  concentration on them or lose the effect or spell. When that 
  creature takes damage or is otherwise jostled by a stressful 
  event, they can lose concentration on their spell or ability. 
  In cases such as these, the creature makes a concentration 
  check. This is not actually an ability check, but rather a 
  Constitution saving throw. However, as it is one of the 
  primary uses of a strong Constitution for a wide array of 
  characters it is important to note here under the primary 
  uses of Constitution.
  Hit Points
  Perhaps the most potent thing that your Constitution 
  modifier contributes to is your hit points. You add your 
  Constitution modifier to each Hit Die you roll for your hit 
  Skills and Ability Scores
  
  277
  points. If your Constitution modifier changes, your hit 
  point maximum changes as well as though you’d had that 
  modifier since 1st level.
  Intelligence
  With the abundance of technology and scientific study, it’s 
  no surprise that intellect is a valuable tool. Of all the ability 
  scores, Intelligence has gained the most new skills and uses, 
  but the ways in which it is utilized should still be familiar. 
  Intelligence is a measure of a creature’s mental acuity, 
  accuracy of recall, and ability to reason. 
   
  Intelligence is the basis for the Arcana, Computers, 
  History, Investigation, Medicine, and Science skills. 
  It’s also used with disguise kits, first aid kits, forgery 
  kits, navigator’s tools, poisoner’s kits, some artisan’s 
  tools, thieves’ tools and any check involving memory. 
  Additionally, it is one of the three ability scores used for 
  spellcasting and inventions.
  Arcana Checks
  Magic may be different in the world of S&S, with its 
  connection to dark matter particles and the energy they 
  give off, but the study of the physics of magic is as strong as 
  ever. You can use an Intelligence (Arcana) check in order 
  to recall information about spells, magic items, arcane 
  symbology, magical traditions, the planes of existence, 
  magical constructs, undead creatures, and extraplanar 
  creatures. It can also be used to identify spells as they are 
  cast or spells that have been cast over an object. It cannot 
  be used to understand what an invention does or how the 
  abilities of a scientist or roboticist work, but it can identify 
  the spell effects generated by those inventions.
   
  Arcana is also used for recognizing the planar and 
  magical languages and translating them using similar 
  languages that you know.
  Computers Checks
  Computers and networks play a huge role in the lives of 
  the different species of the Nacora Galaxy, even those with 
  a primarily magical cultural tradition. The Intelligence 
  (Computers) check can be used to recall information about 
  the software and hardware of computers and how they 
  operate and work. It’s also used whenever you are trying to 
  use a computer to do something, such as searching the net, 
  and whenever you use a computer to take the Hack action. 
  There are some spaceship actions that use Intelligence 
  (Computers) checks as well. For more information about 
  the Hack action see Chapter Ten, and for more information 
  about spaceship actions see Chapter Seven.
  History Checks
  The History skill has been expanded beyond what it could 
  accomplish within the standard 5th edition rules set. 
  The obsolete Religion skill has been folded into History. 
  Therefore, you can use an Intelligence (History) check 
  to recall lore about historical events, legendary people, 
  ancient kingdoms, past disputes and wars, lost civilizations,  
  governmental hierarchies and politics, cultural deities, rites 
  and prayers, religious hierarchies, holy symbols, and the 
  practices of secret cults.
   
  History is also used for recognizing the basic galactic 
  languages and translating them using similar languages 
  that you know.
  Investigation Checks
  When you examine an area for clues and attempt to make 
  deductions, you make an Intelligence (Investigation) 
  check. Using this you might deduce the location of a hidden 
  objects or passage, discern from the appearance of a wound 
  and what kind of weapon dealt it, or determine the weakest 
  point in a tunnel that caused it to collapse. Intense research 
  that involves searching through network sites, books, 
  or scrolls for a nugget of information might also require 
  an Intelligence (Investigation) check. This check is also 
  commonly used when searching an area for hidden traps, 
  sensors, and cameras.
  Medicine Checks
  Mundane healing and the study of medicine have come 
  a long way since the days of alchemy and herbalism. 
  To reflect this shift, medicine checks are Intelligence 
  (Medicine) checks in S&S. An Intelligence (Medicine) check 
  might be used to remember information about medicine, 
  medical conditions, poisons, diseases, or to diagnose a 
  patient or understand how to perform basic care on them.
   
  In addition, an Intelligence (Medicine) check can be 
  used to stabilize a dying creature (DC 10) as an action. 
  You can also use an action to provide emergency care 
  Skills and Ability Scores
  
  278
  that involves applying pressure or bandaging a wound, or 
  something similar, with no items required. To do so, you 
  make an Intelligence (Medicine) check with a DC of 15. A 
  successful check means the creature being treated heals 1d6 
  + your Intelligence modifier. An individual creature can’t 
  benefit from this healing more than once a day.
  Science Checks
  You can use this new skill to make an Intelligence (Science) 
  check in order to recall knowledge about biology, chemistry, 
  mathematics, engineering, physics, terrain, plants, animals 
  (like beasts), the weather, natural cycles, planetary 
  environments, some monstrous and draconic creatures, 
  humanoids, robots, non-computer related technology, and 
  other scientific theories. It is also useful when dealing with 
  the astronomy and physics of space.
  Optional Rule: Dividing Creature Types 
  for Knowledge Skills
  Arcana and Science skill proficiencies can be 
  used to determine information a character might 
  know about a specific creature. The DC of any 
  Intelligence ability check to recall lore about 
  a creature’s basic biology and features is equal 
  to 10 + the creature’s CR. Some creatures are 
  particularly unknown, legendary, or rare and 
  might have a DC of 15 + their CR or even 20 + 
  their CR. The information a GM might give a 
  character about a creature they are successfully 
  knowledgeable about begins with its name and 
  the descriptive information provided in its 
  monster entry. Beyond that, specific information 
  regarding the creature’s weaknesses and strengths 
  should only be doled out if the character exceeds 
  the DC by 5 or more and only in small amounts 
  by every 5 they exceed that DC. This use for 
  Intelligence ability checks is optional.
   
  If this rule is being used, the following 
  skills provide information about the following 
  creature types.
   
  Arcana: aberrations, celestials, constructs 
  (magical only), dragons (starwyrms), elementals, 
  fey, fiends, and undead
   
  Science: beasts, constructs (technological 
  only), dragons (terrestrial), giants, humanoids, 
  monstrosities, oozes, and plants.
  Spellcasting and 
  Inventions
  Psions use Intelligence as their 
  psychic spellcasting ability, while 
  scientists use Intelligence for 
  their gadgets and inventions. 
  Their Intelligence modifier helps 
  determine the saving throw DCs of 
  their spells and effects.
  Skills and Ability Scores
  
  279
  Survival Checks
  In S&S, the Wisdom (Survival) check is used for the 
  following: tracks and trails, hunting wild game, navigating 
  hazards, and a sense of direction while on the surface of a 
  planet or planetoid. While it does not help with navigation 
  in space, it is the primary ability check used in the varied 
  natural worlds and on other planes of existence beyond the 
  material.
  Other Wisdom Checks
  Outside of the primary Wisdom-based skill checks, there 
  are a few other instances where Wisdom ability checks are 
  used. You might use a Wisdom check to discern the wisest 
  course of action or to utilize navigation tools and most 
  artisan’s tools.
  Spellcasting Ability
  Oracles and Roboticists use Wisdom as their spellcasting 
  ability, which helps determine the saving throw DCs of their 
  spells and effects.
  Charisma
  Charisma represents the force of personality of a creature. 
  It is the compass that directs your ability to interact 
  effectively with other creatures and includes things 
  like confidence and eloquence. In S&S, it governs the 
  Deception, Etiquette, Intimidation, and Persuasion skills. It 
  also provides the ability modifier for most instruments and 
  performances, although the Performance skill itself is no 
  longer used under the S&S ruleset.
  Deception Checks
  Your Charisma (Deception) check determines whether 
  you can convincingly hide the truth, either verbally or 
  through your actions. This deception can encompass 
  everything from misleading others through ambiguity to 
  telling outright lies. Typical situations includes trying to 
  fast talk a guard, con a merchant, gamble, pass yourself 
  off as someone else, dull someone’s suspicions through 
  false assurances, or maintain a straight face while telling a 
  blatant lie.
   
  It should be noted that outrageous lies might impose 
  disadvantage on you or grant advantage to the person you 
  are lying to. Almost all Charisma (Deception) checks are 
  Mechanics Checks
  You can use this new technologically-focused skill to make 
  Wisdom (Mechanics) checks. These checks are used to 
  repair, construct, and engineer technological devices. It 
  represents the intuition and experience-based knowledge 
  you have in regards to dealing with machines, which is 
  usually gained after working with them for a great deal of 
  time.
   
  Occasionally, an Intelligence (Mechanics) check might 
  be required if you are recalling rout knowledge about a 
  specific type of engineering, but overall the skill is utilized 
  when actually building and repairing things. Most uses of 
  this check require the user to have some materials and/or 
  tools at their disposal in order to effectively utilize it.
   
  There are specific spaceship actions described in 
  Chapter Seven that use Wisdom (Mechanics) checks.
  Perception Checks
  Your Wisdom (Perception) check lets you spot, hear, or 
  otherwise detect the presence of something. It measures 
  your general awareness of your surroundings and the 
  keenness of your senses. You might hear a conversation 
  through a closed door, eavesdrop under an open window, 
  or hear monsters moving stealthily in the forest. Or you 
  might spot things that are obscured or easy to miss, be they 
  assassins lying in ambush or light exuding from under a 
  closed secret door.
  Wisdom
  Wisdom is the ability score tied to intuition, judgment, 
  and perception. Its aligned skills are Insight, Mechanics, 
  Perception, and Survival. It is also the preeminent saving 
  throw in concern to willpower and strength of mind. 
  It should be noted that the Medicine skill is now an 
  Intelligence related skill and Animal Handling is no longer 
  used in S&S.
  Insight Checks
  Your Wisdom (Insight) check decides whether you can 
  determine the true intentions of a creature, such as when 
  searching out a lie or predicting someone’s next move. 
  Doing so involves gleaning clues from body language, 
  speech habits, and changes in mannerisms. It is often 
  contested by Charisma (Deception) checks.
  Skills and Ability Scores
  
  280
  Other Charisma Checks
  Most other Charisma checks that existed in standard 
  5th edition are now covered by the Charisma (Etiquette) 
  check, but it should be noted that the Charisma modifier is 
  used with all instruments, including singing and dancing 
  (though Dexterity is available to use for dancing as well).
  Spellcasting Ability
  Bards, Paladins and Sorcerers use Charisma as their 
  spellcasting ability, which helps determine the saving throw 
  DCs of their spells and effects.
  Saving Throws
  A saving throw—also referred to as a save—represents an 
  attempt to resist a spell, trap, poison, disease, or similar 
  threat or effect. You don’t normally decide to make a saving 
  throw; you are forced to make one because your character 
  or monster is at risk of harm.
   
  To make a saving throw, roll a d20 and add the 
  appropriate ability modifier. For example, you use your 
  Dexterity modifier for a Dexterity saving throw.
   
  A saving throw can be modified by a situational 
  bonus or penalty and can be affected by advantage and 
  disadvantage as determined by the GM. Each class gives 
  proficiency in at least two saving throws. As with skill 
  proficiencies, proficiency in a saving throw lets a character 
  add their proficiency bonus to saving throws made using a 
  particular ability score.
   
  The DC for a saving throw is determined by the effect 
  that causes it and what occurs when the save succeeds or 
  fails is determined by the effect as well.
  Persuasion Checks
  When you attempt to influence someone or a group of 
  people with tact, social graces, or good nature, the GM 
  might ask you to make a Charisma (Persuasion) check. 
  Typically, you use Persuasion when acting in good faith, to 
  foster friendships or make cordial requests. Examples of 
  persuading others includes convincing a government clerk 
  to let you see a space station governor, negotiating peace 
  between fighting mercenary bands, or inspiring a crowd of 
  punks.
   
  Animal Handling is now part of Persuasion, except 
  that it is always a Wisdom (Persuasion) check instead of a 
  Charisma (Persuasion) check.
  Etiquette Checks
  Etiquette is a new skill introduced in Spaceships and 
  Starwyrms that is used to expand on social knowledge. 
  With the many different cultures and planets a character 
  can be involved with, knowing the proper greetings and 
  culturally relevant proceedings can be a matter of life or 
  death. Using the Charisma (Etiquette) check, you can 
  understand how to interact with a new culture, find the best 
  folks to talk to for news, rumors, and gossip, blend into a 
  crowd, or get a message across in a language that you don’t 
  know.
   
  Because Performance is obsolete under the rules of 
  S&S, Charisma (Etiquette) checks can also be used as the 
  Performance skill in many instances, such as pretending to 
  be another person or acting like something you’re not.
  Intimidation Checks
  When you attempt to influence someone through overt 
  threats, hostile actions, or physical violence, the GM might 
  ask you to make a Charisma (Intimidation) or Strength 
  (Intimidation) check depending on how you’re utilizing 
  your skill set.
  contested by Wisdom (Insight) checks.
  Skills and Ability Scores
  
  281
  Chapter Nine:
  Galactic Adventures
  Galactic Adventures
  W
  ith a field of play as expansive as 
  an entire galaxy, it can be hard to 
  clarify the needs of every ship, every 
  part of the void, and every specific world. In fact, even 
  with the information laid out in this section and those 
  included in the core 5th edition books, it will not be 
  uncommon to find situations that will need a decision 
  made on the GM’s end. Regardless, this section is 
  here to help assist both players and game masters to 
  understand certain environments and parts of the world 
  and how they interact with the game and characters.
  Galactic Standard Time
  When it comes to a community that encompasses multiple 
  planets, systems, and environments, timekeeping can be 
  difficult. As such, most intergalactic organizations and 
  governments have long since adopted the standardized 
  units for time and dating that the Brahvaasch laid out 
  during the centuries that they alone traveled the stars. 
  When the Galactic Coalition rose to power, this dating and 
  timekeeping system became the Galactic Standard Time 
  (GST) or Nacoran Standard Date (NSD).
   
  Within S&S, all features, spells, items, and other 
  abilities that refer to specific amounts of time also refer to 
  GST or NSD, even if they are used on a planet that has a 
  different amount of days in a year or hours in a day. The 
  same holds true for long rests (which are always 8 hours) 
  and short rests (1 hour).
  Galactic Standard Unit
  Related Unit
  Year
  15 months (375 days)
  Month
  5 weeks (25 days)
  Week
  5 days
  Day
  24 hours
  Hour
  60 minutes
  Minute
  60 seconds (10 combat rounds)
  Galactic Standard 
  Measurements
  For the sake of ease, the units of measurement used 
  throughout this guide are primarily written in American 
  units. That said, we encourage the use of whichever system 
  of measurement is easiest to parse for the GM and their 
  players.
   
  In addition to the normal units of measurement that 
  you are familiar with, this section also includes the units 
  used by the people of the Nacoran Galaxy. Like most 
  standard systems, these measurements originate from the 
  Brahvaasch culture and were universalized by the Galactic 
  Coalition.
   
  The NSU (Nacoran Standard Units) are based on 
  weights, masses, volumes, and distances as they most 
  commonly arise in the study of magic and space travel. 
  Of them, the Arc is the newest and the first to be adopted 
  across the galaxy, as it encompasses distances most easily 
  parsed via travel through space. Aside from the arc, the 
  Xant is used for length and distance, the Hoft for mass, and 
  the Cylus for volume.
   
  The chart included within this section details a 
  conversion table between American units, Nacoran units, 
  and metric units. This way, determining which units work 
  best for a given group will be easier.
  Standard 
  Unit
  Nacoran Unit
  Metric Unit
  1 inch
  6 Loxant (Lx)
  2.54 Centimeter
  1 foot
  0.5 Xant (x) [100 Lx]
  0.3048 Meters
  1 mile
  52.9 Arc (a)
  1.609 Kilometers
  1.89 miles
  1 Biarc (ba) [100 a]
  3.04 Kilometers
  18,904 miles
  1 Galarc (ga) [1,000,000]
  30,416 Kilometers
  1 pound
  0.5 Hoft (h)
  0.4536 Kilograms
  1 ton
  10 Bihoft (bh) [100 h]
  907.185 Kilograms
  1 ounce
  7.8125 Locylus (Lc)
  29.5735 Milliliters
  1 gallon
  10 Cylus (c) [100 Lc]
  3.785 Liters
  
  282
  Measuring Arcs across Space
  The one unit of measurement new to this system that is 
  used mechanically is the arc, which is used to measure 
  distance in the void of space. As seen in themeasurements 
  chart, one arc is approximately 100 feet and one galarc is 
  18,904 miles. Galarcs are used to measure larger distances 
  in space, while arcs are used for immediate distances. While 
  there are measurements between the two, they are rarely 
  used because of the disparity of distance importance in the 
  theater of open space. For distances between solar systems, 
  light years are used. Despite their use, they are rarely 
  important, since travel between individual solar systems is 
  facilitated by Faster than Light travel utilizing wormholes.
  Movement
  Running through mysterious laboratories, swimming 
  across a raging river, climbing up a rope against the side of 
  a building—all sorts of movements play a key role in science 
  fiction gaming adventures.
   
  For small scale movement, movement speed and the 
  climbing and swimming calculations included in Chapter 
  Eight suffice to understand how quickly a creature can 
  move through an area.
   
  For longer ranges of movement, the GM can narrate 
  travel and determine the time that has passed while a group 
  of characters drive cross-country or walk through a thick 
  forest. Sometimes it’s important to understand how quickly 
  someone can travel from one place to another in order to 
  determine the number of hours, days, or weeks it has been 
  for mechanical or storytelling reasons.
  A Creature’s Speed
  Every character and creature has a speed value which 
  determines the distance in feet that character or creature 
  can walk in 1 round. This number assumes short bursts 
  of energetic movement in the midst of life-threatening 
  situations.
   
  The following rules determine how far a character or 
  creature can move in a minute, an hour, or a day.
  Difficult Terrain
  Difficult terrain can be inherent to a location for a number 
  of reasons, such as thick foliage, uneven ground, dense fog, 
  or the effect of a spell. When a creature is moving through 
  an area that is considered difficult terrain, they must use 
  2 feet of their movement for every 1 foot that they move 
  (essentially halving their move speed within that area).
   
  For the Travel Paces described in the Travel Pace table, 
  relatively simple terrains are assumed and the amounts of 
  distance traveled through more difficult terrains should be 
  halved.
  Travel 
  Pace
  Distance traveled per...
  Minute
  Hour
  Day
  Effect
  Fast
  400 ft.
  4 miles
  30 mi.
  -5 penalty to Wisdom 
  (perception) checks
  Normal
  300 ft.
  3 miles
  24 mi.
  -
  Slow
  200 ft.
  2 miles
  18 mi.
  Able to use Stealth
  Forced March
  The Travel Pace table assumes that characters travel for 8 
  hours in a day. They can push on beyond that limit, at the 
  risk of exhaustion.
   
  For each additional hour of travel beyond 8 hours, the 
  characters cover the distance shown in the Hour column for 
  their pace, and each character must make a Constitution 
  saving throw at the end of the hour. The DC is 10 + 1 
  for each hour past 8 hours. On a failed saving throw, a 
  character suffers one level of exhaustion.
  Vehicles
  In the modern world, vehicles make traveling long 
  distances infinitely easier. Each of the vehicles located in 
  Chapter Six of this guide has a miles per hour part of its 
  speed which helps dictate how far a given vehicle can move 
  over the course of hours.
   
  Similarly, vehicles make forced marches much 
  easier and characters are no longer facing exhaustion for 
  continuing to travel beyond the normal 8 hour limit.
   
  The drawback of all this versatility and speed is that 
  traveling in a vehicle is almost always considered a normal 
  travel pace and so moving stealthily in a vehicle is usually 
  not possible unless you slow down to the humanoid slow 
  pace described in the table included here.
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  Traveling Through Space
  Moving through space takes time, even with faster than 
  light drives and the use of wormholes. How quickly each 
  ship can move through space and get you from one place to 
  another varies, but it is generally a good idea to look at it 
  from a view of what sort of space-going adventure you are 
  in.
   
  Most spaceships have three distinct speeds available to 
  them. The first speed is a short distance booster speed most 
  often used in space combat, moving around in orbit, or 
  when flying planetside (only for escape pods and shuttles).
   
  The second level of speed is cruising speed, which is 
  used to travel between and within star systems.
   
  The final speed is the faster than light travel that uses 
  wormholes to move from one solar system to another 
  within the Nacora Galaxy. Wormhole travel usually takes a 
  day to move from one Wormhole to another in the galaxy. 
  Faster than light travel is safest when a ship leaves and 
  enters from one of the heavily regulated gateways that keep 
  the lines clear.
   
  While calculations deem it possible to jettison a ship 
  out into any area of a solar system (even inside deadly 
  gravity wells and asteroid fields), it is never recommended 
  for ships to do so outside of these regulated spaces.
  Type of Spaceship Travel
  Time Required
  Into Orbit or Land
  1 to 2 hours
  Within Orbit
  1 to 8 hours
  Open Space Inside System
  3 to 9 days
  Between Local Star Systems
  3 to 7 days
  FTL Wormhole
  2 to 4 hours
  The Environment
  By its nature, adventuring involves delving into dangerous 
  places full of mysteries and traveling across the great 
  expanse of space. This section covers some ways in which 
  adventurers interact with the environment and how certain 
  facets of the galaxy should be treated.
  Gravity
  Spaceships, space stations, and other space facilities 
  generate their own gravity, just like a planet. When a 
  character is in space, however, they must move and act 
  without gravity.
   
  Doing so is as simple as applying force and pushing 
  off something or using propulsion boosters of some kind. 
  While moving through space, if you don’t meet any other 
  object, you will keep going at a continuous speed.
   
  To determine your moving speed through space, 
  make an Athletics check. Round your skill check to the 
  nearest multiple of 5 (round down). That number is your 
  continuous move speed until your movement is arrested or 
  you have a chance to reset it by pushing off of something 
  else.
   
  Likewise, when you are hit by a melee attack or spell 
  that deals bludgeoning or thunder damage, your movement 
  immediately stops and you are pushed away from the blast 
  or attack at the end of the turn that you took the damage. 
  You then move with a speed of 10 feet a round until you 
  stop yourself or are otherwise stopped. If you have a suit 
  that has propulsion options or are using magic such as the 
  fly spell, you ignore the imposition of rules on movement 
  under zero gravity conditions.
   
  It’s important to note that living in a low to zero gravity 
  environment has numerous health risks and requires 
  lifestyle changes. For more rules about Zero Gravity and its 
  effects in combat, refer to Chapter Ten.
  Falling
  A fall from a great height is one of the most common 
  hazards facing adventurers and can often happen in a 
  world that has devices that generate gravitational fields. At 
  the end of a fall, a creature takes 1d6 bludgeoning damage 
  for every 10 feet it fell. The creature lands prone, unless it 
  avoids taking damage from the fall.
   
  If the character is falling voluntarily, they might be 
  performing a controlled fall. In this case, they may make 
  a Dexterity (Acrobatics) check to halve this damage and 
  land on their feet. The DC for this check is equal to 5 + the 
  number of feet the character is going to fall.
  Suffocating
  In a fantasy setting, suffocation typically arises in one 
  of two situations: drowning or choking. In the science 
  fiction setting of Spaceships and Starwyrms the chances of 
  suffocation increase dramatically.
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  A creature can hold its breath for a number of minutes 
  equal to 1 + its Constitution modifier (minimum of 30 
  seconds. If that creature is put into a situation where it has 
  no air by surprise, it can only hold its breath for half that 
  time.
   
  When a creature runs out of breath or is choking, it can 
  survive for a number of rounds equal to its Constitution 
  modifier (minimum of 1 round). At the start of its next turn, 
  it drops to 0 hit points and is dying, and can’t regain hit 
  points or be stabilized until it can breathe again.
  Radiation
  In the Nacora Galaxy, radiation is an inevitable facet of 
  life. From radiation storms in the open void of space to 
  the planets that have used radioactive power sources for 
  generations, radioactivity can act as a strong deterrent or 
  story point in adventures.
   
  Scientifically, radiation is tied to dark matter energy, 
  and mechanically it is tied to both radiant and necrotic 
  damage. Many spells can generate damage of one of these 
  types, and those spells represent the decay of living tissue 
  or the overenergization of living tissue due to radiation. 
  Connected with the damage dealt from radiation is 
  radiation sickness, which acts in the game as a magical 
  disease. Immunity to and diseases is required to be immune 
  to radiation sickness.
   
  All vacsuits are equipped to protect people from the 
  constant lower levels of radiation that fill the void of space. 
  Likewise, all spacefaring structures and vehicles are rated 
  against even the highest levels of radiation.
   
  However, sometimes creatures are caught unawares 
  or their protection simply isn’t strong enough to ignore the 
  regional radiation in an area. When that happens, it may be 
  necessary to have a creature attempt a Constitution saving 
  throw with a DC dependent on both what protection they 
  have and how strong the radiative environment is. The 
  consequence of failing this saving throw is almost always 
  the special disease called radiation poisoning.
   
  Radiation Poisoning. This is considered a magical 
  disease. Upon contracting it, the affected creature 
  immediately gains 1 level of exhaustion. While a creature 
  has radiation poisoning, it cannot recover from exhaustion 
  on a long rest as normal (even exhaustion sustained from 
  other sources). At the end of every five days (1 week in game 
  terms), the creature must make a DC 15 Constitution saving 
  throw, gaining another level of exhaustion on a failed save 
  or not gaining one on a successful save.
   
  Three successful saving throws in a row ends the 
  disease. Lesser restoration cannot restore a creature 
  affected by radiation poisoning, but any spell of 5th level 
  or higher that can cure a disease can remove radiation 
  poisoning. Exhaustion sustained from the disease is not 
  cured with this spell, but once the condition is cured, 
  exhaustion can be removed as normal. While lesser 
  restoration does not restore a creature affected by radiation 
  poisoning, it can be used once each day to give the affected 
  creature a chance to make a saving throw against the effect. 
  Failing this save does nothing, but succeeding counts 
  towards the total three successes needed to overcome the 
  radiation poisoning.
   
  With professional medical treatment via a hospital 
  or medical bay, the DC for making these saving throws is 
  reduced by 5 and allows the afflicted creature to make its 
  saving throw once a day instead of every 5 days. The only 
  time failing makes radiation poisoning worse is when the 
  poisoning demands a save, not during extra attempts to 
  make the saving throw.
  The Void of Space
  Outer space is fraught with natural dangers to the 
  unprepared. The vacuum itself is deadly without a 
  pressurized vacsuit. If a creature is caught in the vacuum of 
  space unprotected there is a three step process to determine 
  its survival.
   
  First, the creature must make a DC 17 Constitution 
  saving throw, imploding and dying immediately if it fails. If 
  it succeeds, the creature has a number of rounds equal to 1 
  + its Constitution modifier (minimum of 1) to remain alive. 
  When the time is up, the creature dies immediately.
   
  After the first saving throw, the creature must make 
  a second DC 17 Constitution saving throw against the 
  unbearable cold of the void. Failing this save renders 
  the creature unconscious (at 0 hit points, but stable). 
  Succeeding means that the creature’s body remains 
  functioning for a number of rounds equal to 1 + its 
  Constitution modifier (minimum of 1). Notice this is the 
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  same length of time for the implosion saving throw above.
   
  Finally, after the previous two saving throws, if the 
  creature is not protected by armor that has a radiation 
  dampener or another similar form of radiation protection, 
  that creature must make a third DC 17 Constitution saving 
  throw, gaining the poisoned condition permanently and 
  taking 5d10 radiant damage plus 5d10 necrotic damage 
  on a failed save or half as much damage and no poisoned 
  condition on a successful save.
   
  It should be noted that should a creature survive, they 
  are also holding their breath (unless they have an ability 
  that allows them not to breathe). This means that they 
  are also using the rules for suffocating as described in this 
  chapter.
   
  Because a creature cannot create sound without an 
  atmosphere, spells that require verbal components do not 
  work in space unless that creature has an air supply. The 
  target of the spell is not required to hear for the spells to 
  work as long as the spell doesn’t specifically require them 
  to.
  Vision and Light
  The most fundamental tasks of adventuring—noticing 
  danger, finding hidden objects, hitting an enemy in combat, 
  and piloting a vehicle, to name just a few—rely heavily on 
  a character’s ability to see. Darkness and other effects that 
  obscure vision can prove a significant hindrance.
   
  A given area might be lightly or heavily obscured. In a 
  lightly obscured area, such as dim light, patchy fog, or 
  moderate foliage, creatures have disadvantage on Wisdom 
  (Perception) checks that rely on sight.
   
  A heavily obscured area—such as darkness, opaque 
  fog, or dense foliage—blocks vision entirely. A creature 
  effectively suffers from the blinded condition when trying to 
  see something in that area.
   
  The presence or absence of light in an environment 
  creates three categories of illumination: bright light, dim 
  light, and darkness.
   
  Bright light allows most creatures see normally. Even 
  gloomy days provide bright light, as do torches, flashlights, 
  fires, flares and other sources of illumination within a 
  specific radius.
   
  Dim light, also called shadows, creates a lightly 
  obscured area. An area of dim light is usually a boundary 
  between a source of bright light, such as a flashlight, and 
  surrounding darkness. The soft light of twilight and dawn 
  also count as dim light. A particularly brilliant full moon 
  might bathe the land in dim light.
   
  Darkness creates a heavily obscured area. Characters 
  face darkness outdoors at night (even most moonlit nights), 
  within the confines of an unlit complex or a subterranean 
  vault, or in an area of magical darkness.
  Blindsight
  A creature with blindsight can perceive its surroundings 
  without relying on sight within a specific radius. 
  Creatures without eyes, such as oozes, and creatures with 
  echolocation or heightened senses, such as bats and true 
  dragons, have this sense.
  Darkvision
  Many creatures and species across the Nacora Galaxy have 
  darkvision. Additionally, there are both class features and 
  purchasable equipment that grant darkvision to a character. 
  Within the specified range, a creature with darkvision can 
  see in darkness as if the darkness were dim light, so areas 
  of darkness are only lightly obscured as far as that creature 
  is concerned. However, the creature can’t discern color in 
  darkness unless otherwise specified, only shades of gray.
  Truesight
  A creature with truesight can, out to a specific range, see 
  in normal and magical darkness, see invisible creature and 
  objects, automatically detect visual illusions and succeed 
  on saving throws against them, and perceives the original 
  form of a shapechanger or a creature that is transformed by 
  magic. Furthermore, the creature can see into the Ethereal 
  Plane.
  Infrared Vision
  Certain creatures and species are born with the ability to 
  see on the infrared spectrum of light. There are also some 
  equipment options that can allow any creature to see on 
  this spectrum.
   
  A creature with infrared vision (IR) can see in grays 
  and shades of red based on the heat of objects and creatures 
  around them while their infrared vision is active. Sources 
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  of heat shine brightly and infrared vision can see through 
  solid walls of varying thickness, based on the material they 
  are constructed with.
   
  Infrared vision removes penalties to seeing creatures 
  and objects with heat signatures regardless of how obscured 
  that creature or object might normally be. However, it does 
  not assist in observing or seeing any environmental details 
  otherwise.
   
  As a GM, it is important to take into consideration 
  the heat of the surrounding area to determine if the IR 
  spectrum would actually help a creature spot its target.
  Material
  Thickness Required to Prevent IR
  Wood
  2 feet
  Dirt/Stone
  1 foot
  Common Metal
  6 inches
  Carbonized Metal
  1 inch
  Food And Water
  Creatures that don’t eat or drink suffer the effects of 
  exhaustion. Exhaustion caused by lack of food or water 
  can’t be removed until the character eats and drinks the full 
  required amount.
  Food
  The average player character requires one pound of food 
  per day and can make food last longer by subsisting on half 
  rations. Doing so counts each half ration day as half a day 
  without food.
   
  These player characters can go without food on average 
  for a number of days equal to 3 + their Constitution 
  modifier (minimum 1). At the end of each day beyond 
  that limit, a character automatically suffers one level of 
  exhaustion.
   
  A normal day of eating resets the count of days without 
  food to zero.
  Water
  The typical player character requires one gallon of water 
  per day, or two gallons per day if in hot weather. A 
  character who drinks only half that much must succeed 
  at a DC 15 Constitution saving throw or suffer one level of 
  exhaustion at the end of the day. A character with access to 
  even less water automatically suffers one level of exhaustion 
  at the end of the day.
   
  If the character already has one or more levels of 
  exhaustion, the character takes two levels in either case.
  Resting
  Even the most stalwart of adventurers can’t spend 
  every hour of the day in the thick of exploration, social 
  interaction, and combat. They need rest—time to sleep and 
  eat, tend their wounds, refresh their minds and spirits, and 
  brace themselves for more adventure.
   
  Adventurers can take short rests in the midst of an 
  adventuring day and a long rest to end the day.
  Short Rests
  A short rest is a period of downtime, at least 1 hour long, 
  during which a character does nothing more strenuous than 
  eating, drinking, reading, and tending to wounds.
   
  A character can spend one or more Hit Dice at the end 
  of a short rest, up to the character’s maximum number of 
  Hit Dice, which is equal to the character’s level. For each 
  Hit Die spent this way, the player rolls the die and adds 
  their Constitution modifier to it. The character regains hit 
  points equal to the total. The player can decide to spend 
  an additional Hit Die after each roll. A character regains 
  half their total Hit Dice when they complete a Long Rest as 
  explained below.
  Long Rests
  A long rest is a period of extended downtime, at least 8 
  hours long, during which a character sleeps or performs 
  light activity: reading, talking, eating, or standing watch for 
  no more than 2 hours. If the rest is interrupted by a period 
  of strenuous activity—at least 1 hour of walking, fighting, 
  casting spells, or similar adventuring activities—the 
  character must begin the rest again to gain any benefit.
   
  At the end of the long rest, a character regains all lost 
  hit points. The character also regains spent Hit Dice up to 
  half their total number of Hit Dice.
   
  A character can’t benefit from more than one long rest 
  in a 24 hour period, and a character must have at least 1 hit 
  point at the start of the rest to gain its benefits.
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  Modified Short Rests
  Sometimes certain types of 
  adventures or moments thrust 
  characters into a constant stream 
  of combat or action, or put them 
  under specific time constraints 
  that make the normal hour-long 
  short rests impossible. In such 
  cases, the GM might decide to 
  grant the party a Heroic Short 
  Rest, which operates identically 
  to a normal short rest except 
  that the time is reduced from 
  an hour, be it to a half hour, 
  15 minutes, or even just 1 
  minute. The reasons behind this 
  might vary between the magic 
  and technology available or it 
  might just be how the GM and the 
  players at a table decide to use 
  their short rests. Because some 
  classes depend heavily on the 
  short rest system to operate, 
  ignoring it entirely is not 
  recommended, as it will heavily 
  imbalance the power level of    
   
  different classes with each    
   
   
  other.
  Quirks of Location
  In Spaceships and Starwyrms, the environment plays 
  an even bigger role than normal in determining how 
  adventuring plays out. This is because of a wider variety 
  of places that player characters can be exposed to, and in 
  very short order as well. This section seeks to describe some 
  of the facets to consider when building a campaign across 
  space.
  Spaceships and Stations
  A major part of life in space is spent aboard various 
  spaceships and space stations. Here, people live in artificial 
  environments, complete with false gravity, synthetic 
  natural lighting, and entire biospheres for generating food 
  products.
   
  Living aboard a vessel in space is different for every 
  species and each place has special contingencies depending 
  on the typical species that inhabits it. The larger the station 
  or vessel, the more likely that it is built to accommodate the 
  needs of every species.
   
  Taking away the various comforts inherent to these 
  locales is often a focal point in an adventure. It is vital 
  to observe what things a station has to create in order to 
  sustain life in the void.
  Spaceships and stations operate differently depending on 
  what type of environment they’re in and what they’re built 
  for. Very few spaceships and space stations are made to 
  enter a planet’s atmosphere except in dire emergencies. 
  Instead, they depend on shuttles and escape pods to land 
  and take off safely.
   
  Large vessels made with the vacuum of space in mind 
  can’t reverse pressure without putting too much stress on 
  the ship. A spaceship that has plunged through atmosphere 
  is almost always unable to fly again until repaired, and even 
  then, taking off might break it again.
   
  Most spaceships, however, are made to easily enter and 
  exit planetary orbits, either in a fixed location or a moving 
  one.
  Atmosphere, Orbit, and Space
  Planetside Adventuring
  While traveling the stars in spaceships and getting into 
  firefights on space stations is a big part of the excitement 
  of S&S, there is plenty of adventure to be had on the varied 
  multitude of fantastical planets that populate the galaxy. 
  Chapter One details a number of important planets across 
  the Nacora Galaxy, but there are hundreds of thousands of 
  planets to discover, each more different than the last.
   
  Some features of planets to consider that might make 
  them different are atmospheric thickness or thinness, the 
  average temperatures and how they change the climate, 
  tidal locking a planet, a planet with multiple stars or moons 
  affecting it, planets that naturally produce radiation or 
  poisonous atmospheres, and planets with shapes that are 
  esoteric or almost nonsensical to rational consideration.
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  The Combined Galactic 
  Network (CGN)
  By the standards of our real world, the internet is an entity 
  that is spread across the planet and can be accessed from 
  anywhere, so long as there is an appropriate uplink. Getting 
  online in Japan is only nominally different than getting 
  online in France. When it comes to multiple planets across 
  multiple solar systems within a galaxy, however, things 
  become more difficult.
  Public Networks
  Public networks are projected by network nexuses in a 
  particular location. Most planets have a public network that 
  covers all civilized areas of the planet, while given space 
  stations generally have their own personal public network. 
  Public networks are a shared space and have no specific 
  restrictions for use.
   
  When two things are on the same public network, 
  they can interact with each other. For example, if a rogue 
  with hacking software and a computer is on the same 
  public network as a turret gun, that rogue can attempt a 
  Hack action on that turret. If they’re not both on the same 
  network, then the rogue cannot make the attempt.
   
  To log into a public network, one must be within the 
  network’s area, otherwise they will be connected via a 
  galactic relay from whatever network they are on.
  Private Networks
  Private networks are far rarer than public networks. They 
  are special networks that run off of private nexus systems. 
  They don’t connect to other networks unless the owner of 
  the private network specifically commands the nexus to do 
  so.
   
  Private networks have increased security and 
  passwords and must be connected to using hacking 
  software or a special password set by the nexus controller. 
  The DC for breaking the password is equal to 8 + the 
  programmer’s Intelligence modifier + the programmer’s 
  proficiency bonus if they are proficient with the Computers 
  skill.
   
  Most corporations, research organizations, 
  governments, militaries, criminal enterprises, and some 
  individuals use private networks to keep their technology 
  safe from hackers who could otherwise compromise them.
   
  Unlike public networks, there is no way to work in a 
  private network remotely from another network; you must 
  be within the sphere of the nexus of the private network to 
  work within it. That said, from a private network you can 
  operate in public networks remotely. There are some ways 
  that a character can gain a private network for all their 
  personal devices and systems. This works the same way, in 
  that they must set a password for their private network and 
  their network has private network defenses. However, as a 
  personal-sized, small network they cannot remotely hack 
  things in public networks without being in a public network 
  nexus.
  The Galactic Network Relays
  In order to connect the hundreds of public networks across 
  the galaxy, the galactic governments have constructed 
  and maintained giant relays that are part of the galactic 
  waystations located near regulated wormholes in each 
  populated solar system.
   
  These relays connect all the public networks across the 
  galaxy in such a way that information can be shared freely 
  between them and even people on different planets can 
  contact each other almost effortlessly.
   
  However, due to the sheer distance of the void of 
  space, communication and information between different 
  connected public networks operate on a 1 minute delay 
  between each other.
  Network Structures and Mapping
  Networks both public and private across the Nacora 
  Galaxy have a few key things in common in regards to 
  their structure. The first is that they are wholly a wireless 
  construct. There are no physical cables involved in the 
  structure of the networks (though there might be some 
  rustic places in the galaxy where that does not hold entirely 
  true).
   
  The second major thing to remember is that the 
  network maps, which describe the nodes and locations of 
  all technology within, are not available wirelessly. In order 
  to locate the map, you must be using the primary computer 
  terminal (server) that supplies the regional public or 
  private network. If you are not specifically on that device, 
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  you cannot access the map of all connected machines, both 
  creature and noncreature, on a network.
   
  Due to this, when using the Hack action or other 
  computer-based skills that target a specific system, it is 
  important that you have a visual (either through a video 
  or physical sight) of the target of the hack or skill and that 
  target must be within 100 feet. Should you download the 
  network map from the primary computer terminal of a 
  network, then you are not limited by sight or distance.
  Full Network Immersion
  While it is entirely possible to interact with everything on 
  the network through a computer interface using software, 
  it is also possible to use a device called a simulation rig to 
  project your mind into virtual space. This virtual reality 
  experience is called Full Network Immersion and involves 
  uploading yourself to the network itself.
   
  There is a specific part of the CGN that is built to host 
  these uploaded minds, called avatars, that allows them 
  to explore the network freely as though they were in a 
  massive interconnected mall of brick and mortar stores. 
  While immersed, you can interact with websites, use search 
  engines, go shopping, party, and connect with other people 
  socially. You can even play games within the immersion 
  sphere of the CGN. Such massively multiplayer virtual 
  games are popular ways for people from across the galaxy 
  to connect with one another.
   
  Generally, your avatar at default will appear how your 
  brain idealizes or views your body, but settings in the avatar 
  system mean you can look like pretty much anything you 
  want to look like while immersed.
   
  It’s not all fun and games though; while you’re 
  immersed you’re also vulnerable to attack from other 
  avatars. Combat between avatars, as well as avatars and 
  security systems, are described in Chapter Ten as part of 
  the wireless combat rules.
   
  While immersed, you bring your hit point total with 
  you and if you take damage while immersed that damage it 
  dealt directly to those hit points. Due to mental feedback, 
  dropping to 0 hit points while immersed causes you to be 
  ejected from the system and rendered unconscious. Unless 
  an effect says otherwise, you are not considered dying 
  or bleeding out and you can be revived as normal from 
  unconsciousness, or you will wake up after 8 hours in an 
  unconscious state.
   
  In the end, it is most important to remember that 
  while this part of the CGN is a shared space across many 
  public networks, it isn’t necessarily connected easily to the 
  part of the CGN that is accessed through normal computer 
  interfacing and it can’t be used to hack devices across a 
  public network.
  Interacting with Networks
  To interact with a network you need two things: computer 
  software and a computer of some kind. If you have both 
  of these pieces of equipment, you can log into any public 
  network with no need for a password. It doesn’t even take 
  an action to do so (it is considered interacting with an 
  object to log onto a public network if you’re not currently 
  on another network). While on a public network, you 
  have access to all the wonderful things that the network 
  provides, such as search engines, information, media 
  sharing, and social media.
   
  If you’re actively connected to a public network,  
  another computer connected to the same network can 
  message you and contact you through appropriate apps. 
  If the other computer has hacking software, they can also 
  use the Hack action on you (which can be used for simple 
  things like messaging someone who doesn’t have the 
  appropriate apps, as well as complex things like stealing 
  information from their computer). Most machines in 
  an area operate partially on a public or private network 
  and are accessible as such if you have the appropriate 
  equipment (in most cases this means hacking software).
   
  When you try to log onto a private network, you can 
  either use a Hack action to log on by force or you can spend 
  a bonus action to enter via a password that you know. Once 
  you’re successfully on the private network, it acts like a 
  public network for you until you log off of it. That means 
  you are visible and vulnerable to things on that network as 
  well as able to affect other things on that network.
   
  Certain creatures, such as the Proxy, are not actually 
  on a network personally and therefore cannot be interacted 
  with through the network or hacked unless they specifically 
  attach themselves to said network.
   
  Some forms of cyberware, armor modifications, and 
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  personal handheld technology have the option to be on 
  an active network. If that is the case, it is considered to 
  be on a public network that is localized to only you and 
  your things (unless you purposefully connect them to the 
  public network or private network that you’re within the 
  nexus sphere of at a given time). You can have those objects 
  turned off, in which case any benefit they may give for 
  being active on a network are negated, but they cannot be 
  interacted with by hacking software.
   
  If you take the private network feat or have another 
  class feature (or organization connection that your GM 
  determines) that gives you a private network, you and 
  anything on your person, such as your cyberware or your 
  weapons, armor, and equipment, are all only connected 
  to that private network. You set the security level and 
  password of your own private network.
  Interacting with 
  Technology
  In a setting full of technology, we would be remiss not to 
  delve into what it means to interact with it constantly. 
  Along with an influx of modernization comes a lifestyle 
  unlike anything that even the most high-magic cities of 
  typical fantasy 5th edition might enable. This section strives 
  to discuss the sorts of things that characters and creatures 
  growing up in this expanding galactic set of worlds would 
  know about the ever-evolving technology around them.
  Basic Technology
  In Spaceships and Starwyrms, every character (unless its 
  player chooses otherwise) knows how to interact with basic 
  technology. Basic tech refers to normal computer functions 
  like typing and searching, interacting with hubs and 
  screens, communication devices, most doors, elevators, and 
  a whole slew of everyday technology that facilitates normal 
  life in the galaxy.
   
  For a character to use any of these in a normal way, 
  no skill check or niche knowledge is required. It is only 
  when you hone in on the inner workings or weird and 
  specific methods of using this technology that Computers 
  and Mechanics skill checks come into play. For example, 
  running a basic search engine to look for information online 
  requires no check other than the normal Investigation 
  check made when asking around for information in a city.
   
  However, if you were to need to dip into restricted 
  data repositories or hack into a hub of information your 
  search would require an (Intelligence) Computers skill 
  check as well. If you wanted to turn on an engine and make 
  a vehicle go, that generally wouldn’t require more than 
  a very easy Investigation check to determine where the 
  ignition and thrust controls are, but if you had to take apart 
  or put together that engine, you would be in the realm of a 
  (Wisdom) Mechanics skill check.
   
  Overall, a great deal of technology falls into “basic 
  technology”, but just how much does or doesn’t depends 
  wholly on the world that the GM wishes to present to 
  their players. In typical Nacora Galaxy setting play, what’s 
  included here covers the majority of what is considered 
  basic technology.
  Mechanical Security
  One aspect of technology that changes the game in 
  challenging ways is how technology is used to secure a 
  building or place. While in standard 5th edition, a group 
  might be dependent on very specific abjuration and 
  divination spells or patrolling guards to keep a location 
  secure, but in S&S the group can depend on cameras and 
  sensors that can be put in place with their own complex set 
  of alarms.
   
  In the world of Spaceships and Starwyrms, magic such 
  as invisibility and illusions works as normal against visual 
  sensors, but motion sensors can detect invisible creatures. 
  There are some spells that have been invented by the 
  creative souls of the galaxy that work specifically to foil 
  technology and there are technological developments made 
  to subvert magical trickery. It’s a constant arms race.
   
  Despite the existence of these spells (which are located 
  in Chapter Eleven of this guide) the best way to avoid and 
  manipulate technological security measures is with the 
  Hack action, explained in Chapter Ten. Because security 
  systems have to be on a network to transfer information 
  continuously, you can also access them by getting on that 
  network. Most devices have a DC associated with hacking 
  them based around your location and how advanced the 
  technology you’re working against is. These are factors that 
  are up to your GM, but they tend to follow the chart in this 
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  291
  section for ease.
   
  If for whatever reason a piece of security, like a camera, 
  isn’t on a network, that means it records onto a tape that 
  is usually reviewed later, which means the camera can be 
  fooled, ignored, or destroyed without worry. Failing to hack 
  a machine that is part of a combined security system will 
  almost always alert the security system to some degree, 
  marking either the beginning of an alarm or even electronic 
  attack against the hacker in question. More details on this 
  can be found in Chapter Ten under the Hack action.
  Difficulty
  DC Examples of Systems/Technologies
  Very Easy
  5
  Cheap store bought cameras and 
  sensors
  Easy
  10
  Average store bought cameras and 
  sensors
  Medium
  15
  Expensive store bought cameras 
  and sensors, basic security turrets, 
  policeware street cameras and sensors, 
  average metal detectors, basic security 
  barriers
  Hard
  20
  Basic security drones, average 
  security turrets and barriers, average 
  government facility cameras and 
  sensors, custom built cameras and 
  sensors
  Very Hard
  25
  Advanced security drones, expensive 
  security turrets and barriers, high 
  level government facility cameras and 
  sensors, expensive custom built pieces
  Impossible
  30
  Unique and custom built devices, 
  top secret government and criminal 
  facilities
  Technological Controls and Doors
  Like cameras and other security devices, player characters 
  will often interact with control panels and doors that act as 
  barriers to entry to various places. In most cases, characters 
  might have to figure out a passcode through investigation 
  and deduction, or the door in question might not be locked 
  and simply require one to move in front of the motion 
  sensor or press a button. It is rare for doors to operate in a 
  manual fashion except in certain planetside regions of the 
  galaxy.
   
  When it comes to forcing doors open by brute strength 
  or deftness of hand using the special hack device included 
  with the thieves’ tools handset, the rules mirror standard 
  5th edition to a point. The GM determines the difficulty of a 
  door to both force open and to open using thieves’ tools and 
  sets a DC for both types of actions. What happens next is up 
  to the player and the dice.
   
  Across Nacora, with all the different cultures that have 
  pitched in to create the vast expansive community that 
  creates and trades technology, there are as many different 
  types of doors in both construction and style as there are 
  types of people in the world. Each should be approached in 
  a different way, but mechanically operate the same at a base 
  game level.
  Technology and Magic
  How technology and magic work together is a point of 
  contention for many different creative people. In the end, 
  it is up to the GM who is crafting the world to determine 
  whether or not magic and technology interact in disastrous 
  ways or if they are a match made in the heavens. For the 
  purposes of the Nacora Galaxy, magic and technology can 
  be blended to great effect, though the process of this fusion 
  is typically complex and dangerous.
   
  This common directive choice exists within Nacora to 
  allow both technological and magical types to each have a 
  place on a team of adventurers and allow them their own 
  niches to focus on. As with anything, feel free to customize 
  this flavorful factor to your desires to craft a world that 
  works best for you and your players.
  Machine Stat Blocks
  A major factor of science fiction combat and security comes 
  from automated defenses. In the modern world, traps in a 
  classical sense may be less common, but built-in security 
  that attacks and identifies intruders is far more common. 
  This section seeks to lay out a few specific machines that 
  can be used across multiple situations, but is by no means a 
  comprehensive list.
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  292
  Alarm System
  Tiny object
  AC: 12
  HP: 10
  Damage Immunities: Poison, Psychic
  Each piece of an alarm system is built to broadcast its 
  own alarm signal back to a central processing location. 
  Sometimes the alarm also emits sound and light. Each node 
  of an alarm system can be hacked or overridden separately. 
  The only way to turn off the entire system is to use the 
  actual alarm panel core.
  Camera
  Tiny object
  AC: 12
  HP: 10
  Damage Immunities: Poison, Psychic
  Each camera is built to broadcast its own signal back to a 
  central processing location (or record within itself). Each 
  camera can be hacked or overridden separately. The only 
  way to turn off a system of cameras is to use the control 
  panel core. It should be noted that some cameras are 
  connected to alarm systems while other are not.
   
  Active Perception. The camera sees everything that 
  passes in front of it. To stealth past or avoid a camera’s 
  sight without magic or hacking, a Dexterity (Stealth) check 
  is required with a DC ranging from 15 to 30 depending on 
  the rotation, movement, or other qualities of the camera.
  EMP Device
  Small object
  AC: 13
  HP: 20
  Damage Immunities: Poison, Psychic
  EMP devices are usually traps set up in dead zones of a 
  location to catch intruders off guard and shut down their 
  systems. Sometimes they are also used as emergency 
  switches in locations with dangerous technology.
   
  Pulse. The EMP lets loose a wave of energy that affects 
  everything within 60 feet of it. This radius goes through 
  walls and barriers as long as those walls don’t have a lead 
  core. All technological devices that aren’t being wielded 
  or held that depend on electrical power cease working 
  for 1 hour. Devices that are being wielded or held can roll 
  a DC 15 Intelligence saving throw using their wielder’s 
  Intelligence, ceasing to work for 1 hour on a failed save 
  or only ceasing to work for 1 minute on a successful one. 
  Inventions and robots powered by Dark Matter Batteries 
  are unaffected.
  Energy Detector
  Tiny object
  AC: 12
  HP: 10
  Damage Immunities: Poison, Psychic
  This detector is used to sense energy weapons and active 
  magical spells that pass within 10 feet of it. It automatically 
  registers any of either that pass by.
  Laser Grid Sensor
  Large object
  AC: 13
  HP: 50
  Damage Immunities: Poison, Psychic
  Laser grids are a type of motion sensor that is often used 
  to cover an entire hallway for motion detection. The lasers 
  can be either ultraviolet or infrared, and creatures with the 
  appropriate vision to see those types of light can see the 
  lasers. To bypass the lasers by avoiding them requires a DC 
  30 Dexterity (Acrobatics) check if you cannot see or sense 
  the lasers, DC 20 if you are being directed on how to avoid 
  them, or DC 15 if you can see them.
  Metal Detector
  Tiny object
  AC: 12
  HP: 10
  Damage Immunities: Poison, Psychic
  This detector is used to sense metal objects that pass within 
  10 feet of it. It automatically registers any metal that passes 
  by it.
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  293
  Motion Sensor
  Tiny object
  AC: 12
  HP: 10
  Damage Immunities: Poison, Psychic
  This basic motion sensor has a radius area of 10 feet around 
  it with which it can sense vibrational disturbances in the 
  air. It automatically succeeds at sensing these motion based 
  vibrations.
  Security Cannon
  Medium object
  AC: 18
  HP: 50
  Damage Immunities: Poison, Psychic
  A large cannon that fires plasma bolts at targets it deems to 
  be intruders or hostiles. It can be overridden or hacked, but 
  the DC varies on the make and model of the cannon.
   
  Plasma Cannon. Ranged Weapon Attack, +9 to hit, 
  range 400 ft./1600 ft., one target, Hit: 48 (8d10) plasma 
  damage.
  Security Turret, Hefty
  Small object
  AC: 17
  HP: 50
  Damage Immunities: Poison, Psychic
  A swiveling turret mounted on the ground that fires plasma 
  at targets it deems to be intruders or hostiles. It can be 
  overridden or hacked, but the DC varies on the make and 
  Shock Panel
  Large object
  AC: 15
  HP: 50
  Damage Immunities: Lightning, Plasma, Poison, 
  Psychic
  These panels are built into walls, floors, ceilings, or doors 
  and emit an electric shock when touched if not disabled 
  first. Individual panels can be hacked or overridden, or a 
  control panel can shut them off.
   
  Electric Shock. Creatures that touch a panel must 
  succeed a DC 15 Constitution saving throw, taking 25 (5d8) 
  lightning damage on a failed save or half as much on a 
  successful one.
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  Security Turret, Hanging
  Tiny object
  AC: 16
  HP: 30
  Damage Immunities: Poison, Psychic
  A swiveling turret that is small enough to hang from the 
  ceiling or a wall. It fires plasma at targets it deems to be 
  intruders or hostiles. It can be overridden or hacked, but 
  the DC varies on the make and model of the turret. It fires 
  one plasma shot each round.
   
  Plasma Shot. Ranged Weapon Attack, +7 to hit, 
  range 100 ft./400 ft., one target, Hit: 12 (2d10) plasma 
  damage.
  model of the turret. It fires two plasma shots each round.
   
  Plasma Shot. Ranged Weapon Attack, +8 to hit, 
  range 200 ft./800 ft., one target, Hit: 18 (3d10) plasma 
  damage.
  Security Turret, Mini
  Tiny object
  AC: 15
  HP: 10
  Damage Immunities: Poison, Psychic
  A cheap swiveling turret small enough to be placed 
  anywhere and commonly purchased by companies and 
  private owners. It fires plasma at targets it deems to be 
  intruders or hostiles. It can be overridden or hacked, but 
  the DC varies on the make and model of the turret. It fires 
  one plasma shot each round.
   
  Plasma Shot. Ranged Weapon Attack, +6 to hit, 
  range 50 ft./200 ft., one target, Hit: 6 (1d10) plasma 
  damage.
  
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  Chapter Ten: Combat
  Combat
  T
  his section contains the expansion and 
  reexamination of the rules of combat introduced 
  in standard 5th edition play. Since Spaceships 
  and Starwyrms has a renewed focus on technology and 
  equipment, certain previous rules, such as those for 
  cover, needed to be expanded, while other rules such as 
  those for hacking, needed to be explored for clarity.
  Combat Step by Step
  The average combat encounter is a clash between two sides 
  and includes gunfire, spellcasting, and hasty dodges. The 
  game organizes the chaos of combat into a cycle of rounds 
  and turns. A round represents about 6 seconds in the game 
  world.
   
  During a round, each participant in battle takes a turn. 
  The order of turns is determined at the beginning of the 
  combat encounter, when everyone rolls initiative. Once 
  everyone has taken a turn, the fight continues to the next 
  round as long as all sides involved are still active.
  Surprise
  Whenever a situation arises where combat begins, the GM 
  must determine if any of the participants involved would 
  be surprised. If one side or specific characters were being 
  stealthy and initiate the combat, they might successfully 
  surprise their foes.
   
  If no creature or object initiates the combat stealthily, 
  then all creatures in the combat automatically notice each 
  other and regular combat is initiated.
   
  Any creature that doesn’t notice the combat initiator 
  and is surprised can’t move or take actions on their first 
  turn of combat, but they can take a reaction until that 
  round ends. A member of a group can be surprised even if 
  the other members of that same group are not.
  Initiative
  When combat begins, after determining if any creature is 
  surprised, each creature in the combat makes a Dexterity 
  check to determine their place in the initiative order. The 
  GM may choose to make a check for groups of identical 
  creatures or roll them separately.
   
  The GM then ranks the combatants in order from the 
  one with the highest Dexterity check total to the one with 
  the lowest. This is the order (called the initiative order) in 
  which they act during each turn. The order remains the 
  same from round to round.
   
  If a tie occurs, the GM decides the order among tied 
  GM-controlled forces, and the players decide the order 
  among their tied characters. When a player and monster 
  tie, a reroll is usually used to determine which acts first.
  On your turn, you can move a distance up to your speed 
  and take one action. You decide whether to move first or 
  take your action first. Your speed—sometimes called your 
  walking speed—is noted on your character sheet.
   
  The most common actions you can take are described 
  in the “Actions in Combat” section and the “New Combat 
  Actions” section, but most classes give additional options, 
  while the “Movement and Position” section dictates rules 
  for movement. The Potential Actions table included here 
  lists all of these in one place for easy viewing.
   
  You can forgo moving, taking an action, or doing 
  anything at all on your turn.
  Your Turn
  Potential Actions
  Attack
  Cast a Spell
  Dash
  Disengage
  Dodge
  Hack
  Help
  Hide
  Ready
  Search
  Suppressing Fire
  Take Cover
  Use an Invention
  Use an Object
  
  295
  Bonus Actions
  Various class features, spells, and other abilities let you take 
  an additional action on your turn called a bonus action. The 
  Cunning Action feature, for example, allows a rogue to take 
  a bonus action. You can take a bonus action only when a 
  special ability, spell, or other feature of the game states that 
  you can do something as a bonus action. You otherwise do 
  not have a bonus action to take.
   
  You can take only one bonus action on your turn, so 
  you must choose which bonus action to use when you have 
  more than one available.
   
  You choose when to take a bonus action during your 
  turn, unless the bonus action’s timing is specified, and 
  anything that deprives you of your ability to take actions 
  also prevents you from taking a bonus action.
  Other Activity on Your Turn
  Your turn can include a variety of flourishes that require 
  neither your action nor your move.
   
  You can communicate however you are able, through 
  brief utterances and gestures, as you take your turn.
   
  You can also interact with one object or feature of the 
  environment for free, during either your move or your 
  action. For example, you could open an unlocked door 
  during your move as you stride toward a foe, or you could 
  draw your weapon as part of the same attack you use to 
  attack.
   
  If you want to interact with a second object you need 
  to use your action. Some magic items and other special 
  objects always require an action to use, as stated in their 
  descriptions.
   
  The GM might require you to use an action for any 
  of these activities when it needs special care or when it 
  presents an unusual obstacle. For instance, the GM could 
  reasonably expect you to use an action to open a stuck door 
  or type commands into a panel to open a hangar bay.
  Reactions
  Certain special abilities, spells, and situations allow you 
  to take a special action called a reaction. A reaction is an 
  instant response to a trigger of some kind, which can occur 
  on your turn or on someone else’s. The opportunity attack 
  is the most common type of reaction.
   
  When you take a reaction, you can’t take another one 
  until the start of your next turn. If the reaction interrupts 
  another creature’s turn, that creature can continue its turn 
  right after the reaction.
  Movement and Position
  In combat, characters and monsters are in constant motion, 
  often using movement and position to gain the upper hand.
   
  On your turn, you can move a distance up to your 
  speed. You can use as much or as little of your speed as you 
  like on your turn, following the rules here.
   
  Your movement can include jumping, climbing, and 
  swimming. These different modes of movement can be 
  combined with walking, or they can constitute your entire 
  move. However you’re moving, you deduct the distance of 
  each part of your move from your speed until it is used up 
  or you finish moving.
   
  Sometimes you will be splitting your movement 
  between two different types of move speeds. For example, 
  a sorcerer might cast fly on themselves, gaining a 60 ft. fly 
  speed in addition to their 30 ft. walking speed. They can 
  then walk and fly in the same turn, but for every 10 ft. they 
  fly they lose 5 ft. of their walking speed because that’s the 
  ratio of difference between the two.
  Breaking Up Your Move
  You can break up your movement over the span of your 
  turn such that you use some of your speed before your 
  action and some after. For example, you could move 10 feet, 
  attack, and then move 20 feet.
  Difficult Terrain
  Like overland travel, any area that contains difficult terrain 
  imposes restrictions on movement. To move through 
  difficult terrain costs 2 feet of movement for every 1 foot 
  that you move.
  Being Prone
  Combatants often find themselves lying on the ground, 
  either because they are knocked down or they throw 
  themselves down. In the game, they are prone, a condition 
  described in Appendix A alongside other conditions.
   
  You can drop prone without using any move speed, 
  but standing up takes movement equal to half your total 
  move speed.
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  296
   
  If you crawl while prone, you only move 1 foot for 
  every 2 feet of speed you expend to move.
  Moving Around Other Creatures
  You can move through any non-hostile creature’s space, 
  though that space is considered difficult terrain for you.
   
  In contrast, you can only move through a hostile 
  creature’s space if that creature is at least two sizes larger or 
  smaller than you are.
   
  You can’t end your turn sharing a space with another 
  creature and anytime you leave a hostile creature’s reach 
  during your move, you provoke an opportunity attack from 
  that creature.
  Flying Movement and Free Falling
  Flying creatures enjoy many benefits of mobility, but they 
  must also deal with the danger of falling. If a flying creature 
  is knocked prone, has its speed reduced to 0, or is otherwise 
  deprived of the ability to move, the creature falls, unless 
  it has the ability to hover or it is being held aloft by magic 
  such as the fly spell.
   
  For the purposes of gameplay, a falling creature 
  plummets at approximately 400 feet in a round (6 
  seconds). If restricted as described above this drop happens 
  immediately, otherwise it occurs on the falling creature’s 
  turn. This distance might factor into the life or death of a 
  situation in which characters are free falling for one reason 
  or another.
  Creature Size
  Each creature takes up a different amount of space. The 
  Size Categories table shows how much space a creature of 
  a particular size controls in combat. Objects sometimes use 
  the same size categories, but spaceships have their own size 
  category spread.
   
  The space a creature takes up is the area in feet that 
  it effectively controls in combat, not an expression of its 
  physical dimensions. It also reflects the space needed for a 
  creature to fight effectively.
   
  A creature can squeeze through a space that is large 
  enough for a creature one size smaller than them. While 
  doing so it expends 2 feet for every 1 foot it moves and has 
  disadvantage on attack rolls and Dexterity saving throws 
  it makes. Attack rolls made against the creature squeezing 
  Size
  Space
  Tiny
  2 1/2 by 2 1/2 ft.
  Small
  5 by 5 ft.
  Medium
  5 by 5 ft.
  Large
  10 by 10 ft.
  Huge
  15 by 15 ft.
  Gargantuan
  20 by 20 ft. or larger
  Actions in Combat
  When you take an action on your turn, you can take one of 
  the following actions presented here or one gained from 
  another feature. You can also take actions as described and 
  agreed upon by your GM as these cover a wide array, but 
  not every possibility that can be accomplished in combat. 
  After this section which describes the actions in combat for 
  standard 5th edition, a second wave of new actions unique 
  to the Spaceships and Starwyrms system will be laid out.
  Attack
  The most common action to take in combat is the Attack 
  action, whether you are firing a gun, throwing a punch, or 
  swinging a stun baton.
   
  With this action, you make one melee or ranged attack 
  (See “Making an Attack” for more details). Certain features 
  such as the Extra Attack feature allow you to make more 
  than one attack with this action.
  Cast a Spell
  Spellcasters such as bards and oracles and some monsters 
  have access to spells and can use them to great effect in 
  combat. Each spell has a casting time, which specifies 
  whether the caster must use an action, reaction, bonus 
  action, minutes, or even hours to cast a spell. This isn’t 
  always an action, but it most commonly is and therefore it 
  is included here.
  Dash
  When you take the Dash action, you gain extra movement 
  for the current turn. This increase equals your move speed, 
  after applying any modifiers. Therefore if you had a spell 
  cast on you that increased your move speed from 30 feet to 
  40 feet, you could move 80 feet on a turn that you used the 
  Dash action.
  Combat
  this way are made with advantage.
  
  297
  Disengage
  If you take the Disengage action, your movement doesn’t 
  provoke opportunity attacks for the remainder of the turn.
  Dodge
  When you take the Dodge action, you focus entirely on 
  avoiding attacks. Until the start of your next turn, any 
  attack roll made against you has disadvantage if you can see 
  the attacker, and you make Dexterity saving throws with 
  advantage. You lose this benefit if you are incapacitated 
  (see Appendix A for conditions) or if your speed drops to 0.
  Help
  You can lend your aid to another creature in the completion 
  of a task. When you take the Help action, the creature you 
  aid gains advantage on the next ability check it makes to 
  perform the task you help with as long as it makes the check 
  before your next turn.
   
  Alternatively, you can aid a friendly creature in 
  attacking another creature within 5 feet of you. You feint, 
  distract the target, or in some other way team up to make 
  your ally’s attack more effective. If your ally attacks the 
  target before your next turn, the first attack roll is made 
  with advantage.
  Hide
  When you take the Hide action, make a Dexterity (Stealth) 
  check in an attempt to hide, following the rules for hiding. 
  If you succeed, you gain certain benefits as described in the 
  “Making an Attack” section.
  Ready
  Sometimes you want to get the jump on a foe or wait for a 
  particular circumstance before you act. To do so, you can 
  take the Ready action on your turn, which lets you act using 
  your reaction before the start of your next turn.
   
  First, you decide what perceivable circumstance will 
  trigger your reaction. Then, you choose the action you will 
  take in response to that trigger or you choose to move up to 
  your speed in response to it.
   
  When the trigger occurs, you can either take your 
  reaction right after the trigger finishes or ignore the trigger. 
  Remember that you can only take one reaction per round.
   
  When you ready a spell, you cast it as normal, but hold 
  its energy, which you release with your reaction when the 
  trigger occurs. To be readied, a spell must have a casting 
  time of 1 action and holding the spell’s magic requires 
  concentration. If that concentration ends or your trigger 
  doesn’t occur, you lose that spell slot. Inventions work 
  identically to spells this way.
  Search
  When you take the Search action, you devote your 
  attention to finding something. Depending on the nature 
  of your search, the GM might have you make a Wisdom 
  (Perception) check or an Intelligence (Investigation) check.
  Use an Object
  You normally interact with an object while doing something 
  else, such as when you draw a sword as part of an attack. 
  When an object requires your action for its use, you take the 
  Use an Object action. This action is also useful when you 
  want to interact with more than one object on your turn.
  New Combat actions
  The following actions are brand new additions used for 
  Spaceships and Starwyrms.
  Hack
  When you take the Hack action, you use your computer 
  with hacking software to affect another technological device 
  or creature on the same network as you. More details about 
  hacking are included in the “Network Hacking” section of 
  this chapter.
  Suppressing Fire
  When you take the Suppressing Fire action on your turn 
  you create a 30 ft. cone that emanates from yourself. 
  The first time a creature moves into the area, emerges 
  from cover, or makes an attack roll (whether or not it has 
  the covered condition), that creature must succeed at a 
  Dexterity saving throw against a DC equal to 8 + the total 
  attack bonus of the creature taking this action. Creatures 
  that fail this saving throw take damage from your weapon 
  as though you had dealt them a critical hit, while creatures 
  that succeed at this save take no damage. When you initially 
  take this action, all objects and sources of cover within the 
  Combat
  
  298
  cone take damage as if you had attacked them. Creatures 
  only have to make this save once in a round.
   
  Using this action requires a ranged weapon with a 
  first increment range of at least 30 that deals ballistic or 
  plasma damage. It uses up half of your maximum ammo or 
  charges.
  Take Cover
  The Take Cover action is a bonus action you can take 
  on your turn. To use it, you need something that can 
  provide reasonable cover for you to take cover behind. 
  When you take cover, you gain the covered condition as 
  described in Appendix A. You can move while you have 
  the covered condition, but if you end your movement 
  not behind an object that provides cover, you lose that 
  condition. Likewise, if your cover is destroyed while you are 
  taking cover behind it, you immediately lose the covered 
  condition.
   
  At the beginning of your turn, if you have the covered 
  condition, you must choose to either maintain or leave 
  cover. Maintaining cover does not cost any action, but if 
  you choose to leave cover you cannot use the Take Cover 
  action again during that turn. For more about the Take 
  Cover action, see the “Utilizing Cover” section of this 
  chapter.
  Use an Invention
  Inventors such as scientists and some monsters have access 
  to inventions and can use them to great effect in combat. 
  Each invention has a casting time, which specifies whether 
  the user must use an action, reaction, bonus action, 
  minutes, or even hours to use the invention. Therefore, 
  this isn’t always an action, but it most commonly is and 
  therefore it is included here.
  Making an Attack
  Whether you’re striking with a melee weapon, firing a 
  weapon at range, or making an attack roll as part of a spell, 
  an attack has a simple structure.
   
  1. Choose your target. Pick a target within your 
  attack’s range: a creature, object, or location.
  2. Determine modifiers. The GM checks if the target 
  has the covered condition and whether you have 
  advantage or disadvantage against the target. In 
  addition, spells, special abilities, and other effects can 
  apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a 
  hit, you roll damage, unless the particular attack has 
  rules that specify otherwise. Some attacks cause special 
  effects alongside or instead of damage.
  Attack Rolls
  When you make an attack, your attack roll determines 
  whether the attack hits or misses. To make an attack roll, 
  roll a d20 and add the appropriate modifiers. If the total of 
  the roll plus modifiers equal or exceeds the target’s Armor 
  Class (AC), the attack is successful. Otherwise the attack 
  misses.
  Modifiers to the Roll
  When a character makes an attack roll, the two most 
  common modifiers are an ability modifier and that 
  character’s proficiency bonus.
   
  Ability Modifier. The ability modifier used for a 
  melee weapon attack is Strength, and the ability modifier 
  used for a ranged weapon attack is Dexterity. Weapons with 
  the Finesse, Rampant, or Thrown property break this rule.
   
  Some spells require an attack roll. The ability modifier 
  used for spell attacks depends on the spellcasting ability 
  of the spellcaster. The same is true for classes that use 
  inventions.
   
  Proficiency Bonus. You add your proficiency bonus 
  to your attack roll when you attack using a weapon with 
  which you have proficiency, as well as when you attack with 
  a spell.
  Rolling a 1 or a 20
  Sometimes fate blesses or curses a combatant, causing 
  the novice to hit and veteran to miss. If the d20 roll for an 
  attack is a 20, the attack hits regardless of any modifiers or 
  the target’s AC. This is called a critical hit.
          If the d20 roll for an attack is a 1, the attack misses 
  regardless of any modifiers or the target’s AC.
  Combat
  Unseen Targets and Attackers
  Combatants often try to escape their foes’ notice by hiding, 
  casting the invisibility spell, or lurking in darkness.
   
  When you attack a target that you can’t see, you have 
  disadvantage on the attack roll. This is true whether you’re 
  
  299
  Ranged Attacks
  When you make a ranged attack, you can only attack 
  creatures within a specified range as determined by the 
  spell, invention, or weapon you are using to make the 
  attack.
   
  Ranged weapons often have two markers for their 
  attack range. The second marker determines the maximum 
  distance you can make an attack with the weapon. If you 
  attack a creature at a distance between the two values 
  you make your attack rolls with disadvantage. If you’re 
  attacking a creature within the first value of the range, then 
  you make your attacks as normal.
  Ranged Attacks in Close Combat
  Making ranged attacks is more difficult with a foe near you. 
  When you make a ranged attack roll with a weapon, spell, 
  or some other means, you have disadvantage on the attack 
  roll if you are within 5 feet of a hostile creature who can see 
  you and who isn’t incapacitated.
  Melee Attacks
  Melee attacks are made against creatures within reach of 
  the attacker. Most creatures have a 5-foot reach and can 
  only attack targets within 5 feet of them. Certain creatures 
  (typically those larger than medium) have a greater reach 
  than 5 feet and can make attacks against creatures further 
  away.
   
  If you choose to make a melee attack without using a 
  weapon, spell, invention or other object, you can use an 
  unarmed strike like a punch or kick. Unarmed strikes 
  deal bludgeoning damage equal to 1 + your Strength 
  modifier and you’re always proficient with your own 
  unarmed strikes.
  Opportunity Attacks
  In a fight, everyone is constantly watching for a chance to 
  strike an enemy who is fleeing or passing by. Such a strike 
  is called an opportunity attack.
   
  You can make an opportunity attack when a hostile 
  creature that you can see moves out of your reach. To make 
  the attack, you use your reaction and make a single melee 
  attack against the provoking creature. The attack occurs 
  right before the creature leaves your reach.
   
  You can avoid provoking an opportunity attack by 
  taking the Disengage action. You also don’t provoke an 
  opportunity attack when you teleport or when someone 
  or something moves you without using your movement, 
  action, or reaction. For example, you don’t provoke an 
  opportunity attack if an explosion hurls you out of a foe’s 
  reach or if gravity causes you fall past an enemy.
  Two-Weapon Fighting
  When you take the Attack action and attack with a light 
  melee weapon that you’re holding in one hand, you can use 
  a bonus action to attack with a different light melee weapon 
  that you’re holding in the other hand. You don’t add your 
  ability modifier to the damage of the bonus attack, unless 
  that modifier is negative.
   
  If either weapon has the Thrown property, you can 
  throw the weapon instead of making a melee attack with it.
  Grappling
  When you want to grab a creature or wrestle with it, you 
  can use the Attack action to make a special melee attack, 
  a grapple. If you’re able to make multiple attacks with the 
  Attack action, the attack replaces one of them.
   
  The target of your grapple must be no more than 
  one size larger than you and must be within your reach. 
  Using at least one free hand, you try to seize the target by 
  making a grapple check instead of an attack roll: a Strength 
  (Athletics) check contested by the target’s Strength 
  (Athletics) or Dexterity (Acrobatics) check (the target 
  chooses which to use). If you succeed, you subject the target 
  to the grappled condition (see Appendix A). The condition 
  specifies the things that end it, and you can release the 
  target whenever you like with no action required.
   
  Escaping a grapple. A grappled creature can use its 
  Combat
  guessing the target’s location or you’re targeting a creature 
  you can hear but not see. If the target isn’t in the location 
  you targeted, you automatically miss, but the GM typically 
  just says that the attack missed, not whether you guessed 
  the target’s location correctly.
   
  When a creature can’t see you, you have advantage on 
  attack rolls against it. If you are hidden—both unseen and 
  unheard—when you make an attack, you give away your 
  location when the attack hits or misses.
  
  300
  action to escape. To do so, it must succeed on a Strength 
  (Athletics) or Dexterity (Acrobatics) check contested by 
  your Strength (Athletics) check.
   
  Moving a Grappled Creature. When you move you 
  can drag or carry the grappled creature with you, but your 
  speed is halved unless the creature is two or more sizes 
  smaller than you.
  Other Combat Maneuvers
  Other than grappling another creature, there are a few 
  other maneuvers you can utilize in place of your attacks 
  when you take the Attack action on your turn. Each of these 
  works just like grappling. You make a Strength (Athletics) 
  check contested by your target’s Strength (Athletics) or 
  Dexterity (Acrobatics) check and if you succeed, you can 
  affect that other creature in one of the following ways.
  • 
   You can trip a creature that is no more than one size 
  larger than you, knocking it prone.
  • 
  You can shove a creature that is no more than one size 
  larger than you 5 feet away from you.
  • 
  You can disarm a creature that is no more than one 
  size larger than you, making it drop one item that it is 
  carrying such that it lands at their feet.
  Network Hacking
  The Hack action is an action you can take on your turn as 
  long as you have a computer with hacking software at your 
  fingertips. Using this action, you can affect any creature or 
  noncreature machine connected to the same network as 
  you are (note that neither the Proxy, nor cyberware, use 
  networks and they cannot be hacked).
  Subtypes of Hack Actions
  When you take the Hack action, you are actually choosing 
  one of eight subtypes of hack actions: Bypass, Data Feed, 
  Disable, Eject, Freeze, Loop, Move, or Override. You must 
  choose one of these when you take the Hack action (some 
  class features give you access to additional subtypes of 
  Hack actions).
  Overt and Covert Hacking
  The eight Hack actions are further divided into two 
  categories: Overt and Covert. When you perform an Overt 
  Hack action (Eject, Freeze, Move, or Override), other 
  creatures and any security system on the same network 
  automatically know which machine the Hack action was 
  used against and that someone performed the Hack action 
  on it. When you perform a Covert Hack action (Bypass, 
  Data Feed, Disable, or Loop), you attempt an Intelligence 
  (Stealth) check against either the security system DC or 
  contested by a creature actively monitoring the network 
  you’re attempting the Hack action on (the creature would 
  use an Intelligence (Perception) check to detect you). If 
  you’re successful, then no system or creature knows you’re 
  on the network or using the Hack action.
  Public and Private Networks
  There are two types of networks in S&S: public and private. 
  To log on to a public network requires you to interact with 
  an object (your computer). No further action need be taken 
  to access the public network.
   
  Accessing a private network that is password protected 
  (all private networks have at least basic security systems 
  found in the computers section of Chapter Six) requires 
  that you use the Bypass Hack Action. Until you use the 
  Bypass Hack Action to log onto a private network, you 
  cannot further affect anything on that network using the 
  different types of Hack actions.
  Primary Computer Terminals
  Due to the way networks are constructed, just logging on 
  to one does not give you access to a map of the network 
  and its individual nodes. This is true across all instances 
  except when physically logging onto the primary computer 
  terminal of a private network.
   
  This computer terminal maintains the servers that keep 
  the network running and you can download a network map 
  of that specific private network from the primary computer 
  terminal.
   
  Public networks are too expansive to have network 
  maps that can be acquired through the use of primary 
  computer terminals.
  Combat
  
  301
  Making the Hack Action
  In order to use one of the Hack actions, you must be on 
  the same network as your target, be within 100 feet of your 
  target, and have visual contact to your target. If you have 
  a network map (obtainable as described above), then you 
  only need to be on the same network as your target.
   
  The Hack action requires that you use one free hand 
  to input the code into your computer. Any roll you make 
  as part of the Hack action while within 5 feet of a hostile 
  creature is made at disadvantage. Using the Hack action 
  renders creatures affected by the invisibility spell visible as 
  if they had attacked or cast a spell.
   
  If you target a creature machine with one of the Hack 
  actions, you make an opposed Intelligence (Computers) 
  check against that creature’s Intelligence (Computers) 
  check or Intelligence saving throw (whichever is better).
   
  If you target a noncreature machine with one of the 
  Hack actions, you make your Intelligence (Computers) 
  check against the DC of the machine’s security system (you 
  can use the security software in the computers section of 
  Chapter Six or the chart included in this entry to determine 
  the DC).
   
  If the noncreature machine is defended by another 
  creature (such as a personal computer held by another 
  creature or a spaceship), you make an opposed Intelligence 
  (Computers) check against that creature’s Intelligence 
  (Computers) check or Intelligence saving throw (whichever 
  is better).
   
  With the exception of Freeze and Override, you can 
  keep making new Hack actions even while your previous 
  ones are still working.
  Difficulty
  DC
  Example Security Systems
  Very Easy
  5
  Cheap store bought cameras and 
  sensors
  Easy
  10
  Average store bought cameras and 
  sensors
  Medium
  15
  Expensive store bought cameras 
  and sensors, basic security turrets, 
  policeware street cameras and 
  sensors, average metal detectors, 
  basic security barriers
  Hard
  20
  Average security turrets and barriers, 
  average government facility cameras 
  and sensors, custom built cameras 
  and sensors
  Very Hard
  25
  Expensive security turrets and 
  barriers, high level government 
  facility cameras and sensors, 
  expensive custom built pieces
  Impossible
  30
  Unique and custom built devices, 
  top secret government and criminal 
  facilities
  Covert Hack Actions
  The following actions are Covert Hack actions. This means 
  that when you use them, you make an Intelligence (Stealth) 
  check against either the security system DC or opposed 
  against a creature actively monitoring the network you’re 
  attempting the Hack action on (the creature would use an 
  Intelligence (Perception) check to detect you). If you’re 
  successful, then no system or creature knows you’re on the 
  network or using the Hack action. You must do this each 
  time you use one of these actions.
   
  Bypass. The Bypass Hack action is required to get 
  on a private network that you don’t have the password 
  for. It is always the first action you take when attempting 
  to do anything on a private network. To do it, you make 
  a Intelligence (Computers) check against the security 
  system DC. If you succeed, you are connected. If you fail, 
  the network automatically alerts the owner of the private 
  network that someone attempted to bypass their network. 
  Every time you fail a roll using a Hack action on a private 
  network, you must make a DC 15 Intelligence saving throw 
  or be booted from the network. If you attempt to reconnect 
  to a network you have been booted from before 24 hours 
  have passed, the DC to connect increases by 5.
   
  Data Feed. You can use the Data Feed Hack action to 
  affect data stored on a noncreature machine. If you succeed 
  at your hacking check, you can affect one discrete file or 
  collection of data on the machine. You can copy the data, 
  delete it, move it, or alter it.
   
  Disable. You can use the Disable Hack action on one 
  discrete weapon or system on a creature or noncreature 
  Combat
  
  302
  machine. Make your Intelligence (Computers) check as 
  normal. If you’re successful, that weapon or system stops 
  working indefinitely (this acts like a disarm attempt). At 
  the end of each of its turns, the target can make a free 
  Intelligence (Computers) check or Intelligence saving 
  throw with a DC equal to 8 + your Intelligence bonus + 
  your proficiency bonus to reactivate the disabled system or 
  weapon.
   
  Loop. You can use the Loop Hack action only on very 
  simple noncreature machines such as cameras, sensors, 
  lights, etcetera. If your opposed Intelligence (Computers) 
  check is successful, choose a single stream of continuous 
  feed or directive (such as turn on and off, or show that same 
  recording on a loop). The simple machine will execute that 
  loop for up to 10 minutes.
  Overt Hack Actions
  When you perform an Overt Hack action (Eject, Freeze, 
  Move, or Override), other creatures and any security system 
  on the same network automatically knows which machine 
  the Hack action was used against and that someone 
  performed the Hack action on it.
   
  Eject. The Eject Hack action only works on a hacker 
  that has used the Bypass Hack action to enter a private 
  network. You make an opposed Intelligence (Computers) 
  check against your target. If you’re successful, you boot 
  them from the network and learn their physical location 
  within it.
   
  Freeze. You can take the Freeze Hack action against 
  a creature or noncreature machine. If you succeed on your 
  hacking roll, your target gains the grappled condition. 
  Maintaining this condition on the affected creature or 
  noncreature machine requires that you concentrate on 
  it (as concentrating on an invention or spell and using 
  the same rules). The affected creature or noncreature 
  machine can use an action (or its automated action if it is a 
  noncreature machine) to break free of the effect by making 
  an Intelligence (Computers) check or Intelligence saving 
  throw opposed by your Intelligence (Computers) check.
   
  Move. You can take the Move Hack action against a 
  creature or noncreature machine. If you succeed on your 
  hacking roll, your target is forced to move up to half its 
  move speed in a direction of your choosing. It must be 
  capable of moving in order for you to order it this way.
   
  Override. Using the Override Hack action requires 
  that you concentrate on it (as concentrating on an invention 
  or spell and using the same rules). You give a noncreature 
  machine a command directive in the form of a short phrase 
  no longer than 10 words.
   
  The machine will follow the command directive to 
  the best of its ability as long as you concentrate on the 
  Override. If you stop concentrating on the Override or you 
  lose concentration by failing a concentration check, the 
  Override immediately ends and the machine resumes its 
  original directive.
   
  At the end of your turn each round (or each minute 
  outside of combat), you must make a new Intelligence 
  (Computers) check to maintain your directive. This free 
  check uses the same DC and constraints as the Hack action.
   
  Another creature can attempt to end your Override 
  early if they are on the same network as you and the 
  machine. This is an action they take and is resolved through 
  an opposed Intelligence (Computers) check.
  Utilizing Cover
  In a world full of firearms, diving for cover has never 
  been more important. Using a wall, some crates, or even 
  a natural rock formation or tree to make your enemy’s 
  job harder is an important part of firefight tactics. The 
  rules here are meant to replace those used by standard 
  5th edition and expound on how cover works in a way that 
  makes it easy to understand what bonuses and penalties 
  you might have from it.
  Taking Cover
  Take Cover is a bonus action you can use on your turn, 
  but only if you are in proximity to something that can 
  reasonably provide cover. When you use the Take Cover 
  bonus action, you gain the covered condition (described 
  here in “Cover Bonuses” and again in Appendix A) until the 
  beginning of your next turn.
   
  If you start your turn with the covered condition, you 
  can choose to maintain cover without using an action, but 
  if you don’t maintain the covered condition, you can’t use 
  your bonus action to reenter cover on that turn.
  Combat
  
  303
  Cover Bonuses
  When you are behind cover and have used the Take Cover 
  bonus action (or some other feature that allows you to gain 
  the covered condition), you gain the covered condition. 
  This is broken down into two stages.
   
  Half cover involves any type of cover that reasonably 
  covers half your person with minimal effort to protect 
  yourself with it. If you qualify for this stage, you gain a +2 
  bonus to AC and Dexterity Saving Throws.
   
  The second stage of the covered condition is ¾ 
  cover, which requires that you use a form of cover that 
  could reasonably cover ¾ of your person with minimal 
  effort. This secondary stage of cover upgrades the AC and 
  Dexterity saving bonuses to a +5.
   
  Cover only works if the cover is between you and the 
  person making ranged attacks or casting spells at you. If 
  that person is to the side of your cover, this lowers your 
  cover value by one stage. If that person is not hindered 
  directionally by your cover at all, you have no cover against 
  them.
  Total Cover
  If at any time you and another creature are completely 
  eclipsed by something such that there is an impenetrable 
  barrier between you and that creature, you both have total 
  cover (usually also resulting in them being unable to see 
  you, but there are some cases where see-through barriers 
  convey total cover, most commonly with the Area Energy 
  Barriers available for purchase in Chapter Six).
  Maintained Cover Penalties
  When you begin your turn in cover, you may opt to stay in 
  cover or leave cover. If you leave, you cannot use the Take 
  Cover bonus action on that turn. If you choose to stay in 
  cover, you keep the bonuses of cover until your next turn, 
  but suffer a penalty to your attack bonus equal to -2 if 
  you’re in half cover and -5 if you’re in ¾ cover. You cannot 
  take actions that require a target if you’re in full cover and 
  cannot see them.
   
  If you choose to maintain cover, you can still move 
  across the battlefield as long as you end your movement 
  behind cover. The associated penalty is still imposed upon 
  you even if you were to maintain cover, move, shoot your 
  weapon while moving, and then stop behind another piece 
  of cover.
  Type
  Hit Points
  Immunities
  Vulnerabilities
  Glass
  1 hp/15 cm thick*
  Lightning, Necrotic, Radiant
  Ballistic, Bludgeoning, Thunder
  Metal (Carbonized)
  100 hp/15 cm thick*
  Cold, Fire, Lightning, Necrotic, Plasma, 
  Radiant
  Acid
  Metal (Hard)
  50 hp/15 cm thick*
  Cold, Fire, Lightning, Necrotic, Plasma, 
  Radiant
  Acid
  Metal (Soft)
  10 hp/15 cm thick*
  Lightning, Necrotic, Radiant
  Plasma, Fire, Thunder
  Plastic
  5 hp/15 cm thick*
  Lightning, Necrotic, Radiant
  Cold, Fire, Plasma
  Plexiglass
  30 hp/15 cm thick*
  Lightning, Necrotic, Plasma, Radiant
  Thunder
  Stone
  20 hp/15 cm thick*
  Cold, Fire, Lightning, Necrotic, Radiant
  Thunder
  Wood
  5 hp/15 cm thick*
  None
  Fire, Necrotic
  *15 centimeters (cm) equals approximately 6 inches
   
  Creatures with total cover cannot be targeted or 
  attacked unless the total cover is transparent. In that case, 
  the creature can be targeted, but any ranged attack or area 
  spell will hit the cover instead of the covered creature.
   
  You do not need to use the “Take Cover” action to 
  obtain total cover as long as you can reasonably move 
  behind something that would convey it to you.
   
  Oftentimes, one form of total cover comes from 
  dropping prone behind something. Doing so requires no 
  action or bonus action on your part and can effectively 
  block you off from attack by granting you this total cover 
  state.
  Combat
  
  304
  Most things that can provide cover are destructible and 
  should have an assigned hit point value. 
   
  Some materials are more or less affected by the type of 
  damage being dealt to them. Cover can also be specifically 
  targeted and always has an AC of 10. A destroyed object 
  cannot provide the covered condition, but if damage would 
  exceed the hit points of the cover, the excess damage does 
  not bleed over to the creature behind the cover. The chart in 
  this section includes a wide array of different types of cover 
  and their hit point totals and damage vulnerabilities. These 
  are more suggestion than hard fact, as circumstances can 
  change as per the desire of the GM.
   
  A good way to look at things is to consider their size 
  for simplicity. The destruction of cover is something that 
  should be taken on a case by case basis. It should be noted 
  that most spaceships are constructed with carbonized 
  metal.
  Destroying Cover
  Damage and Healing
  Injury and the risk of death are constant companions of 
  those who explore science fiction fantasy gaming worlds. 
  An exploding grenade, a well-aimed shot, or a burst of 
  lightning from a powerful spell all have the potential to 
  damage, or even kill, the hardiest of creatures.
  Hit Points
  Hit points represent a combination of physical and mental 
  durability, the will to live, and luck. Creatures with more hit 
  points are more difficult to kill. Those with fewer hit points 
  are more fragile.
   
  A creature’s current hit points (usually just called hit 
  points) can be any number from the creature’s hit point 
  maximum down to 0. This number changes frequently as a 
  creature takes damage or receives healing.
   
  Whenever a creature takes damage, that damage is 
  subtracted from its hit points. The loss of hit points has no 
  effect on a creature’s abilities until the creature drops to 0 
  hit points.
  Damage Rolls
  Each weapon, spell, and harmful monster ability specifies 
  the damage it deals. You roll the damage die or dice, add 
  any modifiers, and apply the damage to your target. Magic 
  weapons, special abilities, and other factors can grant a 
  bonus to damage. With a penalty, it is possible to deal 0 
  damage, but never negative damage.
   
  When attacking with a weapon you add your ability  
  modifier—the same modifier used for the attack roll—to the 
  damage. A spell tells you which dice to roll for damage and 
  whether to add any modifiers.
   
  If a spell or other effect deals damage to more than 
  one target at the same time, roll the damage once for all of 
  them.
  Critical Hits
  When you score a critical hit, you get to roll extra dice 
  for the attack’s damage against the target. Roll all of the 
  attack’s damage dice twice and add them together. Then 
  add any relevant modifiers as normal. To speed up play, 
  you can roll all the damage dice at once.
   
  If the attack involves other damage dice, such as from 
  the rogue’s Sneak Attack feature, you roll those dice twice 
  as well.
  Damage Types
  Different attacks, damaging spells, and other harmful 
  effects deal different types of damage. Damage types have 
  no rules of their own, but other rules, such as damage 
  resistance and energy barriers, rely on the types.
   
  In Spaceships and Starwyrms there are two new 
  damage types exclusive to the futuristic weaponry included 
  in Chapter Six and to the Spaceships in Chapter Seven.
   
  It should be understood that any monster that is 
  immune or resistant to the full suite of bludgeoning, 
  piercing, and slashing damage (usually the nonmagical 
  kind) also has that resistance or immunity to both ballistic 
  damage and plasma damage.
   
  The following will help a GM assign a damage type to a 
  new effect.
  • 
  Acid. The corrosive spray of a black dragon’s breath 
  and the dissolving enzymes secreted by a black pudding 
  deal acid damage.
  • 
  Ballistic. Ballistic damage is dealt by ballistic ranged 
  Combat
  
  305
  weapons almost exclusively.
  • 
  Bludgeoning. Blunt force attacks—hammers, falling, 
  constriction, and the like—deal bludgeoning damage.
  • 
  Cold. The infernal chill radiating from an ice devil’s 
  spear and the frigid blast of the cone of cold spell.
  • 
  Fire. Red dragons breathe fire, flamethrowers, and 
  many spells conjure flames to deal fire damage.
  • 
  Force. Force is pure magical energy focused into a 
  damaging form. Most effects dealing force damage are 
  spells.
  • 
  Lightning. A lightning bolt spell and stun batons deal 
  lightning damage.
  • 
  Necrotic. Certain undead creatures, some types of 
  radiation damage, and spells such as chill touch wither 
  matter and sometimes even the soul.
  • 
  Piercing. Puncturing and impaling attacks, including 
  spears and monsters’ bites, deal piercing damage.
  • 
  Plasma. Plasma damage is dealt by ranged weapons 
  like plasma rifles, melee weapons like plasma swords, 
  and most spaceship weapons.
  • 
  Poison. Venomous stings and toxic gas canisters deal 
  poison damage.
  • 
  Psychic. Mental abilities such as a psionic blast deal 
  psychic damage.
  • 
  Radiant. Radiant damage is dealt by an oracle’s 
  sacred flame cantrip, an angel’s smiting weapon, or 
  certain forms of radiation damage. It sears the flesh 
  and sometimes the soul with potently charged energy.
  • 
  Slashing. Swords, axes, and monsters’ claws deal 
  slashing damage.
  • 
  Thunder. A concussive burst of sound, such as the 
  effect of the thunderwave spell, deals thunder damage.
  Damage Resistance and Vulnerability
  Some creatures and objects are exceedingly difficult or 
  unusually easy to hurt with certain types of damage.
   
  If a creature or an object has resistance to a damage 
  type, damage of that type is halved against it. If a creature 
  or an object has vulnerability to a damage type, damage 
  of that type is doubled against it.
   
  Resistance and then vulnerability are applied after all 
  other modifiers to damage. For example, a creature has 
  resistance to bludgeoning damage and is hit by an attack 
  that deals 25 bludgeoning damage. The creature is also 
  within a magical aura that reduces all damage by 5. The 
  25 damage is first reduced by 5 and then halved, so the 
  creature takes 10 damage.
   
  Multiple instances of resistance or vulnerability that 
  affect the same damage type count as only one instance.
  Healing
  Unless it results in death, damage isn’t permanent. Even 
  death is reversible through powerful magic. Rest can 
  restore a creature’s hit points, and magical or technological 
  methods can remove damage in an instant.
   
  When a creature receives healing of any kind, hit points 
  regained are added to its current hit points. A creature’s hit 
  points can’t exceed its hit point maximum, so any hit points 
  regained in excess of this number are lost.
   
  A creature that has died can’t regain hit points until 
  magic such as the revivify spell has restored it to life.
  Dropping to 0 Hit Points
  When you drop to 0 hit points you either die outright or fall 
  unconscious, as explained in the following sections.
  Instant Death
  Massive damage can kill you instantly. When damage 
  reduces you to 0 hit points and there is damage remaining, 
  you die if the remaining damage equals or exceeds your hit 
  point maximum.
   
  For example, an oracle with a maximum of 12 hit points 
  currently has 6 hit points. If she takes 18 damage from an 
  attack, she is reduced to 0 hit points, but has 12 damage 
  remaining. Because the remaining damage equals her hit 
  point maximum, the oracle dies.
  Falling Unconscious
  If damage reduces you to 0 hit points and fails to kill you, 
  you fall unconscious. This unconsciousness ends if you 
  regain any hit points.
  Death Saving Throws
  Whenever you start your turn with 0 hit points, you must 
  make a special saving throw, called a death saving throw, to 
  determine whether you creep closer to death or hang onto 
  life. Unlike other saving throws, this one isn’t tied to any 
  ability score. You are in the hands of fate now, aided only by 
  spells and features that improve your chances of succeeding 
  on a saving throw.
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  Stabilizing a Creature
  The best way to save a creature with 0 hit points is to heal 
  it. If healing is unavailable, the creature can at least be 
  stabilized so that it isn’t killed by a failed death saving 
  throw.
   
  You can use your action to administer first aid to an 
  unconscious creature and attempt to stabilize it, which 
  requires a successful DC 10 Intelligence (Medicine) check.
   
  A stable creature doesn’t make death saving throws, 
  even though it has 0 hit points, but it does remain 
  unconscious. The creature stops being stable, and must 
  start making death saving throws again, if it takes any 
  damage. A stable creature that isn’t healed regains 1 hit 
  point after 1d4 hours.
   
  Roll a d20. If the roll is 10 or higher, you succeed. 
  Otherwise, you fail. A success or failure has no effect by 
  itself. On your third success, you become stable. On your 
  third failure, you die. The successes and failures don’t need 
  to be consecutive; keep track of both until you collect three 
  of a kind. The number of both reset to zero when you regain 
  any hit points or become stable.
   
  If you roll a 1 on your d20 during one of these saves, it 
  counts as 2 failures. If you roll a 20 on your d20, you regain 
  1 hit point.
   
  If you take any damage while you have 0 hit points, you 
  suffer a death saving throw failure. If the damage is from 
  a critical hit, you suffer two failures instead. If the damage 
  equals or exceeds your hit point maximum, you suffer 
  instant death.
  Monsters and Death
  Most GMs have monsters die the instant they drop to 0 hit 
  points, rather than having them make death saving throws.
   
  Mighty villains and special nonplayer characters are 
  common exceptions and might follow the death saving rules 
  for players.
  Knocking a Creature Out
  Sometimes an attacker wants to incapacitate a foe, rather 
  than deal a killing blow. When an attacker reduces a 
  creature to 0 hit points with a melee attack, the attacker 
  can knock the creature out. The attacker can make this 
  choice the instant the damage is dealt. The creature falls 
  unconscious and is stable.
  Temporary Hit Points
  Some spells and abilities confer temporary hit points to a 
  creature. Temporary hit points aren’t actual hit points; they 
  are a buffer against damage, a pool of hit points that protect 
  you from injury.
   
  When you have temporary hit points and take damage, 
  the temporary hit points are lost first and any leftover 
  damage carries over to your normal hit points.
   
  Because temporary hit points are separate from your 
  actual hit points, they can exceed your hit point maximum. 
  A character can, therefore, be at full hit points and receive 
  temporary hit points.
   
  Healing can’t restore temporary hit points, and they 
  can’t be added together. If you have temporary hit points 
  and receive more of them, you decide whether to keep the 
  ones you have or gain the new ones.
   
  Temporary hit points on a creature with 0 hit 
  points do not help that creature become stable or regain 
  consciousness.
   
  You lose all temporary hit points on your person after 
  you complete a long rest.
  Barrier Points
  Personal energy barriers and spaceship barriers grant a 
  number of barrier points which act like hit points. Barrier 
  points are a separate pool of points from temporary hit 
  points and regular hit points that only take ballistic and 
  plasma damage.
   
  If you have barrier points granted by an item or ability 
  and you take ballistic or plasma damage, that damage 
  is dealt to your barrier points before it is dealt to either 
  your temporary hit points or regular hit points. If you are 
  resistant to ballistic or plasma damage for any reason, your 
  barrier is also considered resistant to that damage.
   
  The source of your barrier points dictates how those 
  barrier points can be restored once drained.
   
  Having barrier points remaining but being at 0 hit 
  points doesn’t stop you from being unconscious, making 
  death saving throws, or dying.
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  307
  Mounted Combat
  A gang member charging into battle on the back of a hover 
  bike, a sorcerer casting spells from the back of a jet ski, or a 
  rogue hanging from a racing aircraft all enjoy the benefits of 
  speed and mobility that a mount can provide.
   
  A willing creature that is at least one size larger than 
  you and that has an appropriate anatomy can serve as a 
  mount. Likewise, many vehicles are constructed to act 
  identically like mounts. Mounts use the following rules.
  Mounting and Dismounting
  Once during your move, you can mount a creature or 
  vehicle that is within 5 feet of you, or dismount one. Doing 
  so costs an amount of movement equal to half your total 
  speed. So if your speed is 30 and you don’t still have at least 
  15 feet to move, you can’t mount a creature or vehicle.
   
  If an effect moves your mount against its will while 
  you’re on it, you must succeed on a DC 10 Dexterity saving 
  throw or fall off the mount, landing prone in a space within 
  5 feet of it. If you’re knocked prone while mounted, you 
  must make the same saving throw.
   
  If your mount is knocked prone, you can use your 
  reaction to dismount as it falls and land on your feet. 
  Otherwise, you’re dismounted and fall prone in a space 
  within 5 feet of it.
  Controlling a Mount
  While you’re mounted, you have two options. You can 
  either control the mount or allow it to act independently. 
  Intelligent creatures, such as dragons, always act 
  independently.
   
  You can control a mount only if it’s been trained to 
  accept a rider or is a vehicle. Vehicles must be controlled 
  and cannot operate independently unless they have an AI 
  that can take over piloting for you.
   
  The initiative of a mount is the same as yours once 
  you’ve mounted it. It has three actions available while 
  acting as a mount: Dash, Disengage, and Dodge. Some 
  vehicles also have an Attack action to use their weapons, 
  but using it also uses your action.
   
  An independent mount retains its initiative order and 
  the mount can act however it desires.
  Underwater Combat
  When adventurers pursue foes into the water or get caught 
  swimming, they might find themselves underwater and 
  in combat. While fighting underwater the following rules 
  apply.
   
  When making a melee weapon attack, a creature 
  that doesn’t have a swimming speed has disadvantage on 
  the attack roll unless the weapon deals piercing damage.
   
  A ranged weapon attack automatically misses a 
  target beyond the weapon’s normal range. Even against a 
  target within normal range, the attack roll has disadvantage 
  unless the weapon deals plasma damage, is a net, or is a 
  thrown weapon that deals piercing damage. Though not in 
  common use anymore, crossbows also work underwater, as 
  do harpoon guns.
   
  Creatures and objects that are fully immersed in water 
  have resistance to fire damage.
  Zero Gravity Combat
  One of the new types of specialized combat in Spaceships 
  and Starwyrms is zero gravity combat. The rules for gravity 
  in Chapter Nine describe how to move around and interact 
  on a larger scale with gravity, but these rules are here 
  specifically to expound on how combat operates. 
   
  These rules apply any time a character is in zero gravity 
  without the capability of flight through either technological 
  or magical means (forms of natural flight do not operate in 
  a vacuum).
   
  If a creature is in a gravity field that shuts off, that 
  creature has at least one round still touching the ground 
  they were standing on before they are considered free 
  floating.
  Moving
  Moving in zero gravity boils down to hard points and soft 
  points. A hard point is an object or creature that cannot 
  be moved by pushing off of it with all the force you can 
  muster, while a soft point is an object or creature small 
  enough that you pushing off of or running into it also moves 
  that object or creature.
   
  When you start your turn, if you’re already moving, 
  you continue moving in the same direction that you were 
  already, until you’ve moved your entire movement speed 
  Combat
  
  308
  or until you run into a hard point. If you aren’t already 
  moving, you can start moving by pushing off of a hard or 
  soft point. You then move up to your move speed or until 
  you reach another hard point.
   
  If you are moving and you run into a soft point, that 
  soft point moves with you but you both move at half your 
  normal speed.
   
  During the course of your turn you might run into 
  multiple hard or soft points and push off of them, directing 
  your movement that way.
  Attacking
  When you make a ranged attack in zero gravity with a 
  weapon that requires a strength score to wield (such as 
  ones with the Heavy or Bulky property), you are pushed 
  back 5 feet in a direction opposite of where you made your 
  attack.
  Full Immersion Network 
  Combat
  Sometimes when you take on a job, or even when you’re 
  just relaxing at home, you might enter the Combined 
  Galactic Networks (CGN) using an immersive simulation 
  rig that projects your mind into the network as an avatar 
  of yourself. While inside, you interact with the netsites, 
  search engines, and even other people as though they were 
  brick and mortar stores or real life people. The online world 
  is a world unto itself, and just like any place in the galaxy, 
  conflict can arise there.
  Combat
  Environment in Combat
  Spaceships and Starwyrms changes some of 
  the basic 5th edition combat rules, but 
  nowhere is this more prominent than in 
  interactions with the environment. As a 
  GM, it is vital to consider every place 
  where an encounter may occur and create a 
  dynamic landscape. You may not use every 
  new mechanic in every combat, but here are 
  some things to keep in mind.
  • Provide cover. Tight hallways, 
  overturned tables, rocks, debris, and a 
  variety of other things can be used as 
  cover. Cover use adds a new strategic 
  element to the game.
  • Remember technology is almost 
  everywhere. Where there’s tech, there’s 
  the opportunity to hack or use the 
  computers skill. Characters geared 
  toward this skillset can be crucial in 
  combat even if they aren’t attacking.
  • Energy barriers put value on different 
  damage types. Most of the game’s 
  weapons deal ballistic or plasma 
  damage, which is exactly why energy 
  barriers were invented. Bludgeoning, 
  piercing, and slashing damage can make 
  or break a fight wherein foes all have 
  energy barriers.
  • Gravity is artificial. On spaceships 
  and space stations, gravity is 
  generated by a machine. That means zero 
  gravity combat is always a single Hack 
  action or button press away.
   
  When you make a melee attack that uses your 
  Strength ability modifier, you must make a DC 10 Dexterity 
  saving throw. If you fail, then that attack and each 
  attack roll you make until your next turn is made with 
  disadvantage.
   
  Whether you are fighting other avatars 
  or security programs, fully immersed combat 
  works almost identically to normal combat 
  in the real world. You roll initiative and 
  the action economy remains the same. The 
  difference comes in a few of the following 
  ways.
   
  To have weapons on the network, you 
  must purchase them as though they were 
  physical weapons in real life. Once you have 
  them, they are stored on your personal avatar. 
  This means that if you have no weapons your 
  only choice is to do battle unarmed.
   
  Spellcasting does not transfer to 
  online avatars, which means that if you’re 
  a spellcaster in the physical world, you 
  are more vulnerable here than out there. 
  Inventions and gadgets transfer directly. 
  Lastly, while you are fully immersed, your 
  Strength, Dexterity, and Constitution scores 
  are replaced by your Wisdom, Intelligence, 
  and Charisma respectively. Otherwise, the 
  remainder of your class features works the 
  same within the cyberspace as without.
  
  309
  Chapter Eleven:
  Spells and Inventions
  M
  agic is a huge part of the 5th edition 
  experience and that continues into 
  Spaceships and Starwyrms. In addition to 
  spellcasting, there are also inventions, which are utilized 
  primarily by the scientist class, but also by the roboticist.
   
  This section includes the spell lists for each of the 
  classes included in this guide (and the invention list for 
  the scientist). It also includes the rules for spellcasting and 
  using inventions and shows off a few brand new spells.
  What are Spells and 
  Inventions?
  A spell is a discrete magical effect, a single shaping of 
  the dark matter energies that suffuse the universe into a 
  specific, limited expression. In casting a spell, a character 
  carefully releases the energy from dark matter particles 
  within or around their person and pulls that energy into a 
  particular pattern to create the desired effect.
   
  Spells can be versatile tools, weapons, or protective 
  wards. They can deal damage and undo it, impose or 
  remove conditions, drain life energy, and everything in 
  between.
   
  Uncounted thousands of spells have been created over 
  the course of history, and many of them are lost to time. 
  Civilization, even advanced as it has become, sometimes 
  loses its grasp on knowledge that has passed through the 
  ages.
   
  For more information on the science behind how magic 
  and spellcasting works, see Chapter One in which the 
  minutiae are discussed in further detail.
   
  An invention, in the terms of Spaceships and 
  Starwyrms, is a special technological device built to utilize 
  direct magical dark matter energy, not unlike a spell.
   
  While spellcasters draw energy from dark matter 
  particles into patterns to enforce specific magical effects, 
  an invention is constructed to always generate that pattern. 
  Essentially, it takes the humanoid component out of the 
  equation. The scientist inserts the Dark Matter Battery 
  and turns on the invention they have created to make the 
  pattern and cast forth a spell. Therefore, inventions lie 
  somewhere between spellcasting and technology.
  Spell Level
  Every spell and invention has a level from 0 to 9. A spell’s 
  level is a general indicator of how powerful it is, with the 
  lowly (but still impressive) magic missile at 1st level and the 
  earth-shaking wish at 9th. Cantrips, Gadgets, and Knacks—
  simple, but powerful spells and inventions that characters 
  can cast almost by rote—are level 0. The higher a spell’s 
  level, the higher level a spellcaster must be to use that spell.
   
  Spell level and character level don’t correspond directly. 
  A character must be at least 17th level to cast a 9th level 
  spell.
  Known and Prepared Spells
  And Inventions
  Before a spellcaster can use a spell or invention, they must 
  have the spell or invention firmly fixed in mind, or must 
  have access to it via a magic item. Members of a few classes, 
  including bards and sorcerers, have a limited list of spells 
  they know that are always fixed in mind. The same thing 
  is true of many magic-using monsters. Other spellcasters, 
  such as psions and scientists, undergo a process of 
  preparing spells or inventions for use. This process varies 
  for different classes, as detailed in their descriptions.
   
  In every case, the number of spells a caster can have 
  fixed in mind at any given time depends on their character 
  level.
  Spell Slots
  Regardless of how many spells a caster knows or prepares, 
  they can only cast a limited number of spells before resting. 
  Manipulating the fabric of magic and channeling its 
  energy into even a single spell is physically and mentally 
  taxing, and higher level spells are even more so. Thus, 
  each spellcasting class’s description (except the scientist) 
  includes a table that shows how many spell slots of each 
  spell level a character can use at each character level.
  Spells
  
  310
   
  When a character casts a spell, they expend a slot of 
  that spell’s level or higher, effectively “filling” a slot with the 
  spell. You can think of a spell slot as a groove of a certain 
  size—small for a 1st level slot, larger for a spell of higher 
  level.
   
  Finishing a long rest restores any expended spell slots. 
  The scientist class not only uses inventions, but uses a 
  different method for keeping track of spell slots. Instead 
  of slots, they use battery charges, but the essence of the 
  mechanic remains the same otherwise.
   
  Some characters and monsters have special abilities 
  that allow them to cast spells without using spell slots.
  Casting a Spell at Higher Levels
  When a spellcaster casts a spell using a slot that is of a 
  higher level than the spell, the spell assumes the higher 
  level for that casting. For example, the 1st level spell magic 
  missile, cast with a 2nd level spell slot, is cast as a 2nd level 
  spell for all intents and purposes.
          Some spells, such as the aforementioned magic missile, 
  have more powerful effects when cast at a higher level, as 
  detailed in their spell description.
  Casting in Armor
  Because of the mental focus and precise gestures required 
  for spellcasting, you must be proficient with the armor you 
  are wearing to cast a spell. You are otherwise too distracted 
  and physically hampered by your armor for spellcasting. 
  This restriction applies to the use of inventions as well.
  Cantrips, Gadgets, and Knacks
  A cantrip is a spell that can be cast at will, without using a 
  spell slot and without being prepared in advance. Repeated 
  practice has fixed the spell in the caster’s mind and infused 
  the caster with the magic needed to produce the effect.
   
  Psychic knacks are nonmagical versions of cantrips that 
  are accessed through psionic powers in select individuals. 
  They work just like cantrips except that things that 
  normally interact with magic do not interact with them. A 
  cantrip’s or knack’s spell level is 0.
   
  Gadgets are inventions that act like cantrips, requiring 
  no battery charge or preparation. However, they are not 
  actually considered to be magic, despite being included 
  in the use of inventions and cannot be interacted with by 
  Rituals
  Certain spells have a special tag: ritual. Such a spell can be 
  cast following the normal rules for spellcasting, or the spell 
  can be cast as a ritual. The ritual version of the spell takes 
  10 minutes longer to cast than normal, but doesn’t expend a 
  spell slot. Since it doesn’t expend the slot, it can’t be cast at 
  a higher level.
   
  To cast a spell as a ritual the spellcaster must have a 
  feature that grants the ability to do so. Inventions with the 
  ritual tag can never be used as a ritual.
  Casting a Spell
  When a character casts any spell, the same basic rules are 
  followed regardless of their class or the spell’s effects.
   
  Each spell description begins with a block of 
  information, including the spell’s name, level, school of 
  magic, casting time, range, components, and duration. The 
  rest of the spell entry describes the spell’s effect.
  Casting Time
  Most spells require a single action to cast, but some spells 
  only require a bonus action, reaction, or much more time.
  Bonus Action
  A spell cast with a bonus action is especially swift. You must 
  use a bonus action on your turn to cast the spell, provided 
  that you haven’t already taken a bonus action this turn. You 
  can’t cast another spell during the same turn, except for a 
  cantrip with a casting time of 1 action.
  Reaction
  Some spells can be cast as reactions. These spells take a 
  fraction of a second to bring about and are cast in response 
  to some event. If a spell can be cast as a reaction, the spell 
  description tells you exactly when you can do so.
  Long Casting Times
  Certain spells (including spells cast as rituals) require more 
  time to cast: minutes, or even hours. When you cast a spell 
  with a casting time longer than a single action or reaction, 
  you must spend your action each turn casting the spell, and 
  you must maintain your concentration while you do so (see 
  “Concentration” below). If your concentration is broken, 
  the spell fails, but you don’t expend a spell slot. If you want 
  to try casting the spell again, you must start over.
  Spells
  spells such as detect magic, dispel magic, or counterspell.
  
  311
  Range
  The target of a spell must be within the spell’s range. For 
  a spell like magic missile, the target is a creature, and for 
  spells like fireball the target is a point of space where the 
  ball erupts.
   
  Most spells have ranges expressed in feet. Some spells 
  can target only a creature (including you) that you touch. 
  Other spells, such as the shield spell, affect only you. These 
  spells have a range of self.
   
  Spells that create cones or lines of effect that originate 
  from you also have a range of self.
   
  Once a spell is cast, its effects aren’t limited by its 
  range, unless the spell’s description says otherwise.
  Components
  A spell’s components are the physical requirements you 
  must meet in order to cast it. Each spell’s description 
  indicates whether it requires verbal (V), somatic (S), or 
  material (M) components. If you can’t provide one or more 
  of a spell’s components, you are unable to cast the spell.
  Verbal (V)
  Most spells require the chanting of mystic words. The 
  words themselves aren’t the source of the spell’s power; 
  rather, the particular combination of sounds, with specific 
  pitch and resonance, help set the magic in motion. Thus, a 
  character who is gagged or in an area of silence can’t cast 
  spells with verbal components.
  Somatic (S)
  Spellcasting gestures might include a forceful gesticulation 
  or an intricate set of hand signs. If a spell requires a somatic 
  component, the caster must have free use of at least one 
  hand to perform these gestures.
  Material (M)
  Casting some spells requires particular objects, specified in 
  parentheses in the component entry. A character can use a 
  component pouch or a spellcasting focus (found in Chapter 
  Six) in place of the components specified for a spell. But if 
  a cost is indicated for a component, a character must have 
  that specific component before he or she can cast the spell 
  (remember that 1 gold piece is equal to 2 credits).
   
  If a spell states that a material component is consumed 
  by the spell, the caster must provide the component for 
  each casting of that spell.
   
  The spellcaster must have a free hand to access the 
  material pouch or hold their spellcasting focus, but it can 
  be the same hand that performs the somatic components of 
  the spell.
  Duration
  A spell’s duration is the length of time the spell persists. A 
  duration can be expressed in rounds, minutes, hours, or 
  even years. Some spells specify that their effects last until 
  the spells are dispelled or destroyed.
  Instantaneous
  Many spells are instantaneous. The spell harms, heals, 
  creatures, or alters a creature or object in away that can’t be 
  dispelled, because its magic exists only for an instant.
  Concentration
  Some spells require you to maintain concentration in order 
  to keep their magic active. If you lose concentration, such a 
  spell ends.
   
  If a spell must be maintained with concentration, 
  that fact appears in its Duration entry, and the spell 
  specifies how long you can concentrate on it. You can end 
  concentration at any time (no action required).
   
  Normal activity, such as moving and attacking doesn’t 
  interfere with concentration. The following factors can 
  break concentration.
  • 
  Casting another spell or using another action 
  or feature that requires concentration. You lose 
  concentration on a spell if you cast another spell that 
  requires concentration. Some special abilities and 
  forms of the Hack action require that you concentrate 
  on them and act identically to holding or casting a spell 
  that requires concentration.
  • 
  Taking damage. Whenever you take damage 
  while you are concentrating on a spell, you must 
  make a Constitution saving throw to maintain your 
  concentration. The DC equals 10 or half the damage 
  you take, whichever number is higher. If you take 
  damage from multiple sources, you make a separate 
  saving throw for every source of damage.
  • 
  Being incapacitated or killed. You lose 
  concentration on a spell if you are incapacitated or if 
  you die.
  Spells
  
  312
   
  The GM might also decide that certain environmental 
  phenomena, such as a wave crashing over you or extreme 
  turbulence, require you to succeed on a DC 10 Constitution 
  saving throw to maintain concentration on a spell.
  Targets
  A typical spell requires you to pick one or more targets to be 
  affected by the spell’s magic. A spell’s description tells you 
  whether the spell targets creatures, objects, or a point of 
  origin for an area of effect (described below).
   
  Unless a spell has a perceptible effect, a creature might 
  not know it was targeted by a spell at all. An effect like 
  crackling lightning is obvious, but a more subtle effect, such 
  as an attempt to read thoughts, typically goes unnoticed 
  unless the spell says otherwise.
  A Clear Path to the Target
  To target something, you must have a clear path to it, so it 
  can’t be behind total cover.
   
  If you place an area of effect at a point that you can’t see 
  and an obstruction, such as a wall, is between you and that 
  point, the points of origin comes into being on the near side 
  of that obstruction.
  Targeting Yourself
  If a spell targets a creature of your choice, you can choose 
  yourself, unless the creature must be hostile or specifically 
  a creature other than you. If you are in the area of effect of a 
  spell you cast, you can target yourself.
  Areas of Effect
  Spells such as burning hands and cone of cold cover an 
  area, allowing them to affect multiple creatures at once. A 
  spell’s description specifies its area of effect, which typically 
  has one of five different shapes: cone, cube, cylinder, 
  line, or sphere. Every area of effect has a point of origin, 
  a location which from the spell’s energy erupts. The rules 
  for each shape specify how you position its point of origin. 
  Typically, a point of origin is a point in space, but some 
  spells have an area whose origin is a creature or object.
   
  A spell’s effect expands in straight lines from the point 
  of origin. If no unblocked straight line extends from the 
  point of origin to a location within the area of effect, that 
  location isn’t included in the spell’s area. To block one of 
  these imaginary lines, an obstruction must provide total 
  cover.
  Cone
  A cone extends in a direction you choose from its point 
  of origin. A cone’s width at a given point along its length 
  is equal to that point’s distance from the point of origin. 
  A cone’s area of effect specifies its maximum length. The 
  point of origin is not included in its effect unless you decide 
  otherwise.
  Cube
  You select a cube’s point of origin, which lies anywhere 
  on the face of the cube. The cube’s size is expressed as the 
  length of each side. The point of origin is not included in its 
  effect unless you decide otherwise.
  Cylinder
  A cylinder’s point of origin is the center of the circle of a 
  particular radius, as given in the spell description. The 
  circle must either be on the ground or at the height of the 
  spell effect. The energy in a cylinder expands in straight 
  lines from the point of origin to the perimeter of the circle, 
  forming the base of the cylinder. The spell’s effect then 
  shoots up from the base or down from the top, to a distance 
  equal to the height of the cylinder. A cylinder’s point of 
  origin is always included in its area of effect.
  Line
  A line extends from its point of origin in a straight path up 
  to its length and covers an area defined by its width. The 
  point of origin is not included in its effect unless you decide 
  otherwise.
  Sphere
  You select a sphere’s point of origin, and the sphere extends 
  outwards from the point. The sphere’s size is expressed as a 
  radius in feet extending from that point. Its point of origin 
  is always included in its area of effect.
  Saving Throws
  Many spells specify that a target can make a saving throw to 
  avoid some or all of a spell’s effects. The spell specifies the 
  ability that the target uses for the save and what happens 
  on a success or failure.
   
  The DC to resist one of your spells equals 8 + your 
  spellcasting ability modifier + your proficiency bonus + any 
  special modifiers.
  Spells
  
  313
  Attack Rolls
  Some spells require the caster to make an attack roll 
  to determine whether the spell effect hits the intended 
  target. Your attack bonus with a spell attack equals your 
  spellcasting ability modifier + your proficiency bonus + any 
  special modifiers.
   
  Most spells that require attack rolls involve ranged 
  attacks. Remember that you have disadvantage on a ranged 
  attack roll if you are within 5 feet of a hostile creature that 
  can see you and that isn’t incapacitated.
  Combining Magical Effects
  The effects of different spells add together while the 
  durations of those spells overlap. The effects of the same 
  spell cast multiple times don’t combine, however. Instead, 
  the most potent effect—such as the highest bonus—from 
  those castings applies while their durations overlap.
   
  For example, if two oracles cast bane on the same 
  target, that creature gains the spell’s negative effect only 
  once.
  Differences with 
  Inventions
  Inventions operate almost identically to normal 
  spellcasting. They use the same rules for casting time, 
  range, targeting, saving throws, combining effects, 
  durations, and attack rolls.
   
  Components operate differently for inventions, 
  however. Instead of verbal (V), somatic (S), or material (M) 
  components, inventions utilize activation (A), input (I), and 
  materials (M).
   
  Activations are the verbal command word that activates 
  the function of your invention. Any spell that requires 
  a verbal (V) component to cast requires an activation 
  (A) component to use the parallel invention. The same 
  restrictions on verbal components apply to activation 
  components.
   
  Input (I) is a series of typed or otherwise entered 
  commands that dictate to your invention how to operate. 
  In order to use input (I) components, you must have a 
  hand free (this hand can be holding the invention itself). 
  This mirrors somatic (S) components in spellcasting and is 
  subject to the same restrictions.
   
  Material (M) is the same type of component as normal 
  spellcasting, except that the material (M) components are 
  used when the invention is created. Inventions that expend 
  a material do so upon using the invention and must be 
  reloaded later.
  Schools of Magic
  Magic, as it is understood in the modern Nacora Galaxy, 
  is separated into eight schools based on the effects and 
  required casting tools for each spell. They are as follows:
   
  • 
  Abjuration. This is the magic of protection, both from 
  other magics as well as other dangers.
  • 
  Conjuration. This is the magic of creation and 
  summoning as well as dimensional travel.
  • 
  Divination. This is the magic of foresight, 
  understanding, and detection.
  • 
  Enchantment.  This is the magic of emotion and 
  altering the mindscape of other living sentient 
  creatures.
  • 
  Evocation. This is pure magical force made real as 
  instantaneous effects or as elemental forces.
  • 
  Illusion. This is the magic of veils, illusion, and 
  fooling the minds of those around.
  • 
  Necromancy. This is the magic of pure living energy 
  and necrotic radiation as well as undeath.
  • 
  Transmutation. This magic centers around the 
  transformation of one thing into another as well as 
  enhancing what is already there.
  New Rules for 
  Spellcasting
  While much of 5th edition spellcasting remains intact 
  for Spaceships and Starwyrms, the changes, especially 
  the addition of technology to the game, necessitate a few 
  alterations to the tried and true spells of standard 5th 
  edition play.
   
  It also requires a secondary look at an entire school of 
  magic: illusion. Illusion is the art of veiling and confusing 
  the mind, so where does it fall in a world full of cameras 
  and other mindless observation devices?
  Spells
  
  314
  Illusions and Technology
  Technology and magic have coexisted in the galaxy for 
  centuries and, as such, most magic spells have adapted 
  to encompass technology. More than any other, illusions 
  have had to adapt in startling ways to work better against 
  artificial visual abilities such as infrared vision. It can be 
  assumed that all illusion spells register an appropriate 
  heat signature, as well as other sensible signatures such as 
  electrical pulses, depending on the illusion.
   
  Likewise, invisibility and similar spells mask the heat 
  signature and other detectable signatures of creatures. 
  Illusions work on cameras, though examining an illusion 
  through a camera or video feed grants the investigator 
  advantage on their Intelligence (Investigation) check.
  Changes to Specific Spells
  The following spells are changed from their original 
  versions to the following. The primary reasons for this are 
  for reasons of balance within the average game of S&S.
  Mending
  Transmutation cantrip
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (two lodestones)
  Duration: Instantaneous
   
  This spell repairs a single break or tear in an object you 
  touch, such as a broken chain link, two halves of a broken 
  key, a torn cloak, or a leaking wineskin. As long as the break 
  or tear is no larger than 1 foot in any dimension, you mend 
  it, leaving no trace of the former damage.
   
  The spell can repair magic items or constructs, but 
  can’t restore magic to those objects or constructs. This 
  spell cannot repair technology that has moving parts or 
  electronic components internally, though it can repair 
  external damage or a single cut wire.
  Invisibility
  2nd level illusion
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an eyelash encased in gum arabic)
  Duration: Concentration, up to 1 hour 
   
  A creature you touch becomes invisible until the spell 
  ends. Anything the target is wearing or carrying is invisible 
  as long as it is on the target’s person. The spell ends for a 
  target that attacks, uses the Hack action, or casts a spell. 
  This spell affects cameras and recordings and also hides 
  your temperature signature.
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Teleport
  7th level conjuration
  Casting Time: 1 action
  Range: 10 feet
  Components: V
  Duration: Instantaneous
   
  This spell instantly transports you and up to eight 
  willing creatures of your choice that you can see within 
  range or a single object you can see within range to a 
  destination you select. If you target an object it must be 
  able to fit entirely inside a 10-foot cube and it can’t be held 
  or carried by an unwilling creature. The destination you 
  choose must be known to you and it must be on the same 
  plane of existence and planetary body as you or orbiting 
  that planetary body. Your familiarity with the destination 
  determines whether you arrive there successfully. The GM 
  rolls a d100 and consults the table included below. Before 
  that roll, the GM determines if the place you’re teleporting 
  to is moving (being in orbit doesn’t count). If the location is 
  moving, the GM first rolls a 25% failure chance. If the spell 
  fails this way you do not teleport and you lose the spell slot. 
  This increases to a 75% failure chance if the destination is 
  moving at faster than light speed (FTL).
   
  At higher levels: When you cast this spell using an 
  8th level spell slot, your destination can be anywhere within 
  the same star system as you. When you cast this spell using 
  a 9th level spell slot, your destination can be anywhere 
  Spells
  
  315
  Familiarity
  Mishap
  Similar 
  Area
  Off 
  Target
  On 
  Target
  Permanent 
  Circle
  -
  -
  -
  01-100
  Associated 
  Object
  -
  -
  -
  01-100
  Very 
  Familiar
  01-05
  06-13
  14-24
  25-100
  Seen 
  Casually
  01-33
  34-43
  44-53
  54-100
  Viewed Once
  01-43
  44-53
  54-73
  74-100
  Description
  01-43
  44-53
  54-73
  74-100
  False 
  Destination
  01-50
  51-100
  -
  -
  Spell and Invention Lists
  Spells marked with an * are described after the spell lists in this chapter. While other supplemental books beyond the core 
  mechanics of 5th edition are not included in these lists, feel free to add spells from other supplemental books to the spell 
  lists of these classes as they make sense within the specific classes.
  Using Inventions for Other 
  Classes
  Under the base rules for S&S, 
  only the scientist and roboticist 
  can gain access to inventions. 
  However, the idea behind 
  inventions, that technology can 
  be so advanced that it mimics 
  magic, is something that can 
  easily be integrated into your 
  game. One need not use the actual 
  invention mechanics to say that 
  their bard casts spells with a 
  technological bent.
   
  Likewise, a popular 
  choice for inventions is the 
  rogue archetypes that gain 
  spellcasting. Instead of the 
  wizard list, you could give them 
  the scientist list and have them 
  use gadgets and inventions.
  within the same galactic sector as you (see Chapter One for 
  the Nacoran galactic sectors).
  Bard Spells
  Cantrips (0 Level)
  Dancing Lights
  Light
  Mage Hand
  Mending
  Message
  Minor Illusion
  Prestidigitation
  True Strike
  Vicious Mockery
        
  1st Level
  Animal Friendship
  Bane
  Charm Person  
  Comprehend Languages         
  Cure Wounds 
  Detect Magic 
  Disguise Self 
  Faerie Fire     
  Feather Fall   
  Healing Word  
  Heroism        
  Hideous Laughter       
  Identify
  Illusory Script  
  Longstrider    
  Silent Image  
  Sleep 
  Speak with Animals   
  Thunderwave 
  Unseen Servant
  2nd Level
  Animal Messenger     
  Blindness/Deafness    
  Calm Emotions
  Detect Thoughts         
  Enhance Ability         
  Enthrall
  Heat Metal    
  Hold Person   
  Invisibility     
  Knock 
  Lesser Restoration     
  Locate Animals or Plants
  Locate Object
  Magic Mouth
  See Invisibility
  Shatter 
  Silence
  Suggestion     
  Zone of Truth
  3rd Level
  Aura of Charming*
  Bestow Curse  
  Clairvoyance 
  Dispel Magic
  Empathic Bond*
  Fear   
  Glyph of Warding      
  Hypnotic Pattern        
  Instill Revulsion*
  Major Image  
  Spells
  
  316
  Nondetection 
  Plant Growth 
  Sending         
  Speak with Dead        
  Speak with Plants       
  Stinking Cloud 
  Tiny Hut        
  Tongues        
  4th Level
  Compulsion
  Confusion      
  Dimension Door        
  Freedom of Movement 
  Greater Invisibility     
  Hallucinatory Terrain 
  Locate Creature
  Polymorph     
  5th Level
  Animate Objects        
  Awaken         
  Dominate Person        
  Dream
  Geas  
  Greater Restoration    
  Hold Monster  
  Legend Lore  
  Mass Cure Wounds    
  Mislead         
  Modify Memory        
  Planar Binding 
  Raise Dead    
  Scrying
  Seeming        
  Teleportation Circle   
  6th Level
  Eyebite
  Find the Path 
  Guards and Wards
  Irresistible Dance       
  Mass Suggestion        
  Programmed Illusion  
  True Seeing   
  7th Level
  Arcane Sword  
  Etherealness  
  Forcecage      
  Magnificent Mansion 
  Mirage Arcane 
  Project Image 
  Regenerate    
  Resurrection  
  Symbol
  Teleport         
  8th Level
  Dominate Monster     
  Feeblemind    
  Glibness        
  Mind Blank
  Power Word Stun       
  9th Level
  Foresight       
  Power Word Kill
  True Polymorph
  Oracle Spells
  Cantrips (0 Level)
  Acid Splash
  Chill Touch
  Guidance
  Light
  Mending
  Message
  Produce Flame
  Ray of Frost
  Resistance
  Sacred Flame
  Shocking Grasp
  Thaumaturgy
  True Strike
   
  1st level
  Bane
  Charm Person
  Color Spray
  Command
  Comprehend Languages
  Cure Wounds
  Detect Evil and Good
  Detect Magic
  Faerie Fire
  False Life
  Find Familiar
  Fog Cloud
  Guiding Bolt
  Healing Word
  Heroism
  Hex
  Inflict Wounds
  Longstrider
  Protection from Evil and Good
  Sculpt Corpse*
  Shield
  Terrorize*
  Thunderwave
  Unseen Servant
   
  2nd level
  Alter Self
  Arcanist’s Magic Aura
  Augury
  Blindness/Deafness
  Calm Emotions
  Continual Flame
  Darkness
  Detect Thoughts
  Enhance Ability
  Flame Blade
  Heat Metal
  Hold Person
  Lesser Restoration
  Levitate
  Locate Animals and Plants
  Locate Object
  Misty Step
  Moonbeam
  See Invisibility
  Shatter
  Silence
  Spiritual Weapon
  Warding Bond
  Zone of Truth
   
  3rd level
  Animate Dead
  Beacon of Hope
  Bestow Curse
  Blink
  Clairvoyance
  Daylight
  Dispel Magic
  Fear
  Fly
  Magic Circle
  Mass Healing Word
  Nondetection
  Protection from Energy
  Remove Curse
  Revivify
  Sending
  Slow
  Spirit Guardians
  Tongues
  Vampiric Touch
   
  4th level
  Arcane Eye
  Banishment
  Black Tentacles
  Blight
  Confusion
  Control Water
  Death Ward
  Divination
  Locate Creature
  Stone Shape
  Virulent Necrosis*
  Spells
  
  317
  5th level
  Dispel Evil and Good
  Dominate Person
  Dream
  Flame Strike
  Geas
  Greater Restoration
  Hold Monster
  Legend Lore
  Mass Cure Wounds
  Planar Binding
  Raise Dead
  Scrying
  Suffocation*
   
  6th level
  Arcane Gate
  Circle of Death
  Create Undead
  Eyebite
  Find the Path
  Forbiddance
  Harm
  Heal
  Planar Ally
  Sunbeam
  True Seeing
   
  7th level
  Etherealness
  Finger of Death
  Forcecage
  Independence from Atmosphere*
  Plane Shift
  Prismatic Spray
  Regenerate
  Resurrection
  Reverse Gravity
    
  8th level
  Antimagic Field
  Control Weather
  Dominate Monster
  Feeblemind
  Mind Blank
  Telepathy
   
  9th level
  Astral Projection
  Foresight
  Gate
  Interplanetary Teleportation*
  Mass Heal
  True Resurrection
  Paladin Spells
  1st Level
  Bless 
  Command      
  Cure Wounds 
  Detect Evil and Good 
  Detect Magic 
  Detect Poison and Disease     
  Divine Favor  
  Heroism        
  Protection from Evil and Good  
  Purify Food and Drink  
  Shield of Faith 
  2nd Level
  Aid    
  Branding Smite
  Find Steed     
  Lesser Restoration     
  Locate Object  
  Magic Weapon
  Protection from Poison 
  Zone of Truth 
  3rd Level
  Create Food and Water 
  Daylight        
  Dispel Magic 
  Magic Circle
  Remove Curse
  Revivify
   
  4th Level
  Banishment   
  Death Ward   
  Locate Creature
  5th Level
  Dispel Evil and Good
  Geas
  Raise Dead
  Psion Spells
  Psychic Knacks (0 Level)
  Blade Ward
  Chill Touch
  Dancing Lights
  Fire Bolt
  Friends
  Guidance
  Mage Hand
  Message
  Minor Illusion
  Prestidigitation
  Produce Flame
  Ray of Frost
  Shocking Grasp
  Vicious Mockery
   
  1st level
  Abjuration
  Alarm
  Mage Armor
  Sanctuary
  Shield
  Conjuration
  Floating Disk
  Fog Cloud
  Grease
  Unseen Servant
  Divination
  Comprehend Languages
  Detect Magic
  Hunter’s Mark
  Identify
  Enchantment
  Charm Person
  Command
  Dissonant Whispers
  Hex
  Evocation
  Burning Hands
  Healing Word
  Magic Missile
  Thunderwave
  Illusion
  Color Spray
  Disguise Self
  Illusory Script
  Silent Image
  Necromancy
  False Life
  Inflict Wounds
  Sculpt Corpse*
  Terrorize*
  Transmutation
  Create or Destroy Water
  Expeditious Retreat
  Feather Fall
  Jump
   
  2nd level
  Abjuration
  Arcane Lock
  Lesser Restoration
  Pass without Trace
  Conjuration
  Cloud of Daggers
  Flaming Sphere
  Misty Step
  Divination
  Detect Thoughts
  Locate Animals or Plants
  Locate Object
  Enchantment
  Calm Emotions
  Crown of Madness
  Suggestion
  Spells
  
  318
  Evocation
  Darkness
  Flame Blade
  Shatter
  Illusion
  Invisibility
  Magic Mouth
  Mirror Image
  Necromancy
  Blindness/Deafness
  Gentle Repose
  Ray of Enfeeblement
  Transmutation
  Heat Metal
  Knock
  Levitate
   
  3rd level
  Abjuration
  Dispel Magic
  Magic Circle
  Nondetection
  Conjuration
  Call Lightning
  Sleet Storm
  Stinking Cloud
  Divination
  Clairvoyance
  Distant Communication*
  Tongues
  Enchantment
  Aura of Charming*
  Empathic Bond*
  Instill Revulsion*
  Evocation
  Blinding Smite
  Fireball
  Mass Healing Word
  Illusion
  Fear
  Hypnotic Pattern
  Major Image
  Necromancy
  Bestow Curse
  Feign Death
  Revivify
  Transmutation
  Blink
  Fly
  Haste
   
  4th level
  Abjuration
  Banishment
  Freedom of Movement
  Conjuration
  Dimension Door
  Faithful Hound
  Divination
  Arcane Eye
  Locate Creature
  Enchantment
  Charm Monster
  Confusion
  Evocation
  Resilient Sphere
  Staggering Smite
  Illusion
  Greater Invisibility
  Phantasmal Killer
  Necromancy
  Blight
  Virulent Necrosis*
  Transmutation
  Control Water
  Stone Shape
   
  5th level
  Abjuration
  Banishing Smite
  Greater Restoration
  Conjuration
  Conjure Elemental
  Teleportation Circle
  Divination
  Contact Other Plane
  Telepathic Bond
  Enchantment
  Dominate Person
  Modify Memory
  Evocation
  Arcane Hand
  Wall of Force
  Illusion
  Dream
  Mislead
  Necromancy
  Contagion
  Suffocation*
  Transmutation
  Animate Objects
  Telekinesis
  Scientist Inventions
  Gadgets (0 Level)
  Acid Splash
  Chill Touch
  Dancing Lights
  Fire Bolt
  Light
  Maintenance*
  Mending
  Message
  Minor Illusion
  Poison Spray
  Prestidigitation
  Produce Flame
  Ray of Frost
  Shocking Grasp
  Spare the Dying
  True Strike
   
  1st Level
  Burning Hands
  Color Spray
  Comprehend Languages
  Cure Wounds
  Detect Magic
  Detect Poison and Disease
  Disguise Self
  Expeditious Retreat
  Faerie Fire
  Feather Fall
  Fog Cloud
  Grease
  Heroism
  Hideous Laughter
  Inflict Wounds
  Jump
  Longstrider
  Mage Armor
  Magic Missile
  Ray of Sickness
  Terrorize*
  Thunderwave
   
  2nd Level
  Acid Arrow
  Blindness/Deafness
  Calm Emotions
  Cloud of Daggers
  Continual Flame
  Darkness
  Flame Blade
  Flaming Sphere
  Gust of Wind
  Heat Metal
  Hold Person
  Invisibility
  Knock
  Levitate
  Magic Mouth
  Misty Step
  Pyrotechnics
  Ray of Enfeeblement
  Scorching Ray
  Shatter
  Spider Climb
  Spike Growth
  Web
  Zone of Truth
  Spells
  
  319
   
  3rd Level
  Blink
  Charging Pulse*
  Daylight
  Dispel Magic
  Fear
  Feign Death
  Fly
  Glyph of Warding
  Haste
  Lightning Bolt
  Nondetection
  Sleet Storm
  Slow
  Stinking Cloud
  Tongues
  Water Breathing
  Wind Wall
   
  4th Level
  Arcane Eye
  Confusion
  Dimension Door
  Fabricate
  Fire Shield
  Freedom of Movement
  Ice Storm
  Resilient Sphere
  Wall of Fire
   
  5th Level
  Antilife Shell
  Arcane Hand
  Cone of Cold
  Creation
  Hold Monster
  Mass Cure Wounds
  Telepathic Bond
  Teleportation Circle
   
  6th Level
  Blade Barrier
  Chain Lightning
  Circle of Death
  Disintegrate
  Freezing Sphere
  Globe of Invulnerability
  Harm
  Heal
  Irresistible Dance
  Programmed Illusion
  Sunbeam
  True Seeing
  Wall of Ice
   
  7th Level
  Arcane Sword
  Delayed Blast Fireball
  Etherealness
  Firestorm
  Forcecage
  Mirage Arcane
  Plane Shift
  Project Image
  Regenerate
  Reverse Gravity
  Teleport
   
  8th Level
  Antimagic Field
  Clone
  Control Weather
  Demiplane
  Earthquake
  Feeblemind
  Incendiary Cloud
  Mind Blank
  Sunburst
   
  9th Level
  Gate
  Mass Heal
  Meteor Swarm
  Time Stop
  Weird
  Sorcerer Spells
  Cantrips (0 Level)
  Acid Splash
  Chill Touch   
  Dancing Lights
  Fire Bolt        
  Light 
  Mage Hand    
  Mending        
  Message        
  Minor Illusion  
  Poison Spray  
  Prestidigitation 
  Ray of Frost   
  Shocking Grasp
  True Strike     
  1st Level
  Burning Hands 
  Charm Person  
  Color Spray   
  Comprehend Languages         
  Detect Magic 
  Disguise Self 
  Expeditious Retreat    
  False Life      
  Feather Fall   
  Fog Cloud     
  Jump 
  Mage Armor  
  Magic Missile
  Sculpt Corpse
  Shield  
  Silent Image  
  Sleep 
  Thunderwave 
  2nd Level
  Alter Self       
  Blindness/Deafness    
  Blur   
  Darkness       
  Darkvision     
  Detect Thoughts         
  Enhance Ability         
  Enlarge/Reduce
  Hold Person   
  Invisibility     
  Knock 
  Levitate         
  Mirror Image 
  Misty Step     
  Scorching Ray 
  See Invisibility 
  Shatter 
  Spider Climb 
  Suggestion     
  Web  
  3rd Level
  Blink 
  Clairvoyance 
  Counterspell  
  Daylight        
  Dispel Magic 
  Fear   
  Fireball
  Fly    
  Gaseous Form  
  Haste 
  Hypnotic Pattern        
  Lightning Bolt 
  Major Image  
  Protection from Energy 
  Sleet Storm    
  Slow  
  Stinking Cloud 
  Tongues        
  Water Breathing         
  Water Walk   
  4th Level
  Banishment
  Blight  
  Confusion      
  Spells
  
  320
  Dimension Door        
  Dominate Beast         
  Greater Invisibility     
  Ice Storm       
  Polymorph     
  Stoneskin
  Virulent Necrosis*
  Wall of Fire   
  5th Level
  Animate Objects        
  Cloudkill
  Cone of Cold 
  Creation        
  Dominate Person
  Hold Monster  
  Insect Plague 
  Seeming
  Suffocation*
  Telekinesis    
  Teleportation Circle   
  Wall of Stone 
  6th Level
  Chain Lightning         
  Circle of Death
  Disintegrate   
  Eyebite
  Globe of Invulnerability
  Mass Suggestion        
  Move Earth    
  Sunbeam       
  True Seeing   
  7th Level
  Delayed Blast Fireball  
  Etherealness
  Finger of Death
  Fire Storm     
  Independence from Atmosphere*
  Plane Shift     
  Prismatic Spray
  Reverse Gravity         
  Teleport         
  8th Level
  Dominate Monster     
  Earthquake    
  Incendiary Cloud       
  Power Word Stun
  Sunburst        
  9th Level
  Gate
  Galaxy Walk*
  Meteor Swarm 
  Power Word Kill
  Time Stop
  Wish
  New Spell Descriptions
  The following spells are new creations made for S&S.
  Aura of Charming
  3rd level enchantment
  Casting Time: 1 action
  Range: self
  Components: V, S
  Duration: 1 hour, concentration
   
  As long as this aura is active, you can use a bonus 
  action to cast charm person on a creature within 30 feet of 
  you. The charming continues as long as this spell is active 
  and as long as that creature remains within the radius of 
  the aura. Once a creature succeeds on the saving throw, it 
  can’t be affected by this spell again for 24 hours.
  Charging Pulse
  3rd level evocation
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V
  Duration: instantaneous
   
  Choose up to 10 weapons, personal energy barriers, 
  area energy barriers, or other devices that have 
  rechargeable batteries that you can see within range. Each 
  of those device’s batteries are immediately recharged to 
  full charge and usage. This does not recharge Dark Matter 
  Batteries or Dark Matter Cores.
  Distant Communication
  3rd level divination (ritual)
  Casting Time: 1 minute
  Range: Same Plane as Caster
  Components: V
  Duration: 1 minute, concentration
   
  You create a temporary telepathic bond to another 
  creature that you know well on the same plane as you. That 
  creature doesn’t need to know you, but if they receive this 
  bond and they do know you, they know it is you sending 
  the message. For the duration of this spell, you and this 
  creature can speak across the bond regardless of distance 
  between you.
   
  You need to share a language to understand each other 
  and each creature involved needs to have an Intelligence 
  Spells
  
  321
  score of 5 or higher for the spell to work fully. If the 
  creature you’ve created the bond with desires to break this 
  connection, they can take an action to do so by making an 
  Intelligence saving throw at any time during the duration of 
  the spell.
  Empathic Bond
  3rd level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour, concentration
   
  When you cast this spell, you gain the ability to connect 
  to other creatures’ minds. While it’s active you can choose 
  any creature within 60 feet of you and link your mind 
  to theirs as a bonus action. You automatically know the 
  general emotions that creature is feeling as long as you’re 
  linked to that creature. While you’re linked to a creature, 
  you can use a bonus action to exert an emotional influence 
  over that creature by making it feel an emotion of your 
  choice.
   
  The creature can attempt a Charisma saving throw to 
  negate this effect, but if they fail they feel that emotion and 
  believe that it is coming from within them. If the creature 
  is charmed or frightened, you can use this emotional 
  alteration to end that condition. Otherwise this might make 
  a hostile creature calm, a calm creature hostile, a friendly 
  creature unfriendly toward something, invoke anger, and 
  many other effects.
  Galaxy Walk
  9th level conjuration
  Casting Time: 10 minutes
  Range: 500 feet
  Components: V, S, M (a diamond worth 1000 credits or 
  more which the spell expends)
  Duration: Instantaneous
   
  Choose any number of objects and willing creatures 
  within 500 feet of yourself. You and all those creatures 
  and objects are immediately transported to any location 
  that you are aware of within the galaxy. The creatures and 
  objects appear in an unoccupied space as close as possible 
  to your imagined space. Any objects transported this way 
  must be able to fit within a 500’ cube.
   
  Your familiarity with the destination determines 
  whether you arrive there successfully. The GM rolls a d100 
  and consults the table included below. Before that roll, the 
  GM determines if the place you’re teleporting to is moving 
  (being in orbit doesn’t count). If the location is moving, 
  the GM first rolls a 25% failure chance. If the spell fails 
  this way you do not teleport and you lose the spell slot. 
  This increases to a 75% failure chance if the destination is 
  moving at faster than light speed (FTL).
  Familiarity
  Mishap
  Similar 
  Area
  Off 
  Target
  On 
  Target
  Permanent 
  Circle
  -
  -
  -
  01-100
  Associated 
  Object
  -
  -
  -
  01-100
  Very 
  Familiar
  01-05
  06-13
  14-24
  25-100
  Seen 
  Casually
  01-33
  34-43
  44-53
  54-100
  Viewed Once
  01-43
  44-53
  54-73
  74-100
  Description
  01-43
  44-53
  54-73
  74-100
  False 
  Destination
  01-50
  51-100
  -
  -
  Independence From Atmosphere
  7th level transmutation
  Casting Time: 1 action or 1 reaction
  Range: Touch
  Components: S
  Duration: 8 hours
   
  You can cast this spell as a reaction on yourself or 
  as an action by touching another creature. The affected 
  creature ignores all environmental factors such as pressure 
  changes, temperature changes, and the type of atmosphere. 
  The creature no longer needs to breathe and is immune to 
  environmental damage based on radiation, pressure, and 
  temperature. This allows a creature to exist in the void of 
  space without a vacsuit among other harsh environments.
   
  At Higher Levels: If you cast this spell using an 8th 
  level slot, you may affect up to three creatures at once. If 
  you cast this spell using a 9th level spell slot, you may affect 
  up to five creatures at once.
  Spells
  
  322
  Instill Revulsion
  3rd level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 10 minutes, concentration
   
  Choose two creatures within range. You instill intense 
  hatred and hostility into the mind of one of the creatures 
  against the other. This does not necessarily mean the 
  hostile creature will attack the other, but the hostile 
  creature is disinclined to assist and will act as though they 
  hate that creature for all intents and purposes.
   
  The creature you instill this emotion into makes a 
  Charisma saving throw against this effect. If it succeeds, 
  this spell has no effect. If the creature does fail and is 
  affected this way, when the spell’s duration ends the 
  creature immediately knows they have been mentally 
  affected to hate the other creature.
   
  At Higher Levels: When you cast this spell using 
  a 4th level spell slot, its duration is 1 hour instead of 10 
  minutes. If you use a 5th level spell slot, its duration is 8 
  hours instead of 1 and does not require you to maintain 
  concentration. If you use a spell slot of 6th level or higher 
  it lasts 24 hours and does not require you to maintain 
  concentration. If you cast this spell using a 9th level spell 
  slot, it is a permanent curse.
  Maintenance
  Transmutation cantrip
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (two generic batteries)
  Duration: Instantaneous or Concentration up to 1 minute
   
  This spell repairs a complex broken object that 
  you touch that can be contained in a 1’ cube. It can be 
  something as complex as a communicator or calculator or 
  as simple as a child’s toy model train. Once the repair is 
  complete there is no indication that it was ever incomplete.
   
  Conversely, this spell can provide power to a single 
  device that requires electricity to work for up to 1 minute. 
  During that time the object is considered powered. An 
  individual piece of technology cannot benefit from this 
  power more than once in a 24 hour span of time.
   
  This spell cannot repair magic items or magic 
  constructs and repairing a computer motherboard or other 
  information storage device doesn’t restore the data that was 
  on that device. Otherwise, the restored object will work as it 
  once did as long as it has the proper power source.
  Sculpt Corpse
  1st level necromancy (ritual)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a 10 gram bag of dried flesh)
  Duration: 24 hours
   
  You touch a humanoid corpse and alter its shape as 
  though it were affected by an alter self spell. When the 
  duration of this spell ends, the corpse returns to its original 
  shape. If a spell such as revivify, raise dead, reincarnate, 
  resurrection, or true resurrection would bring the corpse 
  back to life, this spell immediately ends. Animate dead and 
  other similar spells do not end this spell. This spell can be 
  used on undead humanoid creatures.
   
  At Higher Levels: If you cast this spell using a spell 
  slot of 5th level or higher the effect is permanent, even 
  through spells such as revivify, raise dead, reincarnate, 
  and resurrection, but not true resurrection. Greater 
  restoration will end this alteration if a creature is brought 
  back to life while its effect is permanent.
  Suffocation
  5th level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute, concentration
   
  You reach out and force a creature in range to make 
  a Constitution saving throw. A successful saving throw 
  negates the effects of this spell. If it fails, it begins to 
  suffocate. The creature has a number of rounds equal to its 
  Constitution modifier (minimum 1), before it immediately 
  drops to 0 hit points and begins dying. At the end of each 
  of its turns, it can attempt a new Constitution saving 
  throw against this effect. If it succeeds, the spell ends. This 
  attempt happens before the affected creature drops to 0 
  hit points and begins dying if it happens in the same round 
  that the creature would be affected this way. Creatures that 
  Spells
  
  323
  are suffocating cannot cast spells with verbal components 
  and cannot speak verbally aloud.
   
  Creatures that don’t need to breathe normally, but still 
  require atmosphere in some way (such as one that breathes 
  through the skin like the Saguarin or one that requires 
  oxygen to keep burning such as an Eezonite) are still 
  affected by this spell. If a creature requires no atmosphere 
  to live (such as a robot) they are unaffected.
   
  At Higher Levels: For each spell slot above 5th, you 
  can choose to affect another creature when you cast this 
  spell, affecting up to five creatures if a 9th level spell slot is 
  utilized.
  Terrorize
  1st level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute, concentration
   
  You cause horrendous pain and visions to one creature 
  within range. That creature must succeed on a Constitution 
  saving throw. On a failed save, the creature becomes 
  frightened of you for the duration of the spell. The affected 
  creature can attempt this saving throw again at the end of 
  each of its turns. A successful saving throw ends this spell.
  Virulent Necrosis
  4th level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute, concentration
   
  You inflict a deadly curse on one creature you can 
  see within the range of this spell. That creature takes 2d8 
  necrotic damage. At the beginning of each of its turns for 
  the duration of the spell it must make a Constitution saving 
  throw. If it fails, it takes 4d8 necrotic damage or half as 
  much on a successful saving throw.
   
  When the afflicted creature dies while this spell is 
  active, the curse explodes outward. Each creature within 10 
  feet of the dying creature’s body must make a Constitution 
  saving throw. Each creature that fails this saving throw 
  takes 4d8 necrotic damage and you can choose one of those 
  creatures to which you move the full effects of the spell, 
  Spells
  maintaining the concentration of the spell. The creatures 
  that fail the save that you didn’t choose suffer no further 
  effects. Creatures that make this initial saving throw take no 
  damage and cannot be chosen for the transfer of this spell. 
  You can choose to move the curse to no creature if you wish 
  to drop the spell’s concentration instead.
   
  At Higher Levels: For each spell slot level above 
  4th, all iterations of damage dealt by this spell deal an 
  additional 1d8 necrotic damage.
  
  324
  Monsters
  Chapter Twelve: Monsters
  Beyond the menagerie of creatures that can be found in 5th 
  edition, the sci-fi world of Spaceships and Starwyrms brings 
  forward a number of new monsters, foes, and curiosities. 
  This section describes the new monsters, both technological 
  and biological, as well as new sets of sample NPCs with 
  combat statistics for use by game masters.
          The creatures included here are by no means the only 
  ones that might be found throughout the galaxy, and the 
  robotic defense units included are but a fraction of the 
  varying types that spacefaring PCs might come across. That 
  said, they work best as base templates that can be expanded 
  upon. Remember that in addition to the new monsters 
  and machines included in this book, all the creatures in 
  standard 5th edition work perfectly well in a setting of 
  mixed sci-fi and fantasy, or even one of only science fiction. 
  Minor adjustments to flavor can make even the most 
  traditionally fantasy monsters come to life in space.
  Monster Stat Blocks, 
  Old and New
  The following collection of creatures are highlights of the 
  new and mysterious fauna that wander the galaxy, some 
  of which can be encountered in the void of space. As a 
  general rule in regards to creatures that already exist in 
  5th edition, if the creature has resistance or immunity to 
  radiant or force damage, it has resistance or immunity to 
  plasma damage. If the creature has resistance or immunity 
  to bludgeoning and piercing damage it has resistance 
  or immunity to ballistic damage (if the nonmagical 
  clarification is there, that also carries over to nonmagical 
  ballistic damage).
  Creatures with New Abilities
  Some creatures included in this chapter have new or 
  modified abilities. These abilities are laid out in some detail 
  here. The two abilities are Independence from Atmosphere 
  and Radiation Effects.
  Independence from Atmosphere.
  Creatures with this ability ignore all environmental factors 
  such as pressure changes, temperature changes, and 
  atmospheric makeup. The creature doesn’t need to breathe 
  and is immune to environmental damage and other effects 
  based on radiation, pressure, and temperature.
  Radiation Effects
  Some new monsters included in this chapter can inflict 
  radiation poisoning. While the disease is explained fully in 
  Chapter Nine, the disease’s effect is repeated here for ease 
  of viewing.
   
  Radiation Poisoning. This is considered a magical 
  disease. Upon contracting it, the affected creature 
  immediately gains 1 level of exhaustion. While a creature 
  has radiation poisoning, it cannot recover from exhaustion 
  on a long rest as normal (even exhaustion sustained from 
  other sources). At the end of every five days (1 week in game 
  terms), the creature must make a DC 15 Constitution saving 
  throw, gaining another level of exhaustion on a failed save 
  or not gaining one on a successful save.
   
  Three successful saving throws in a row ends the 
  disease. Lesser restoration cannot restore a creature 
  affected by radiation poisoning, but any spell of 5th level 
  or higher that can cure a disease can remove radiation 
  poisoning. Exhaustion sustained from the disease is not 
  cured with this spell, but once the condition is cured, 
  exhaustion can be removed as normal. While lesser 
  restoration does not restore a creature affected by radiation 
  poisoning, it can be used once each day to give the affected 
  creature a chance to make a saving throw against the effect. 
  Failing this save does nothing, but succeeding counts 
  towards the total three successes needed to overcome the 
  radiation poisoning.
   
  With professional medical treatment via a hospital 
  or medical bay, the DC for making these saving throws is 
  reduced by 5 and allows the afflicted creature to make its 
  saving throw once a day instead of every 5 days. The only 
  time failing makes radiation poisoning worse is when the 
  poisoning demands a save, not during extra attempts to 
  make the saving throw.
  
  325
  Abomination, Extraplanar
  In the depths of the void, ancient untouched planes of 
  existence bleed into the swirling energies of primordial 
  dark matter to create monsters untouched by the vacuum of 
  space. These extraplanar creatures are known to the galaxy 
  as abominations, as they can mutate their body’s matter 
  at will on the molecular level. While they can mimic and 
  become facsimiles of humanoids, they rarely do so with 
  enough perfection to go unnoticed for what they truly are.
   
  At their core, abominations do not understand 
  humanoids and their lives. They view creatures that exist 
  under order of any kind, especially self-imposed order, to 
  be broken. Their very existence is that of primordial chaos 
  and change, and they are driven by a desire to break down 
  the universe and return it to the chaotic state it began in 
  long ago.
   
  Abominations have no society. Though they often work 
  together, they do so as individuals without plans. The occult 
  scholars of Nacora categorize abominations by their innate 
  power and danger. Each of these categories represents 
  aspects that are unique to certain kinds of abominations, 
  even if all of them have such incredibly mutable shapes.
   
  Common Shapes. While abominations don’t have 
  true forms, they tend to take similar shapes that align 
  with the types that the scholars have classified them over 
  the years. Regardless of shape, they have commonality in 
  that all their forms draw from the basic terrors that fill the 
  minds of most humanoids.
  Dualir
  The smallest and weakest of the abominations are classified 
  as dualir. They take many shapes, mostly as gnarled 
  humanoids with multiple wings and limbs that range in 
  height from six inches to two feet. They’re best known for 
  their bone-like carapace skin and their hands and feet, 
  which are always double-sided with multiple palms and too 
  many fingers.
   
  Although they are tiny agents of chaos, they are 
  surprisingly useful to those who purvey the arcane and 
  often find themselves bound in service to powerful 
  spellcasters as familiars. For spellcasters who can gain 
  access to an advanced familiar, such as an imp or sprite, 
  they can instead choose a dualir.
  Knarun
  Knarun are the second largest type of abomination, but by 
  sheer power they typically rank middle of the road. Like 
  all of their kind, they take many shapes, but their common 
  feature is their serpentine bodies. They will usually assume 
  a reptilian, draconic, or humanoid head at the end of their 
  snake bodies and will grow limbs as they need them for 
  tasks.
   
  Knarun tend to work alone, moreso than most of their 
  brethren, and are most often found in the void of space at 
  points where people congregate. Space stations, asteroid 
  mines, and orbital research facilities must always be on 
  alert for interference from these abominations.
  Sileta
  The most powerful of the abominations prefer to take 
  humanoid shapes that allow them to intermingle and 
  interact with the mortals of the universe. They can move 
  through crowded streets as many different people and set 
  up bases of their operations in civilized areas that are just 
  beginning to devolve into chaos. They seek to enhance and 
  spread that chaos.
   
  Their unique strength is that they can draw any other 
  abomination beneath their thumb, should they desire their 
  strength for something. All recorded instances of this, 
  however, are marked by a disgust in its own actions on the 
  faces of the sileta.
   
  The sileta is recognizable only by two additional faces 
  that it always has in various places on its body. These extra 
  faces are identical to the first and can be found anywhere on 
  the creature, often hidden by clothes on the back or chest.
  Urepti
  The urepti are often classed as the second most powerful of 
  the abominations, but it is rare to encounter one in actual 
  space. These creatures are driven to find bodies of water on 
  various planets and set up their homes there. Regardless of 
  their shape, they always have numerous tentacles and can 
  alter their size to extreme lengths. They typically resemble 
  warped octopi. Their recorded base size, however, puts 
  them at the largest of the abominations.
   
  Scholars claim that the presence of an urepti is 
  noticeable in a planet’s ocean or lakes when the weather 
  Monsters
  
  326
  around that region begins to act in strange ways. 
  Unseasonal hurricanes and tropical storms often crop up 
  in regions that the urepti lives in. The creatures are also 
  well known for creating whirlpools that drown or bludgeon 
  those who draw too close to them.
   
  Like all abominations, they seek to undermine life, but 
  unlike the others they take a less direct approach. They 
  poison food supplies, sour weather and lifestyles, and 
  generally make the places they inhabit unlivable.
  The yiquix are the most commonly seen abominations 
  across the galaxy. They act as the servants and foot soldiers 
  of all the greater abominations when they want a particular 
  Yiquix
  Misfortune of Chaos. At the end of each of its turns, 
  choose a creature at random that is within 30 feet of the 
  dualir (including the dualir itself as a potential choice). 
  That creature has disadvantage on the first ability check, 
  attack roll, or saving throw it makes before the end of the 
  dualir’s next turn.
  Actions
  Multiattack. The dualir makes two melee attacks with 
  its sharp appendages.
  Claws. Melee Weapon Attack; +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d3 +3) slashing damage and 4 (1d6) 
  necrotic damage.
  Shapeshift. As a bonus action, the dualir can assume 
  a different physical form. It can assume the shape of any 
  small or smaller vaguely humanoid looking creature, 
  except that its hands and/or feet are always double sided.
  Unravel. If the dualir hits with both claw attacks in the 
  same turn, it can use its bonus action to pull at the seams 
  of the matter of its target. The creature or object must 
  make a Constitution saving throw against a DC of 11. If 
  the creature or object fails, it takes 3d6 force damage 
  as its molecules come apart. A successful saving throw 
  negates this effect.
  Dualir, Abomination
  Tiny aberration, chaotic neutral
  Hit Points: 9 (1d8+1)
  Armor Class: 15 (natural armor)
  Speed: 20 ft., fly 40 ft. (hover)
  STR 
  DEX 
    CON     INT      WIS       CHA
  6 (-2) 
  17 (+3)   13 (+1)     13 (+1)   11 (+0)    13 (+1)
  Skills: Deception +3, Persuasion +3, Stealth +5
  Damage Resistances: cold, bludgeoning, piercing, 
  plasma, slashing, and ballistic from nonmagical weapons
  Damage Immunities: necrotic, poison, psychic, 
  radiant
  Condition Immunities: petrification, poisoned
  Senses: darkvision 120 ft., lifesense 30 ft., passive 
  Perception 10
  Languages: Primordial, Common
  Challenge: 1 (200 XP)
  job of chaos completed. It is not uncommon to find multiple 
  yiquix in the same place trying to work together, despite 
  their chaotic temperaments. Fortunately, aside from the 
  dualir, the yiquix are classified as one of the weakest of the 
  abominations.
   
  While they take many forms, they tend to remain 
  in insectoid shapes and always have a hard carapace of 
  glowing green regardless of their shape. The giant spider 
  and giant scorpion are favorite forms of theirs, as they have 
  a natural necrotic poison that curses those who have it in 
  their system too long.
  Magic Resistance. The dualir has advantage on saving 
  throws made against magic.
  Shifting Matter. The dualir is immune to any spell or 
  effect that would change its physical shape.
  Independence from Atmosphere. The dualir does 
  not need to breathe. Details on this ability can be found 
  at the beginning of this chapter.
  Monsters
  
  327
  Aura of Paranoia. The knarun can exude an aura 
  that affects the minds of creatures within 120 feet of it. 
  These creatures do not need to be able to see or hear the 
  knarun. Affected creatures must make a Charisma saving 
  throw (DC 16). On a failed save, the creature becomes 
  hostile to all other creatures around it for as long as the 
  knarun remains within 120 feet. This doesn’t necessarily 
  make that creature attack the creatures it is hostile 
  toward, but otherwise they treat those creatures as 
  hostile toward them. A successful saving throw prevents 
  this effect and renders the creature that saved immune 
  to it for 24 hours. At the end of each of an affected 
  creature’s turns, it can attempt this saving throw again to 
  throw off the effects of the aura.
  Magic Resistance. The knarun has advantage on 
  saving throws made against magic.
  Shifting Matter. The knarun is immune to any spell or 
  effect that would change its physical shape.
  Actions
  Multiattack. The knarun makes two melee attacks, one 
  with its bite and one with its tail or two with its bite.
  Bite. Melee Weapon Attack; +9 to hit, reach 10 ft., one 
  target. Hit: 11 (1d10 +5) piercing damage and 10 (2d8) 
  necrotic damage.
  Tail. Melee Weapon Attack; +9 to hit, reach 10 ft., one 
  target. Hit: 13 (2d6 +5) bludgeoning damage and must 
  make a DC 16 Strength saving throw or be grappled and 
  restrained by the tail. On the beginning of the knarun’s 
  turn, any creature that is restrained by the tail takes 
  13 (2d6 +5) bludgeoning damage and must make a DC 
  16 Constitution saving throw, taking 20 (4d8) radiant 
  damage and being stunned until the knarun’s next turn 
  on a failed save, or half as much damage and no stun on 
  a successful one. While a creature is restrained by the 
  tail, it cannot be used to make additional attacks.
  Shapeshift. As a bonus action, the knarun can assume 
  a different physical form. It can assume the shape of 
  any large or smaller vaguely serpentine creature with a 
  draconic or humanoid head. It can also turn into mist or 
  solid as an action on is turn.
  Antimatter Breath (Recharge 6). The knarun 
  exhales matter-disrupting energy in a 30 foot cone. Each 
  creature in that area must make a DC 16 Dexterity saving 
  throw, taking 25 (5d8) radiant damage and 25 (5d8) 
  necrotic damage on a failed save, or half as much damage 
  on a successful one.
  Knarun, Abomination
  Large aberration, chaotic neutral
  Hit Points: 144 (13d12+48)
  Armor Class: 18 (natural armor)
  Speed: 60 ft., fly 120 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  20 (+5)  15 (+2)   18 (+4)   17 (+3)   10 (+0)   18 (+4)
  Saving Throws: Str +9, Dex +6, Con +8, Cha +8
  Skills: Acrobatics +6, Athletics +9, Deception +8, 
  Persuasion +8, Stealth +6
  Damage Resistances: bludgeoning, piercing, plasma,  
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: cold, necrotic, poison, psychic, 
  radiant
  Condition Immunities: paralyzed, petrification, 
  poisoned
  Senses: darkvision 120 ft., lifesense 60 ft., passive 
  Perception 10
  Languages: Primordial, Common
  Challenge: 9 (5,000 XP)
  Independence from Atmosphere. The knarun does 
  not need to breathe. Details on this ability can be found 
  at the beginning of this chapter.
  Innate Spellcasting. The knarun’s spellcasting 
  ability is Charisma (spell save DC 16). The knarun can 
  innately cast the following spells, requiring no material 
  components:
   
  At will: bane, detect magic, dispel magic, freedom 
  of movement
   
  1/day: confusion, true seeing, etherealness
  Monsters
  
  328
  Constant Vigilance. The sileta has advantage on 
  Wisdom (Perception) skill checks and always acts in 
  surprise rounds.
  Magic Resistance. The sileta has advantage on saving 
  throws made against magic.
  Shifting Matter. The sileta is immune to any spell or 
  effect that would change its physical shape.
  Independence from Atmosphere. The sileta does 
  not need to breathe. Details on this ability can be found 
  at the beginning of this chapter.
  Innate Spellcasting. The sileta’s spellcasting ability is 
  Charisma (spell save DC 21). The sileta can innately cast 
  the following spells, requiring no material components:
  At will: detect magic, dispel magic, etherealness, 
  Actions
  Multiattack. The sileta makes three melee attacks with 
  its unarmed strikes.
  Unarmed Strike. Melee Weapon Attack; +15 to hit, 
  reach 5 ft., one target. Hit: 15 (1d10 +9) bludgeoning 
  damage and roll one of the following effects at random:
  1. Temporal Touch. The creature struck must make 
  a DC 21 Constitution saving throw, taking 20 (4d6) 
  force damage and aging or deaging by 1d20 years. 
  A successful saving throw halves this damage and 
  negates the age altering effect. The aging or deaging 
  depends on the saving throw roll of the affected 
  creature. If the affected creature’s failed saving throw 
  totaled an even number, the affected creature ages. If 
  the total was odd the creature deages instead.
  2. Contagious Touch. The creature struck must 
  make a DC 21 Constitution saving throw, taking 20 
  (4d6) poison damage and fall under the effect of the 
  contagion spell. A successful saving throw halves 
  this damage and negates the contagion effect.
  3. Pain Touch. The creature struck must make a 
  DC 21 Constitution saving throw, taking 20 (4d6) 
  necrotic damage and be stunned until the end its 
  next turn. A successful saving throw halves this 
  damage and negates the stun effect.
  4. Befuddling Touch. The creature struck must 
  make a DC 21 Wisdom saving throw, taking 20 
  (4d6) psychic damage and fall under the effect of 
  the confusion spell until the end of its next turn. 
  A successful saving throw halves this damage and 
  negates the confusion effect.
  5. Unraveling Touch. The creature struck must 
  make a DC 21 Charisma saving throw, taking 40 
  Sileta, Abomination
  Medium aberration, chaotic neutral
  Hit Points: 256 (22d10+120)
  Armor Class: 19
  Speed: 30 ft., fly 60 ft. (hover)
  STR 
  DEX 
    CON     INT      WIS       CHA
  19 (+4) 28 (+9)   21 (+5)   23 (+6)   17 (+3)   25 (+7)
  Saving Throws: Str +10, Dex +15, Con +11, Int +12, 
  Wis +9, Cha +13
  Skills: Acrobatics +15, Athletics +10, Deception +13, 
  Insight +9, Perception +9 (advantage), Persuasion +13, 
  Stealth +15
  Damage Resistances: bludgeoning, piercing, plasma,  
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: cold, necrotic, poison, psychic, 
  radiant
  Condition Immunities: paralyzed, petrification, 
  poisoned
  Senses: darkvision 240 ft., lifesense 60 ft., passive 
  Perception 24
  Languages: Primordial, Common
  Challenge: 21 (22,000 XP)
  freedom of movement, invisibility, true seeing, virulent 
  necrosis*
  1/day: dream, feeblemind, mislead, prismatic spray, 
  prismatic wall, project image, teleport
  Monsters
  
  329
  (8d6) radiant damage. A successful saving throw 
  halves this damage.
  6. Insanity Touch. The creature struck must make 
  a DC 21 Intelligence saving throw, taking 20 (4d6) 
  psychic damage and gains a random major insanity. 
  A successful saving throw halves this damage and 
  negates the insanity effect.
  Shapeshift. As a bonus action, the sileta can assume 
  a different physical form. It can assume the shape of 
  any medium or small humanoid except that it has two 
  additional faces that appear in random locations on its 
  body. It can also turn into a mist or a solid as an action 
  on its turn.
  Aura of Confusion (Recharge 4-6). As a bonus 
  action, the sileta can create an aura around itself to a 
  range of 60 feet in every direction. All creatures that 
  aren’t the sileta within the aura must make a DC 21 
  Wisdom saving throw. On a failed save, an affected 
  creature acts as though they are under the effects of the 
  confusion spell for 1 minute. If a creature’s saving throw 
  is successful they fully resist this effect. At the end of 
  each of its turns, the affected creature can attempt the 
  saving throw again.
  Legendary Actions
  Shapeshift. The sileta uses its shapeshift power.
  Activate Aura of Confusion. The sileta uses its aura 
  of confusion if it is available.
  Cast a Spell (2 Actions). The sileta can cast a spell 
  that can be cast with a single action.
  A Sileta’s Lair
  The sileta sets up its lair in communities and cities 
  undergoing change and chaos. Generally, you can tell that 
  a sileta is influencing an area by the manic attitude of the 
  people and primal urges being acted out in public and 
  accepted as normal happenstance.
  Lair Actions
  On initiative count 20 (losing initiative ties), the sileta takes 
  a lair action to cause one of the following effects; the sileta 
  can’t use the same effect two rounds in a row:
  • 
  Each creature in a 10 foot radius sphere must succeed 
  at a DC 16 Wisdom saving throw or use its reaction to 
  make a single attack on a creature chosen at random 
  using whatever weapon they have on hand. They make 
  an unarmed attack if they have no weapon.
  • 
  The gravity in a radius sphere of 50 feet changes 
  direction. The sileta chooses the new direction. 
  Creatures immediately fall that direction unless they 
  succeed a DC 16 Dexterity saving throw to hold on to 
  something or can otherwise fly or stabilize themselves.
  • 
  A wave of reality warping magic washes over a 50 foot 
  radius sphere. The ground, walls, and ceiling become 
  rough terrain and each creature touching it must make 
  a DC 16 Strength saving throw or be grappled and 
  restrained until the end of their next turn.
  Regional Effects
  The region containing the sileta’s lair is warped by it, 
  creating one or more of the following effects in the region in 
  and around the lair:
  • 
  Humanoid creatures within a 5 mile radius of the 
  lair have their inhibitions are lowered. They will be 
  more prone to any intense emotion and the associated 
  consequences of such. Often these flashes of emotion 
  and lowered inhibitions are accompanied by a loss of 
  memory of the actions involved.
  • 
  Inanimate objects within a 5 mile radius of the lair 
  randomly manifest humanoid facial shapes for a few 
  seconds  at a time.
  • 
  The lair has a magical aura that calls other 
  abominations to it and the area within 5 miles of the 
  lair becomes more comfortable for the abominations, 
  encouraging them to remain in the region.
  If the sileta is destroyed or otherwise banished, these effects 
  fade over the course of 1d6 days.
  Monsters
  
  330
  Actions
  Multiattack. The urepti makes eight melee attacks 
  with its tentacles.
  Tentacle. Melee Weapon Attack; +13 to hit, reach 25 
  ft., one target. Hit: 12 (1d8 +7) bludgeoning damage 
  and 10 (2d8) necrotic damage. If the target is large or 
  smaller, it must make a DC 20 Dexterity saving throw or 
  be grappled (escape DC 20). Until this grapple ends, the 
  target is restrained. The urepti can automatically hit the 
  target with that tentacle, but can’t use that tentacle to 
  attack other targets.
  Shapeshift. As a bonus action, the urepti can assume 
  a different physical form. It can assume the shape of any 
  beast and can be of any size huge or smaller regardless 
  of what size that beast would normally be, except that it 
  has eight tentacles growing from random locations on its 
  body. It can also turn into mist or solid as an action on is 
  turn.
  Whirlpool (Recharge 5-6). The urepti can use 
  an action to create a massive whirlpool or tornado in 
  the area within a radius of 60 feet centered on itself. 
  Creatures within range must make a DC 20 Strength 
  saving throw. On a failed save creatures within range 
  take 15d8 bludgeoning damage from the wind or water 
  and are picked up by the whirlpool or tornado. Creatures 
  picked up this way are considered restrained. At the 
  beginning of their turn, instead of moving normally, they 
  move 60 feet in the direction of the current and take 4d8 
  bludgeoning damage. As an action, they can attempt 
  to break free by attempting the saving throw again. 
  Creatures that are successful at the first saving throw 
  take half damage and aren’t pulled into the whirlpool or 
  tornado.
  Chaotic Touch. At the beginning of its turn, a creature 
  touching the urepti (either by being grappled or a 
  similar situation) must make a DC 20 concentration 
  check for any spell they are currently concentrating on. 
  In addition, the creature has disadvantage on the first 
  ability check or attack roll they make on their turn.
  Magic Resistance. The urepti has advantage on saving 
  throws made against magic.
  Grappler. The urepti can be grappling up to eight 
  creatures at once.
  Shifting Matter. The urepti is immune to any spell or 
  effect that would change its physical shape.
  Independence from Atmosphere. The urepti does 
  not need to breathe. Details on this ability can be found 
  at the beginning of this chapter.
  Innate Spellcasting. The urepti’s spellcasting 
  ability is Charisma (spell save DC 20). The urepti can 
  innately cast the following spells, requiring no material 
  components:
  At will: control weather, detect magic, dispel magic, 
  etherealness, freedom of movement
  1/day: chain lightning, storm of vengeance, true seeing, 
  tsunami
  Saving Throws: Str +13, Con +12, Wis +9, Cha +12
  Skills: Athletics +13, Deception +12, Insight +9, 
  Intimidation +12, Perception +9
  Damage Resistances: bludgeoning, piercing, plasma,  
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: cold, necrotic, poison, psychic, 
  radiant
  Condition Immunities: paralyzed, petrification, 
  poisoned
  Senses: darkvision 240 ft., lifesense 60 ft., passive 
  Perception 19
  Languages: Primordial, Common
  Challenge: 16 (15,000 XP)
  Urepti, Abomination
  Huge aberration, chaotic neutral
  Hit Points: 239 (18d12+108)
  Armor Class: 18 (natural armor)
  Speed: 30 ft., fly 60 ft. (hover), swim 120 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  24 (+7)   13 (+1)   22 (+6)   19 (+4)   17 (+3)   22 (+6)
  Monsters
  
  331
  Dampen Immune Systems. Creatures that aren’t 
  aberrations within 120 feet of the yiquix that are immune 
  to disease, poison damage, or the poisoned condition 
  lose that immunity. Creatures resistant to poison damage 
  lose that resistance.
  Magic Resistance. The yiquix has advantage on saving 
  throws made against magic.
  Actions
  Multiattack. The yiquix makes three melee attacks, 
  one with its bite and two with its sharp appendages.
  Bite/Sting. Melee Weapon Attack; +7 to hit, reach 5 
  ft., one target. Hit: 10 (1d10+4) piercing damage and 8 
  (2d6) poison damage and the target must make a DC 
  14 Constitution saving throw or become poisoned for 1 
  minute. At the beginning of a creature’s turn, if it has 
  the poisoned condition from this, it must make a DC 14 
  Wisdom saving throw or be affected by the bestow curse 
  spell for as long as it is poisoned. The creature can repeat 
  the Constitution saving throw at the end of each of its 
  turns to end this effect.
  Claws. Melee Weapon Attack; +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d6+4) slashing damage and 4 (1d6) 
  necrotic damage.
  Shapeshift. As a bonus action, the yiquix can assume 
  a different physical form. It can assume the shape of any 
  insect except that it’s always medium sized and always 
  has a glowing green carapace. It can also turn into mist 
  or solid as an action on its turn.
  Yiquix, Abomination
  Medium aberration, chaotic neutral
  Hit Points: 72 (8d10+24)
  Armor Class: 16 (natural armor)
  Speed: 40 ft., climb 40 ft., fly 40 ft. (hover)
  STR 
  DEX 
    CON     INT      WIS       CHA
  14 (+2) 19 (+4)   17 (+3)   15 (+2)   11 (+0)   16 (+3)
  Saving Throws: Dex +7, Con +6, Cha +6
  Skills: Acrobatics +7, Deception +6, Persuasion +6, 
  Stealth +7
  Damage Resistances: cold, bludgeoning, piercing, 
  plasma,  slashing, and ballistic from nonmagical weapons
  Damage Immunities: necrotic, poison, psychic, 
  radiant
  Condition Immunities: petrification, poisoned
  Senses: darkvision 120 ft., lifesense 30 ft., passive 
  Perception 10
  Languages: Primordial, Common
  Challenge: 5 (1,800 XP)
  Shifting Matter. The yiquix is immune to any spell or 
  effect that would change its physical shape.
  Independence from Atmosphere. The yiquix does 
  not need to breathe. Details on this ability can be found 
  at the beginning of this chapter.
  Monsters
  
  332
  Cyber Zombie
  The cybertechnology that found its start in Kygor has 
  spread throughout the galaxy, and with it, the horrible 
  truths of what cyberware can make of people if used in 
  excess. Thanks to the Proxy and the Wireborn, the people of 
  Nacora know that purely technological life forms and even 
  enhanced biological life forms can be sane and view the 
  galaxy through an intelligent lens. This is not true for the 
  creatures collectively referred to as cyber zombies.
   
  More Machine the Mortal. A cyber zombie is 
  created when a normal humanoid with biological functions 
  has replaced so much of their body with machinery that 
  their biological mind goes into shock and spiral toward 
  death. Exactly how much cyberware is required for a given 
  person to enter this state varies, but the key factor that 
  keeps this shock and death spiral from killing the humanoid 
  and instead makes them a monster is how much of the 
  cyberware is able to support their required bodily function 
  and brain activity. 
   
  Mindless Instinct. Regardless of what popular 
  Self-Reconstruction. The cyber zombie can recover 
  from being reduced to 0 or less hit points in a matter of 
  hours as its cyber technology self-repairs. If it spends an 
  hour at 0 hit points, it immediately regains 1 hit point. 
  Cyber Zombie
  Medium construct undead, chaotic evil
  Hit Points: 57 (6d8+24)
  Armor Class: 15 (dermal plating)
  Speed: 30 ft.
  STR 
   DEX   CON     INT      WIS       CHA
  18 (+4) 18 (+4)   18 (+4)   15 (+2)   5 (-3)      7 (-2)
  Saving Throws: Int +4
  Skills: Athletics +6, Acrobatics +6, Stealth +6
  Vulnerable to thunder damage
  Damage Resistances: necrotic, poison
  Damage Immunities: psychic
  Condition Immunities: charmed, poisoned
  Senses: darkvision 60 ft., passive Perception 9
  Languages: Understands the languages it knew in life
  Challenge: 2 (450 XP)
  Actions
  Multiattack. The cyber zombie makes two melee and/
  or ranged attacks with the cyber weaponry in its body.
  Cyber Plasma Spur. Melee Weapon Attack; +6 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10 +4) plasma damage.
  Cyber Plasma Rifle. Ranged Weapon Attack; +6 to 
  hit, reach 120 ft., one target. Hit: 12 (2d6 +4) plasma 
  damage.
  The cyber zombie also regains 1 hit point every round 
  that it is above 0 hit points. If it’s body is destroyed fully 
  or the cyberware is taken out of the remnant biological 
  parts, it will not regain hit points in this manner.
  Technological Body. The cyber zombie will always 
  automatically connect to a public network if it is 
  available. If not, it creates its own public network. Each 
  body part of the cyber zombie is suffused with enough 
  technology that it can be affected by the Hack action. The 
  cyber zombie can be affected by any ability that affects 
  robot constructs.
  culture may postulate, becoming a cyber zombie starts with 
  the death of the person. They are dead bodies animated by 
  the cybertechnology integrated into their bodies. Though 
  the energy that animates them is not necrotic, they retain 
  features of both undead creatures and constructs such as 
  the ancient flesh golems that magical societies perpetuated 
  long ago. Because the creature is acting from electrical 
  pulses of their own cyber systems, if left unchecked, they 
  turn to aggressive instinct. They will attack any living or 
  technological creatures or objects near them with the sole 
  purpose of destruction and satiating hunger. Though the 
  body is brain dead, and often actually dead, it still requires 
  fuel to break down for its biological parts.
   
  Deadly Servants. Due to their pseudo undead 
  and technologically connected nature, cyber zombies are 
  often used by less scrupulous magic users and scientists 
  throughout the galaxy. With the right set of electronic cues 
  or magical necrotic control over the biologically dead parts, 
  the cyber zombie can make an effective and deadly servant 
  that is endlessly obedient.
  Monsters
  
  333
  Deka
  The tale of the deka is one of sorrow. The deer-like 
  species is native to Moiccaro, the home of the Saguarin 
  people, which is a harsh desert world. They’re quadruped, 
  herbivorous animals with small minds and surprisingly 
  even temperaments. Reaching twenty feet high and almost 
  forty feet long from head to tail, they lumber across the 
  sands, eating everything in their path. They store water and 
  dark matter energy in their bodies, subsisting off of it while 
  they seek out more food.
   
  In another world, under another species’ lead, they 
  might’ve been fully domesticated like cows. Moiccaro was 
  not another world. The Saguarin species are a race of plant 
  humanoids, themselves filled with water and dark matter 
  energy. More than anything else on their planet they were 
  ideal food for the deka. Normally these plodding, slow-
  minded creatures would be easily outwitted by a sentient 
  species like the Saguarin, but the cards were against them.
   
  Magical Resiliency. The Saguarin culture is 
  one of magic. They had little use for the development 
  of technology in a classical sense. They also required 
  surprisingly little to survive despite the harshness of their 
  world. However, when it came to the roaming herds of 
  deka, this lifestyle made their problems all the worse. Due 
  to the stores of magic and water in their systems, the deka 
  were almost immune to the magic that Saguarins used 
  to defend themselves from other threats. For them, the 
  deka were horrifyingly persistent predators, often chasing 
  Saguarin until they collapsed from exhaustion.
   
  Rapid Evolution through Breeding. To make 
  matters worse for the Saguarin, the deka bred quickly and 
  often. Whatever they had been in their early evolution, 
  the creatures quickly evolved more and more resistances. 
  Engineered diseases, special magics, and now even 
  technological ballistic and plasma weapons all have trouble 
  injuring the creatures.
   
  Hunted for Valuables. Due to all of their intriguing 
  features, the parts of a deka are actually quite useful in both 
  technological and occult circles. Their blood can be used to 
  power magical devices and their hides make for incredibly 
  light and cheaply made armors. Their meat can also hydrate 
  a person for days, and their knobbed teeth and hooves can 
  be fashioned into arcane instruments and enchanted items. 
  It was for these resources that they were eventually brought 
  to other worlds’ breeding centers. It is not impossible to 
  find variant species of the deka on other worlds where 
  they have broken free of illegal smuggling operations and 
  invaded the local fauna and flora.
  Deka
  Huge beast, unaligned
  Hit Points: 345 (20d12+200)
  Armor Class: 20 (natural armor)
  Speed: 30 ft.
  STR 
  DEX 
    CON     INT      WIS       CHA
  27 (+8)  5 (-3) 30 (+10)   1 (-5)     10 (+0)   10 (+0)
  Saving Throws: Str +13, Con +15
  Damage Resistances: damage from magic and magic-
  like abilities, bludgeoning, slashing, piercing, ballistic, 
  plasma
  Condition Immunities: The deka never gains levels of 
  exhaustion.
  Senses: passive Perception 10
  Languages: none
  Challenge: 13 (10,000 XP)
  Actions
  Multiattack. The deka makes two melee attacks with its 
  hooves.
  Hoof. Melee Weapon Attack; +13 to hit, reach 10 ft., one 
  target. Hit: 32 (3d10 +8) bludgeoning damage.
  Microbrain Persistence. If the deka has chosen to 
  pursue something as food, its brain can shift to a different 
  state where most of it is at rest. In this state, the deka 
  does not sleep, eat, or consume water. It only moves at its 
  normal speed, chasing whatever source of food it is after 
  until it catches that food. It can remain in this state for up 
  to a year.
  Magic Resistance. The deka has advantage on saving 
  throws made against magic and magic-like abilities.
  Marked Essence. When the deka sees something 
  it wants to eat, it magically absorbs a fraction of that 
  creature or plant’s natural essence. As long as that essence 
  is in the mind of the deka it can always know where that 
  creature is. The nondetection spell can prevent this effect.
  Monsters
  
  334
  Elemental
  While classical elementals such as those of air, earth, 
  fire, and water exist across the universe, there are many 
  more primal and elemental forces that move throughout 
  the galaxy and even through the void of space itself. This 
  guide presents four new elementals, each of which is tied 
  to an elemental from the original grouping of planes. Acid 
  elementals are extensions of the plane of water, electricity 
  elementals are from the plane of air, metal elementals come 
  from the plane of earth, and radiation elementals are born 
  in the plane of fire.
  Stellar Essence. The elemental does not register as 
  anything more than some low level dark matter energy 
  on spaceship sensory systems.
  Liquid Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing.
  Acidic Body. A creature that touches the elemental or 
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack; +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 +4) acid damage and its nonmagical 
  items become drenched in acid. Until someone takes 
  an action to clear the acid with water, the creature’s 
  nonmagical items and the creature take 5 (1d10) acid 
  damage at the start of each of its turns. If the elemental 
  is dealt damage from a source of water, this ability ceases 
  for function for 1 round for every gallon of water it is hit 
  with.
  Acid Elemental
  Large elemental, neutral
  Hit Points: 102 (12d10 + 36)
  Armor Class: 14 (natural armor)
  Speed: 30 ft., swim 90 ft.
    STR   DEX   CON     INT      WIS       CHA
  18 (+4)  17 (+3)   16 (+3)   6 (-2)   10 (+0)      7 (-2)
  Damage Resistances: bludgeoning, piercing, slashing, 
  and ballistic from nonmagical weapons
  Damage Immunities: acid, poison
  Condition Immunities: exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses: darkvision 60 ft., passive Perception 10
  Languages: Aquan
  Challenge: 5 (1,800 XP)
  hits it with a melee attack while within 5 feet of it takes 
  5 (1d10) acid damage. In addition, the first time the 
  elemental enters a hostile creature’s space that creature 
  takes 5 (1d10) acid damage and its nonmagical items 
  become drenched in acid. Until someone takes an action 
  to clear the acid with water, the creature’s nonmagical 
  items and the creature take 5 (1d10) acid damage at the 
  start of each of its turns. If the elemental is dealt damage 
  from a source of water, this ability ceases for function for 
  1 round for every gallon of water it is hit with.
  Independence from Atmosphere. The elemental 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
   
  Despite their planar nature, due to the multiverse 
  crosshairs of open material space, these elementals, more 
  than some of the others, are known to appear in strange 
  and otherworldly places, including open space, where they 
  can latch onto ships. Because they are not living creatures, 
  they don’t typically register on ship sensors until they’re 
  already attached, where they can burrow inside a ship and 
  wreck havoc within.
  Monsters
  
  335
  Stellar Essence. The elemental does not register as 
  anything more than some low level dark matter energy 
  on spaceship sensory systems.
  Air Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack; +8 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 +5) lightning damage and it 
  can’t take reactions until the elemental’s next turn. The 
  elemental has advantage on attacks it makes against 
  creatures wearing metal based armor.
  Lightning Bolt (Recharge 4-6). The elemental can 
  unleash a blast of lightning 5 feet wide and 120 feet in 
  length. Creatures caught in the blast must make a DC 16 
  Dexterity saving throw, taking 32 (8d6) lightning damage 
  on a failed save or half as much on a successful one. 
  Creatures wearing metal based armor have disadvantage 
  on this saving throw.
  Electricity Elemental
  Large elemental, neutral
  Hit Points: 90 (12d10 + 24)
  Armor Class: 15
  Speed: 0 ft., fly 90 ft. (hover)
  STR 
  DEX 
    CON     INT      WIS       CHA
  14 (+2) 20 (+5)   14 (+2)   6 (-2)      10 (+0)   7 (-2)
  Damage Resistances: thunder, bludgeoning, piercing, 
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: lightning, poison
  Condition Immunities: exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses: darkvision 60 ft., passive Perception 10
  Languages: Auran
  Challenge: 5 (1,800 XP)
  Lightning Body. A creature that touches the elemental 
  or hits it with a melee attack while within 5 feet of 
  it takes 5 (1d10) lightning damage. In addition, the 
  elemental can bestow energy to electrically-powered 
  objects by touching them, allowing them to function. 
  Independence from Atmosphere. The elemental 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Monsters
  Electricity Mephit
  Small elemental, chaotic evil
  Hit Points: 22 (4d6 + 4)
  Armor Class: 11
  Speed: 30 ft., fly 30 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  6 (-2) 
   12 (+1)   13 (+1)    9 (-1)      11 (+0)    13 (+1)
  Damage Immunities: lightning, poison
  Senses: darkvision 120 ft., passive Perception 10
  Languages: Primordial
  Challenge: 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a burst 
  of electricity. Each creature within 5 feet of it must make 
  Actions
  Claws. Melee Weapon Attack; +3 to hit, one target. Hit: 3 
  (1d4 +1) slashing damage and 2 (1d4) electricity damage.
  Lightning Breath (Recharge 6). The mephit exhales 
  a 15-foot cone of lightning. Each creature in that area 
  must make a DC 11 Dexterity saving throw; taking 5 (1d8) 
  lightning damage on a failed save, or half as much on a 
  successful one.
  a DC 11 Dexterity saving throw, taking 5 (1d8) lightning 
  damage on a failed save or half as much on a successful one.
  Independence from Atmosphere. The mephit not 
  need to breathe. Details on this ability can be found at the 
  beginning of this chapter.
  
  336
  Stellar Essence. The elemental does not register as 
  Actions
  Multiattack. The elemental makes two slash attacks.
  Slash. Melee Weapon Attack; +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d10 +5) slashing damage.
  Meld with Metal. The elemental can meld into any 
  metal wall or large object as an action. While melded it 
  appears to be a part of that space, though the wall can 
  be determined as irregular with a DC 20 Investigation 
  check. It can emerge as a bonus action. If the area it is 
  melded to is struck, the creature takes no damage until 
  the object is destroyed, but must make a concentration 
  check as if maintaining a spell based on the damage of 
  the attack (DC 10 minimum).
  Metal Elemental
  Large elemental, neutral
  Hit Points: 126 (12d10 + 60)
  Armor Class: 17 (natural armor)
  Speed: 30 ft., burrow 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  20 (+5)   8 (-1)   20 (+5)   6 (-2)      10 (+0)   7 (-2)
  Damage Vulnerabilities: thunder
  Damage Resistances: plasma, bludgeoning, piercing, 
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: poison
  Condition Immunities: exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses: darkvision 60 ft., passive Perception 10
  Languages: Terran
  Challenge: 5 (1,800 XP)
  anything more than some low level dark matter energy 
  on spaceship sensory systems.
  Siege Monster. The elemental deals double damage to 
  objects and structures.
  Independence from Atmosphere. The elemental 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Monsters
  Debris Mephit
  Small elemental, chaotic evil
  Hit Points: 27 (5d6 + 5)
  Armor Class: 11
  Speed: 30 ft., fly 30 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  6 (-2) 
   12 (+1)   13 (+1)    9 (-1)      11 (+0)    13 (+1)
  Damage Immunities: poison
  Senses: darkvision 120 ft., passive Perception 10
  Languages: Primordial
  Challenge: 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a burst 
  of debris. Each creature within 5 feet of it must make a 
  Actions
  Claws. Melee Weapon Attack; +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+1) slashing damage.
  Debris Breath (Recharge 6). The mephit exhales a 15-
  foot cone of debris. Each creature in that area must make a 
  DC 11 Dexterity saving throw; taking 5 (1d8) bludgeoning 
  damage on a failed save, or half as much on a successful 
  one.
  DC 11 Dexterity saving throw, taking 5 (1d8) bludgeoning 
  damage on a failed save or half as much on a successful one.
  Independence from Atmosphere. The mephit does not 
  need to breathe. Details on this ability can be found at the 
  beginning of this chapter.
  
  337
  Stellar Essence. The elemental does not register as 
  anything more than some low level dark matter energy 
  on spaceship sensory systems.
  Coronal Body. The elemental can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing.
  Aura of Sickness. Each creature within 30 feet of the 
  elemental at the beginning of its turn must make a DC 
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack; +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 +5) radiant damage and must make a 
  DC 15 Constitution saving throw, taking 8 (2d6) radiant 
  damage and gaining the poisoned condition for 1 round 
  on a failed save, or ignoring all effects on a successful 
  one.
  Deathly Light (Recharge 4-6). The elemental can 
  emit a wave of radiation in a radius of 15 feet in every 
  direction around it. Creatures in the radius must make a 
  DC 15 Constitution saving throw, taking 16 (4d6) radiant 
  damage and becoming diseased with radiation poisoning. 
  A successful save halves this damage and prevents the 
  disease.
  Radiation Poisoning. This disease is described in 
  detail in Chapter Nine and can be found at the beginning 
  of this chapter.
  Radiation Elemental
  Large elemental, neutral
  Hit Points: 102 (12d10 + 36)
  Armor Class: 15
  Speed: 50 ft., fly 50 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  10 (+0)  20 (+5)   16 (+3)   6 (-2)      10 (+0)   7 (-2)
  Damage Resistances: plasma, bludgeoning, piercing, 
  slashing, and ballistic from nonmagical weapons
  Damage Immunities: poison, radiant
  Condition Immunities: exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses: darkvision 60 ft., passive Perception 10
  Languages: Ignan
  Challenge: 6 (2,400 XP)
  15 Constitution saving throw, taking 8 (2d6) radiant 
  damage and gaining the poisoned condition for 1 round 
  on a failed save, or ignoring all effects on a successful 
  one.
  Independence from Atmosphere. The elemental 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Monsters
  Radiation Mephit
  Small elemental, chaotic evil
  Hit Points: 27 (5d6 + 5)
  Armor Class: 11
  Speed: 30 ft., fly 30 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  6 (-2) 
   12 (+1)   13 (+1)    9 (-1)      11 (+0)    13 (+1)
  Damage Immunities: necrotic, poison, radiant
  Senses: darkvision 120 ft., passive Perception 10
  Languages: Primordial
  Challenge: 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a burst 
  of radiation. Each creature within 5 feet of it must make a 
  DC 11 Constitution saving throw, taking 5 (1d8) radiation 
  Actions
  Claws. Melee Weapon Attack; +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 +1) slashing damage and 2 (1d4) radiant 
  damage.
  Radiation Breath (Recharge 6). The mephit exhales 
  a 15-foot cone of radiation. Each creature in that area must 
  make a DC 11 Constitution saving throw; taking 5 (1d8) 
  radiant damage and gaining the poisoned condition on a 
  failed save, or half as much on a successful one.
  damage and is poisoned for 1 minute on a failed save or half 
  as much on a successful one.
  Independence from Atmosphere. The mephit does not 
  need to breathe. Details on this ability can be found at the 
  beginning of this chapter.
  
  338
  Robot
  Across the galaxy, many powerful people, organizations, 
  and governments have sought after ways to use technology 
  to improve warfare and security. Rarely is this so defined as 
  where robots are concerned. While there are a number of 
  harmless robots in society that perform various jobs across 
  space stations and on planets, the robots included here 
  are generally referred to as security bots or war machines. 
  There are as many different robots as there are reasons to 
  create them, and though the robots included here are by no 
  means representative of every kind in the galaxy, they cover 
  the broad spectrum of purposes that security and soldier 
  robots might serve.
  Destroyer
  These huge war machines are vaguely humanoid in shape, 
  but they lack a head and have four arm-like and four leg-
  like appendages. They trample around on the battlefield, 
  managing a small coterie of warrior robots with their 
  private network. Instead of hands, the destroyer typically 
  has two flaming plasma swords and two grenade launchers. 
  In its wide chest is a store of missiles that it can fire at its 
  targets.
  Destroyer, Robot
  Huge construct, unaligned
  Hit Points: 185 (15d12 +75) [40 barrier points]
  Armor Class: 18 (natural armor)
  Speed: 60 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  27 (+8)  21 (+5)   20 (+5)   19 (+4)  10 (+0)   10 (+0)
  Saving Throws: Str +13, Con +10, Int +9
  Skills: Athletics +13
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., passive Perception 10
  Languages: Understands any languages programmed 
  into it
  Challenge: 13 (10,000 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Private Network. The robot generates its own private 
  network. Other robots can connect to this network and 
  receive orders through it via the robot that generates the 
  network. The DC to bypass into this network is 25. The 
  robot can be affected by the Hack action targeting its 
  legs, grenade launcher (both are separate targets), blades 
  (both are separate targets), and missile launcher.
  Active Barrier. The robot has 40 barrier points that 
  absorb only ballistic and plasma damage. If depleted, 
  this barrier will restore itself after 1 minute.
  Siege Monster. The robot deals double damage to 
  objects and structures.
  Actions
  Multiattack. The robot makes two grenade launcher 
  attacks or four blazing blade attacks.
  Grenade Launcher. Ranged Weapon Attack; +10 to 
  hit, range 100 ft., one target. Hit: 17 (3d6+5) bludgeoning 
  damage and 12 (3d6) fire damage. Each creature within 
  5 feet of the target must make a DC 18 Dexterity saving 
  throw, taking 24 (6d6) fire damage on a failed save or 
  half as much on a successful one.
  Blazing Blade. Melee Weapon Attack; +13 to hit, 
  reach 15 ft., one target. Hit: 22 (2d12+8) plasma damage.
  Missile Launcher (Recharge 5-6). As an action, the 
  robot fires a ballistic missile at a target within 1000 feet 
  of it. The target and every object and creature within 50 
  feet of the targeted spot must make a DC 18 Dexterity 
  saving throw, taking 24 (6d6) bludgeoning damage and 
  24 (6d6) fire damage or half as much on a successful 
  save.
  Monsters
  
  339
  Warrior, Robot
  Large construct, unaligned
  Hit Points: 147 (13d10 +65) [30 barrier points]
  Armor Class: 18 (natural armor)
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  25 (+7)  13 (+1)   21 (+5)   18 (+4)   10 (+0)   10 (+0)
  Saving Throws: Str +11, Con +9, Int +8
  Skills: Athletics +11
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 60 ft. passive Perception 10
  Languages: Understands any languages programmed 
  into it
  Challenge: 9 (5,000 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Network Connected. In order to operate, the robot 
  must be connected to a public or private network. For 
  the purposes of the Hack action, this robot has engines, a 
  plasma blade, and a shield disruptor that can be affected.
  Active Barrier. The robot has 30 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Actions
  Multiattack. The robot makes two plasma blade 
  attacks.
  Plasma Blade. Melee Weapon Attack; +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 +7) plasma damage.
  Plasma Blaster. The robot chooses up to six creatures 
  within a 120 ft. cone that aren’t hidden by full cover. 
  Each of those creatures makes a DC 17 Dexterity saving 
  throw, taking 24 (6d6) plasma damage on a failed save or 
  half as much on a successful one.
  Shield Disruptor (Recharge 5-6). As a bonus action, 
  the robot generates a wave of electromagnetic energy that 
  washes over a radius of 30 feet around itself. Creatures 
  and objects within my succeed at a DC 17 Intelligence 
  saving throw, losing all resistance and immunity to 
  plasma damage on a failed save or preventing the effect 
  on a successful one.
  Warrior
  Warrior robots are the true militarized versions of the 
  sentinel robots. They are large, towering at 10 feet in height, 
  and are known to storm across battlefields like lumbering 
  giants. Of all the robots and designs, the warrior robots are 
  built most like something that magic also makes possible. 
  They appear in many ways to be a golem of multifaceted 
  metal and numerous gunneries.
  Drone
  Typically used for security of private firms and the homes 
  of the rich, drones are medium sized oval-shaped robots 
  that float around via hover technology. They act as silent 
  watchers and bodyguards when things get nasty. They are 
  particularly good at maneuvering in difficult areas and tight 
  quarters indoors. They wield a plasma spear appendage and 
  can fire plasma blasts from their forward sensory panels. 
  Their centerpiece can also open up to deliver a high charge 
  plasma cannon blast.
  Watcher
  The watchers are almost purely for security use. They are 
  small spherical constructs 1 to 2 feet in diameter that have 
  the capability to fire their plasma attacks in any direction. 
  They come with large focal sensory systems that allow them 
  to record the visual and audio of their environments and set 
  off alarm systems when they find intruders.
  Monsters
  
  340
  Drone, Robot
  Medium construct, unaligned
  Hit Points: 48 (6d8 +12) [10 barrier points]
  Armor Class: 13
  Speed: 0 ft., Fly 50 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  13 (+1)  17 (+3)   14 (+2)   17 (+3)  10 (+0)   10 (+0)
  Saving Throws: Int +4
  Skills: Perception +2
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., passive Perception 12
  Languages: Understands any languages programmed 
  into it
  Challenge: 3 (700 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Network Connected. In order to operate, the robot 
  must be connected to a public or private network. For 
  the purposes of the Hack action, this robot has engines, 
  a plasma spear, a plasma cannon, and a plasma gun that 
  can be affected.
  Active Barrier. The robot has 10 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Flyby. The robot doesn’t provoke attacks of opportunity 
  when it flies out of an enemy’s reach and doesn’t suffer 
  from disadvantage for making ranged attacks while in 
  melee.
  Actions
  Multiattack. The robot makes two plasma spear or two 
  plasma shot attacks.
  Plasma Spear. Melee Weapon Attack; +5 to hit, reach 
  10 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Plasma Shot. Ranged Weapon Attack; +5 to hit, range 
  80 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Plasma Cannon (Recharge 6). Ranged Weapon 
  Attack; +5 to hit, range 120 ft., two targets. Hit: 15 (3d6 
  +3) plasma damage.
  Watcher, Robot
  Small construct, unaligned
  Hit Points: 21 (3d8 +3)
  Armor Class: 12
  Speed: 0 ft., Fly 30 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  10 (+0)  15 (+2)   12 (+1)   20 (+5)   20 (+5)   10 (+0)
  Saving Throws: Int +7
  Skills: Perception +7
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., x-ray vision 40 ft., 
  passive Perception 17
  Languages: Understands any languages programmed 
  into it
  Challenge: 1 (200 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Network Connected. In order to operate, the robot 
  must be connected to a public or private network. For the 
  purposes of the Hack action, this robot has engines, video 
  feed, alarm system, a plasma spear, and a plasma gun 
  that can be affected.
  Constant Video Feed. The robot is always recording 
  every sound and sight that it obtains as it patrols. These 
  records get backed up on the network and also in its 
  internal files.
  Undesirables Database. The robot has a feature 
  that allows it to store a large number of facial and vocal 
  details for determining undesirables on a premises.
  Actions
  Plasma Spear. Melee Weapon Attack; +4 to hit, reach 
  10 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  Plasma Shot. Ranged Weapon Attack; +4 to hit, reach 
  80 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  Alarm. As a bonus action, the robot can set off any 
  alarms that share a network with it as well as making a 
  loud and visibly potent alarm sequence that can be heard 
  from hundreds of feet away.
  Monsters
  
  341
  Annihilator
  Annihilators are the largest and deadliest of all the 
  war machines. They range in size from 20 to 50 feet in 
  length and have flight capacity. Even when not airborne, 
  their multiple limbs allow them to travel long distances 
  and climb terrain that would be impossible for normal 
  wheelbound tanks. Each annihilator has numerous major 
  plasma weapons on it, including the infamous eradicator 
  style launchers that can blow up opposing tanks and heavy 
  mech suits. It has both the private network generation to 
  control other robots, as well as the internal storage space 
  to transport its own networked troops. Annihilators are 
  best described as enormous robotic scorpions with flight 
  boosters. The curling tail that emits the eradicator blasts 
  are a standard for these massive monstrosities of war and 
  death.
  Whirler, Robot
  Large construct, unaligned
  Hit Points: 148 (17d8 +12) [30 barrier points]
  Armor Class: 17
  Speed: 0 ft., Fly 100 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  17 (+3)  25 (+7)   21 (+5)   22 (+6)   16 (+3)   10 (+0)
  Saving Throws: Str +7, Dex +11, Int +10
  Skills: Acrobatics +11, Investigation +10, Perception +7
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., passive Perception 17
  Languages: Understands any languages programmed 
  into it
  Challenge: 11 (7,200 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Private Network. The robot generates its own private 
  network. Other robots can connect to this network and 
  receive orders through it via the robot that generates 
  the network. The DC to bypass into this network is 20. 
  The robot can be affected by the Hack action targeting 
  its engines, plasma rifles (each of the four are separate 
  targets), and its whirlwind generator.
  Active Barrier. The robot has 30 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Flyby. The robot doesn’t provoke attacks of opportunity 
  when it flies out of an enemy’s reach and doesn’t suffer 
  from disadvantage for making ranged attacks while in 
  melee.
  Actions
  Multiattack. The robot makes four plasma rifle attacks.
  Plasma Rifle. Ranged Weapon Attack; +11 to hit, reach 
  250 ft., one target. Hit: 19 (3d6 +7) plasma damage.
  Generate Whirlwind (Recharge 5-6). The robot 
  leans itself so that its engine turbines can create a huge 
  vortex of wind in a column with a radius of 15 feet and a 
  length of 100 feet. Creatures struck by the column must 
  make a DC 17 Strength saving throw, taking 48 (8d10) 
  bludgeoning damage, being knocked prone, and being 
  pushed to the edge of the column on a failed save or taking 
  half as much and being unmoved on a successful one.
  Whirler
  While the destroyer and its ilk rule the ground, a whirler 
  can sweep in from above. These flying robots look like huge 
  metal eagles with helicopter rotors instead of wings. They 
  fly and hover over the battlefield, firing down on their foes 
  while managing numerous drones and other ground troops 
  within their private network.
  Monsters
  
  342
  from disadvantage for making ranged attacks while in 
  melee.
  Shielded Body. As long as its active barrier is active, 
  the robot is immune to the effects of EMPs, can’t be 
  hacked, and is immune to cold, fire, lightning, and 
  thunder damage.
  Actions
  Multiattack. The robot makes four plasma blaster 
  attacks.
  Plasma Blaster. Ranged Weapon Attack; +12 to 
  hit, range 200 ft., one target. Hit: 18 (2d10+6) plasma 
  damage.
  Invasive Network Blast. The robot can release a 
  blast over its network as a bonus action. All creatures and 
  objects the robot is hostile towards that are connected 
  to its network must make a DC 18 Intelligence saving 
  throw, taking 4d6 psychic damage on a failed save or half 
  as much on a successful one. Objects and machinery that 
  is connected that fails this save becomes disabled for 1 
  minute.
  Pulse Blast (Recharge 4-6). The robot can 
  create a blast of electricity around itself as an action. 
  Creatures within 30 feet of the robot must make a DC 18 
  Constitution saving throw, taking 60 (10d10) lightning 
  damage on a failed save or half as much on a successful 
  save.
  Eradicator (Recharge 6). As an action, the robot 
  fires a plasma missile at a target within 2000 feet of it. 
  The target and every object and creature within 100 feet 
  of the targeted spot must make a DC 18 Dexterity saving 
  throw, taking 84 (12d12) plasma damage or half as much 
  on a successful save.
  Legendary Actions
  Move. The robot can move its full move speed.
  Plasma Blaster Attack. The robot makes a single 
  Plasma Blaster attack.
  Recharge Barrier (2 Actions). The robot’s active 
  barrier regains 25 hit points.
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Private Network. The robot generates its own private 
  network. Other robots can connect to this network and 
  receive orders through it via the robot that generates the 
  network. The DC to bypass into this network is 25. The 
  robot can be affected by the Hack action targeting its 
  engines, plasma blasters (each of the four are separate 
  targets), invasive network blaster, eradicator, and pulse 
  blast.
  Active Barrier. The robot has 50 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Siege Monster. The robot deals double damage to 
  objects and structures.
  Flyby. The robot doesn’t provoke attacks of opportunity 
  when it flies out of an enemy’s reach and doesn’t suffer 
  Annihilator, Robot
  Gargantuan construct, unaligned
  Hit Points: 252 (19d12 +114) [50 barrier HP]
  Armor Class: 20 (natural armor)
  Speed: 100 ft., Fly 50 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  22 (+6)  23 (+6)   22 (+6)   19 (+4)  10 (+0)   10 (+0)
  Saving Throws: Str +12, Dex +12, Con +12, Int +10, 
  Wis +6
  Skills: Athletics +12, Acrobatics +12, Computers +10, 
  Investigation +10, Perception +6
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., passive Perception 10
  Languages: Understands any languages programmed 
  into it
  Challenge: 15 (13,000 XP)
  Monsters
  
  343
  Hunter
  The hunter is a smaller version of the four-legged, four-
  armed destroyer, and is typically the size of a Human. They 
  are deadly fast and almost always programmed to hunt 
  down prey. Military and police forces often use them to 
  track down enemies and criminals, both in and out of cities, 
  where their skills shine. Unlike the destroyers, hunters have 
  humanoid hands and store plasma sniper rifles within their 
  chests that they can use to take down their prey from afar, 
  as well as high intensity vibrating blades that slide out of 
  their palms.
  Hunter, Robot
  Medium construct, unaligned
  Hit Points: 99 (12d8 +36) [20 barrier points]
  Armor Class: 16
  Speed: 60 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  13 (+1)  22 (+6)   17 (+3)   19 (+4)   17 (+3)   10 (+0)
  Saving Throws: Dex +9, Int +7
  Skills: Investigation +7, Perception +6, Survival +6
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 120 ft., x-ray vision 40 ft., 
  passive Perception 21
  Languages: Understands any languages programmed 
  into it
  Challenge: 7 (2,900 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Private Network. The robot generates its own private 
  network. Other robots can connect to this network and 
  receive orders through it via the robot that generates the 
  network. The DC to bypass into this network is 25. The 
  robot can be affected by the Hack action targeting its 
  legs, vibroblades (each of the four are separate targets), 
  and plasma sniper.
  Active Barrier. The robot has 20 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Constant Surveillance. The robot has advantage on 
  perception, investigation, and survival checks.
  Actions
  Multiattack. The robot makes four vibroblade attacks.
  Vibroblade. Melee Weapon Attack; +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d6 +6) piercing damage and 4 
  (1d6) thunder damage.
  Plasma Sniper. Ranged Weapon Attack; +9 to hit, 
  reach 1000 ft., one target. Hit: 38 (8d6 +6) plasma 
  damage. The plasma sniper fires at disadvantage at a 
  target within 100 ft and cannot be used to attack a target 
  within 50 ft.
  Monsters
  
  344
  Needle
  This curious security and war machine is typically less 
  than foot in length and is often built in the shape of a flying 
  insect. It has a tail that can fire plasma shots as well as two 
  plasma spear stingers from its other appendages. In war, 
  they are typically found in swarms that slip into enemy 
  vehicles and assault them by surprise. In security firms they 
  are often kept inactive until a trap is sprung or they are 
  called by a watcher.
  Needle, Robot
  Tiny construct, unaligned
  Hit Points: 15 (2d8 +2)
  Armor Class: 12
  Speed: 0 ft., Fly 30 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  10 (+0)  15 (+2)   12 (+1)   15 (+2)   10 (+0)   10 (+0)
  Saving Throws: Int +4
  Skills: Perception +2
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 60 ft. passive Perception 12
  Languages: Understands any languages programmed 
  into it
  Challenge: 1/4 (50 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Network Connected. In order to operate, the robot 
  must be connected to a public or private network. For 
  the purposes of the Hack action, this robot has engines, a 
  plasma spear, and a plasma gun that can be affected.
  Actions
  Plasma Spear. Melee Weapon Attack; +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 +2) plasma damage.
  Plasma Shot. Ranged Weapon Attack; +4 to hit, reach 
  60 ft., one target. Hit: 6 (1d6 +2) plasma damage.
  Sentinel, Robot
  Medium construct, unaligned
  Hit Points: 76 (8d10 +24) [20 barrier points]
  Armor Class: 15 (natural armor)
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  18 (+4)  18 (+4)   16 (+3)   15 (+2)   15 (+2)   10 (+0)
  Saving Throws: Int +5
  Skills: Perception +5
  Vulnerable to thunder damage
  Damage Resistances: necrotic, radiant
  Damage Immunities: poison, psychic
  Condition Immunities: charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses: infrared vision 60 ft. passive Perception 15
  Languages: Understands any languages programmed 
  into it
  Challenge: 5 (1,800 XP)
  Immutable Form. The robot is immune to any spell or 
  effect that would alter its form.
  Network Connected. In order to operate, the robot 
  almost always must be connected to a public or private 
  network. For the purposes of the Hack action, this robot 
  has engines, a plasma spear, and a plasma gun that can 
  be affected.
  Active Barrier. The robot has 20 barrier points that 
  absorb only ballistic and plasma damage. If depleted, this 
  barrier will restore itself after 1 minute.
  Actions
  Multiattack. The robot makes three plasma spear or 
  three plasma shot attacks.
  Plasma Spear. Melee Weapon Attack; +7 to hit, reach 
  10 ft., one target. Hit: 10 (1d10 +4) plasma damage.
  Plasma Shot. Ranged Weapon Attack; +7 to hit, reach 
  120 ft., one target. Hit: 14 (2d8 +4) plasma damage.
  Sentinel
  The sentinel is the stock troop robot of both militaries and 
  security firms. They are humanoid, medium robots that 
  sometimes bear too much resemblance to the Proxy with 
  their metallic frames. Unlike the Proxy, however, sentinels 
  are not sentient. They are straightforward war machines 
  that require the guidance of more advanced systems.
  Monsters
  
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  Starwyrms
  Starwyrms are a mysterious group of creatures that are 
  well-studied but also unpredictable and impossible to truly 
  know. Though there are many individually classified types 
  of starwyrms, scholars are aware that each distinct type is 
  just a different stage of the life of the starwyrm itself. The 
  adult starwyrm appears as a serpentine and whale-like 
  leviathan with draconic features in the head and scaled 
  body. They have four or more limbs, each with clawed feet, 
  and propel themselves through the void using dark matter 
  energy that spews from shimmering blue energy vents.
   
  The Birth of a Starwyrm. At birth, a starwyrm 
  looks more worm than wyrm, writhing about in a nest of 
  mucus and silk created by their progenitor on one of the 
  many planets that the Brahvaasch people call home. They 
  spend roughly five to ten years as a worm that looks like a 
  massive caterpillar. They are cared for by the Brahvaasch 
  people who watch the nesting sites, or oftentimes grow up 
  wild. They are not what most would call sentient during this 
  time, acting more like scaled caterpillars than anything else.
   
  The Brahvaasch. After their time as a larva, the 
  starwyrm will cocoon up for a few years and emerge as a 
  youthful Brahvaasch. It is at this point that they learn the 
  ways of the world as any child might. The Brahvaasch are a 
  slow-growing people who are often ponderous of the galaxy 
  and are well versed in magic. They were one of the first 
  space faring species in the Nacora and settled numerous 
  empty worlds during that time. They live anywhere between 
  five hundred and a thousand years before returning to a 
  homeworld or safe place where they can once again build a 
  cocoon of mucus, scales, dirt, and silk.
   
  The Starling Stage. After a gestation of centuries 
  that does not always result in the birth of a starwyrm 
  (either through disease, outside forces, or simple natural 
  selection), the starwyrm youth emerges from the cocoon. 
  With only a few days of rest, the starwyrm will then take 
  to the skies and into space itself. Unlike other creatures, 
  the starwyrm, after it has achieved this state, requires no 
  sustenance of any kind except pure magical dark matter 
  energy. As a youthful starwyrm, it will travel and consume 
  a great deal of energy. Most conflicts between starwyrms 
  and other denizens in space are with starlings. Starling 
  starwyrms are brightly colored and give off their own aura 
  of light, not unlike stars themselves. They can be any shade 
  of blue, white, yellow, orange, or red. They are serpentine 
  with four lanky limbs ending in deadly claws. It has long 
  been postulated that the claws and teeth, not used for 
  eating, are remnants of previous life stages and self defense.
   
  The Nebula Stage. No one is entirely sure how much 
  time passes before a starling advances to the next stage of 
  its life, but most scholars agree that a starwyrm has reached 
  full adulthood by the nebula stage. During this time, 
  starwyrms grow darker, becoming speckled and patterned 
  like nebulas that can be viewed in space. Scientists theorize 
  that the new patterns are built slowly by the sheer amount 
  of dark matter energy that they consume during their time 
  as a starling. It is also known that during this time they 
  procreate and return to their home planets to generate 
  young, though this is a rare enough occasion that is has 
  only been recorded on video a single time. Also during this 
  stage, they grow more territorial and usually find a piece of 
  the galaxy to call their own, nesting in asteroids and other 
  large space debris.
   
  The Galaxy Stage. The final and largest stage 
  of the starwyrm life cycle sees them as the absolutely 
  gargantuan, slow moving creatures of legend that drift 
  through space devouring wasted dark matter energy. They 
  are often calmer and less territorial (but still enough to 
  be dangerous) than their more youthful forms, and their 
  patterns are so mellow that they blend in with the night 
  sky itself. It is while studying this late stage of life that 
  scientists made the discovery that starwyrms not only 
  devour wasted dark matter that can’t be used for magic, but 
  that they recycle and release energy back into the galaxy 
  that can then be used once again by other forms of life. 
  This discovery led a wave of law reform to declare the late 
  stage starwyrms in their galactic state to be government 
  protected across the galaxy.
   
  Memories of the Past. While starwyrms spend 
  centuries of their lifespan as a Brahvaasch, there is still 
  no proof that the personality, personhood, or mind of the 
  Brahvaasch remains entirely the same throughout the 
  lifetime of the starwyrm. It is known that the starwyrms 
  remember their previous lives and are sentient, if ferally 
  dangerous and arrogant, creatures but from those few 
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  346
  memories that people have gathered from starwyrms 
  across the years, it seems the creatures generally consider 
  themselves a new life form when they are born as a starling.
   
  Drawn to Magic. Although starwyrms seem to 
  eat the energy that makes magic possible, they rarely eat 
  creations of magic that are whole and undamaged. In fact, 
  they often have a strange fascination with such artifacts and 
  will take them back to their lair, where it is not uncommon 
  to find a hoard of magical trinkets and other oddities, 
  as well as minerals and gems that hold magical energy 
  particularly well.
   
  Relationship to Planetside Dragons. Across the 
  Nacora Galaxy, on various planets home to sentient life 
  and some that are not, there are creatures ubiquitously 
  called dragons. These terran dragons are reminiscent of 
  the massive appearance and power of the starwyrms, but 
  lack certain features starwyrms have that make them truly 
  unique. Many have postulated that evolutionary paths 
  have run parallel to each other on various worlds, only to 
  split in new and interesting ways. Perhaps the dragons and 
  starwyrms share some mysterious ancestry, but to scholars 
  today there is little proof that they are connected despite 
  their similarities.
   
  Relationship to Lesser Star Dragons. While the 
  starwyrms don’t have a deep connection to their brethren 
  on the various planets, they do share a greater deal of 
  biology with Star Drakes and Star Serpents. These lesser 
  dragons are capable of space flight and living in the void. 
  They tend to be attracted to starwyrms and often serve 
  them. These lesser dragons are more vicious and territorial 
  toward other non-dragon species.
   
  Conflict with Other Species. While starwyrms 
  do not have the innately evil tendencies that chromatic 
  dragons from the lands of various planets and the 
  star drakes are known for, they are fiercely territorial, 
  constantly on the search for sources of energy, and arrogant 
  about their existence in comparison to that of mortal 
  creatures. Because of their unpredictable, crafty nature, 
  starwyrms are often classified as incredibly dangerous 
  foes, even when they are friendly. In the end, despite these 
  stereotypes, starwyrms should be treated as any other 
  sentient species in the galaxy and allowed to bear out the 
  full alignment spectrum from lawful good to chaotic evil.
  Starwyrm Larva
  Medium dragon, unaligned
  Hit Points: 75 (10d8 + 30)
  Armor Class: 17 (natural armor)
  Speed: 20 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  17 (+3)   7 (-2)   17 (+3)   3 (-4)      10 (+0)    8 (-1)
  Damage Immunities: acid, radiant
  Condition Immunities: blinded, deafened
  Senses: blindsight 10 ft., passive Perception 5
  Languages: none
  Challenge: 3 (700  XP)
  Blind. The larva is both blind and deaf and senses 
  through vibrations. Creatures within range of its 
  blindsight do not have advantage on stealth checks or 
  attacks rolls against it.
  Magic Eater. When the larva successfully makes a 
  saving throw against a spell, it gains temporary hit points 
  equal to 3 times that spell’s level.
  Actions
  Bite. Melee Weapon Attack; +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 +3) bludgeoning damage and 5 (1d8) 
  acid damage.
  Regurgitate (Recharge 5-6). The larva can spew 
  forth its stomach contents and a pile of acid in a cone 15 
  feet long from its mouth as a defensive mechanism. Any 
  creature caught in the cone must make a DC 13 Dexterity 
  saving throw, taking 24 (7d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Monsters
  
  347
  Starling Starwyrm
  Large dragon, chaotic neutral
  Hit Points: 191 (17d10 +85)
  Armor Class: 18 (natural armor)
  Speed: 40 ft., fly 160 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  23 (+6)  19 (+4)   21 (+5)   15 (+2)   11 (+0)    18 (+4)
  Saving Throws: Str +10, Dex +8, Con +9, Int +6, Wis 
  +4, Cha +8
  Skills: Acrobatics +8, Perception +8, Stealth +8
  Damage Resistances: cold, lightning
  Damage Immunities: acid, radiant
  Senses: darkvision 120 ft., blindsense 30 ft, passive 
  Perception 18
  Languages: Common, Draconic
  Challenge: 11 (7,200 XP)
  Independence from Atmosphere. The starwyrm 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Magic Eater. When the starwyrm successfully makes a 
  saving throw against a spell, it gains temporary hit points 
  equal to 3 times that spell’s level.
  Magic Resistance. The starwyrm has advantage on 
  saving throws against magic.
  Space Titan. The starwyrm acts as a creature of equal 
  size to spaceships for the purposes of determining how it 
  takes and deals damage to and from spaceships. It also 
  deals double damage to spaceships, objects, and other 
  Actions
  Multiattack. The starwyrm makes three melee attacks, 
  one with its bite and two with its claws. Instead it can 
  make two hydrogen ball attacks by breathing tiny motes 
  of explosive gas fused with radiation.
  Bite. Melee Weapon Attack; +10 to hit, reach 10 ft., one 
  target. Hit: 18 (2d10+6) piercing damage and 8 (2d6) 
  acid damage.
  Claw. Melee Weapon Attack; +10 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6+6) slashing damage.
  Hydrogen Ball. Ranged Attack; +8 to hit, reach 120 
  ft., one target. Hit: 25 (5d8) fire damage.
  Radiation Breath (Recharge 5-6). The starwyrm 
  exhales focused radiation in a 30-foot cone. Each 
  creature in that area must make a DC 17 Constitution 
  saving throw, taking 64 (16d6) radiant damage and 
  contracts the radiation poisoning disease. A successful 
  saving throw halves this damage and prevents the 
  contraction of the disease.
  Radiation Poisoning. This disease is discussed in 
  detail in Chapter Nine of this guide and can be found at 
  the beginning of this chapter.
  vehicles with its bludgeoning, piercing, and slashing 
  attacks.
  Innate Spellcasting. The starwyrm’s spellcasting 
  ability is Charisma (spell save DC 16). The starwyrm 
  can cast the following spells, requiring no material 
  components:
  At will: dancing lights, detect magic, thaumaturgy
  1/day: darkness, dispel magic, faerie fire, moonbeam
  Monsters
  
  348
  Nebula Starwyrm
  Huge dragon, chaotic neutral
  Hit Points: 278 (20d12 +133)
  Armor Class: 20 (natural armor)
  Speed: 50 ft., Fly 160 ft. (hover)
  STR 
    DEX   CON     INT      WIS       CHA
  27 (+8)  23 (+6)   25 (+7)   19 (+4)   13 (+1)    20 (+5)
  Saving Throws: Str +14, Dex +12, Con +13, Int +10, 
  Wis +7, Cha +11
  Skills: Athletics +14, Acrobatics +12, Perception +13
  Damage Resistances: Cold; Lightning
  Damage Immunities: Acid; Radiant
  Senses: Darkvision 240 ft., Blindsight 60 ft., Passive 
  Perception 23
  Languages: Common, Draconic
  Challenge: 18 (20,000 XP)
  Independence from Atmosphere. The starwyrm 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Magic Eater. When the starwyrm successfully makes a 
  saving throw against a spell, it gains temporary hit points 
  equal to 3 times that spell’s level.
  Magic Resistance. The starwyrm has advantage on 
  saving throws against magic.
  Legendary Resistance (3/Day). If the starwyrm 
  fails a saving throw, it can choose to succeed instead.
  Sickening Presence. Being close to a starwyrm of this 
  age means being around significant levels of poisonous 
  radiation. At the beginning of the starwyrm’s turn, the 
  creature can pulse its aura of radiation. Creatures within 
  60 feet of the starwyrm must make a DC 19 Constitution 
  saving throw or be poisoned for 1 minute. A successful 
  save prevents this effect and renders the creature saving 
  immune to this ability for 24 hours. Once poisoned this 
  way, a creature can attempt a new saving throw at the 
  end of each of its turns. Radiation dampening equipment 
  grants you advantage on this saving throw, but does not 
  make you immune to it.
  Space Titan. The starwyrm acts as a creature of equal 
  size to spaceships for the purposes of determining how it 
  takes and deals damage to and from spaceships. It also 
  deals double damage to spaceships, objects, and other 
  vehicles with its bludgeoning, piercing, and slashing 
  attacks.
  Innate Spellcasting. The starwyrm’s spellcasting 
  ability is Charisma (spell save DC 19). The starwyrm 
  can cast the following spells, requiring no material 
  components:
  At will: dancing lights, detect magic, thaumaturgy
  3/day: absorb elements, darkness, dispel magic, faerie 
  fire, moonbeam, shield
  1/day: flame strike, greater invisibility, hallucinatory 
  terrain, virulent necrosis*
  Actions
  Multiattack. The starwyrm can use its sickening 
  presence and then makes three melee attacks, one with 
  its bite and two with its claws. Instead it can make 
  two hydrogen ball attacks by breathing tiny motes of 
  explosive gas fused with radiation.
  Bite. Melee Weapon Attack; +14 to hit, reach 10 ft., one 
  target. Hit: 20 (2d10+8) piercing damage and 12 (3d6) 
  acid damage.
  Claw. Melee Weapon Attack; +14 to hit, reach 5 ft., one 
  target. Hit: 16 (2d6+8) slashing damage.
  Tail. Melee Weapon Attack; +14 to hit, reach 15 ft., one 
  target. Hit: 18 (2d8+8) slashing damage.
  Hydrogen Ball. Ranged Attack; +12 to hit, reach 120 
  ft., one target. Hit: 35 (7d8) fire damage.
  Radiation Breath (Recharge 5-6). The starwyrm 
  exhales focused radiation in a 60-foot cone. Each 
  creature in that area must make a DC 21 Constitution 
  Monsters
  
  349
  saving throw, taking 72 (18d6) radiant damage and 
  contracts the radiation poisoning disease. A successful 
  saving throw halves this damage and prevents the 
  contraction of the disease. A creature that fails this save 
  and already has a level of exhaustion from the disease 
  gains another level of exhaustion instead.
  Radiation Poisoning. This disease is discussed in 
  detail in Chapter Nine of this guide and can be found at 
  the beginning of this chapter.
  Legendary Actions
  Detect. The starwyrm makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Cast a Spell or Hydrogen Attack (2 Actions). The 
  starwyrm can cast a spell that can be cast with a single 
  action or makes a hydrogen ball attack.
  A Starwyrm’s Lair
  Space travel is often dangerous and there are a 
  thousandfold reasons that a particular area might be 
  treacherous. One such reason is the aura of a starwyrm 
  having made its home in a particular area of space. The 
  open space around where the starwyrm sleeps and nests 
  is fraught with energies that disrupt communications and 
  other sensory devices on spaceships. Passing through the 
  area directly around a lair can mean flying blind.
   
  At the center of this radius of energies and disruptive 
  radiation is usually a massive asteroid or other piece of 
  space debris that the starwyrm houses itself in. These 
  hollow asteroids and pieces of rock or metal (oftentimes a 
  long abandoned space station or spaceship might find itself 
  home to a starwyrm) drift through an area of space at an 
  unusually rigid trajectory that the starwyrm controls.
  Lair Actions
  On initiative count 20 (losing initiative ties), the starwyrm 
  takes a lair action to cause one of the following effects; the 
  starwyrm can’t use the same effect two rounds in a row:
  • 
  Piercing radiation concentrates around a point that the 
  starwyrm can see within 120 feet of it in a radius of 10 
  feet. Creatures caught inside the radiation must make 
  a DC 16 Constitution saving throw; taking 6d6 radiant 
  damage gaining the poisoned condition until the end of 
  their next turn on a failed save or half as much damage 
  and no poisoned condition on a successful one.
  • 
  The solid parts of the lair that the starwyrm is in shift at 
  its will, moving it up to 1000 feet through space. Each 
  creature inside the lair other than the starwyrm must 
  make a DC 16 Dexterity saving throw or suffer 3d6 
  bludgeoning damage as they are jostled around inside. 
  A successful saving throw negates this damage. If the 
  creatures are currently affected by gravity they also fall 
  prone on a failed save. If the creature is on the outside 
  of the primary lair, the saving throw is instead to hold 
  on and not be flung off into space.
  • 
  Magical power charges through the air. Until initiative 
  count 20 on the next round, all saving throws against 
  magic are made with disadvantage as the power 
  supercharges all casting within the lair.
  Regional Effects
  The region containing the starwyrm’s lair is warped by 
  the starwyrm’s magic, which creates one or more of the 
  following effects:
  • 
  Communication and sensory equipment stop working 
  within 500 miles of the starwyrm’s lair.
  • 
  Physical objects within 100 miles of the lair pulse with 
  magic, even though the magic isn’t doing anything.
  • 
  Other magical creatures, or facsimiles of them, spring 
  up around the lair and move to regions inside and 
  outside of it.
  If the starwyrm dies, these effects fade over the course of 
  1d100 days.
  Monsters
  
  350
  Galaxy Starwyrm
  Gargantuan dragon, chaotic neutral
  Hit Points: 639 (30d20+300)
  Armor Class: 23 (natural armor)
  Speed: 50 ft., Fly 160 ft. (hover)
    STR    DEX      CON       INT       WIS      CHA
  30 (+10) 19 (+4)  30 (+10)   19 (+4)   15 (+2)    23 (+6)
  Saving Throws: Str +18, Dex +12, Con +18, Int +12, 
  Wis +10, Cha +14
  Skills: Athletics +18, Perception +18
  Damage Resistances: cold, lightning
  Damage Immunities: acid, radiant
  Senses: darkvision 360 ft., blindsight 120 ft., passive 
  Perception 28
  Languages: Common, Draconic
  Challenge: 25 (75,000 XP)
  Independence from Atmosphere. The starwyrm 
  does not need to breathe. Details on this ability can be 
  found at the beginning of this chapter.
  Magic Eater. When the starwyrm successfully makes a 
  saving throw against a spell, it gains temporary hit points 
  equal to 3 times that spell’s level.
  Magic Resistance. The starwyrm has advantage on 
  saving throws against magic.
  Legendary Resistance (3/Day). If the starwyrm 
  fails a saving throw, it can choose to succeed instead.
  Sickening Presence. Being close to a starwyrm of this 
  age means being around significant levels of poisonous 
  radiation. At the beginning of the starwyrm’s turn, the 
  creature can pulse its aura of radiation. Creatures within 
  60 feet of the starwyrm must make a DC 19 Constitution 
  saving throw or be poisoned for 1 minute. A successful 
  save prevents this effect and renders the creature saving 
  immune to this ability for 24 hours. Once poisoned this 
  way, a creature can attempt a new saving throw at the 
  end of each of its turns. Radiation dampening equipment 
  grants you advantage on this saving throw, but does not 
  make you immune to it.
  Space Titan. The starwyrm acts as a creature of equal 
  size to spaceships for the purposes of determining how it 
  takes and deals damage to and from spaceships. It also 
  deals double damage to spaceships, objects, and other 
  vehicles with its bludgeoning, piercing, and slashing 
  attacks.
  Innate Spellcasting. The starwyrm’s spellcasting 
  ability is Charisma (spell save DC 22). The starwyrm 
  can cast the following spells, requiring no material 
  components:
  At will: dancing lights, detect magic, thaumaturgy
  3/day: absorb elements, darkness, dispel magic, faerie 
  fire, flame strike, greater invisibility, hallucinatory 
  terrain, moonbeam, shield, virulent necrosis*
  1/day: disintegrate, etherealness, sunbeam
  Dragons in Space
  The dragons normally included in 5th edition have special places 
  within the Spaceships and Starwyrms narrative. They are creatures 
  bound to planetary life (insomuch as any sentient creature is), but 
  they are also shapeshifters and might take a humanoid form to reach 
  the stars and exert influence there.
   
  Beyond these classical dragons, there are space versions of each 
  of the standard 5th edition dragons, as well as the sea serpent. 
  These are known as star drakes and star serpents, but other than 
  having the Independence from Atmosphere ability of the starwyrm 
  included here, they are mechanically identical to those creatures 
  found in the standard 5th edition rulesets.
  Monsters
  
  351
  Actions
  Multiattack. The starwyrm can use its sickening 
  presence and then makes three melee attacks, one with 
  its bite and two with its claws. Instead it can make 
  two hydrogen ball attacks by breathing tiny motes of 
  explosive gas fused with radiation.
  Bite. Melee Weapon Attack; +18 to hit, reach 15 ft., one 
  target. Hit: 22 (2d10+10) piercing damage and 20 (5d6) 
  acid damage.
  Claw. Melee Weapon Attack; +18 to hit, reach 5 ft., one 
  target. Hit: 18 (2d6+10) slashing damage.
  Tail. Melee Weapon Attack; +18 to hit, reach 15 ft., one 
  target. Hit: 20 (2d8+10) slashing damage.
  Hydrogen Ball. Ranged Attack; +12 to hit, reach 120 
  ft., one target. Hit: 50 (10d8) fire damage.
  Radiation Breath (Recharge 5-6). The starwyrm 
  exhales focused radiation in a 90-foot cone. Each 
  creature in that area must make a DC 26 Constitution 
  saving throw, taking 104 (26d6) radiant damage and 
  contracts the radiation poisoning disease. A successful 
  saving throw halves this damage and prevents the 
  contraction of the disease. A creature that fails this save 
  and already has a level of exhaustion from the disease 
  gains another level of exhaustion instead.
  Radiation Poisoning. This disease is discussed in 
  detail in Chapter Nine of this guide and can be found at 
  the beginning of this chapter.
  Legendary Actions
  Detect. The starwyrm makes a Wisdom (Perception) 
  check.
  Tail Attack. The starwyrm makes a tail attack.
  Cast a Spell or Hydrogen Attack (2 Actions). The 
  starwyrm can cast a spell that can be cast with a single 
  action or make a hydrogen ball attack. 
  Monsters
  
  352
  The Veerux
  Hailing from a galaxy beyond the Nacora, the Veerux are 
  a society of Humans that took to space millennia ago, long 
  before even the Brahvaasch entered the cosmic scene. They 
  moved across multiple galaxies as a massive empire with 
  a cult-like devotion to their religion, emperor, society, and 
  species. It is their belief that Humans are the only true 
  sentient race with souls and that all others exist for the use 
  of Humans. They have wiped out worlds of species that 
  will never be known to the galaxy because they are extinct, 
  their populations killed and their worlds filled with seeded 
  Human populations that the Veerux could harvest later to 
  increase their ever-growing population.
   
  Soldiers Tempered by Religious Law. The 
  Veerux are a militant society guided by lawful religious 
  fervor. The people of the Nacora Galaxy have learned bits 
  and pieces of Veerux culture over centuries of fighting 
  them. It is a rigid existence, but one that is rewarding for 
  those willing to follow the word of law and death.
   
  The Chant of Xaldin. The worship of Xaldin, the 
  Voice of Truth, is the primary religion of the Veerux. It 
  guides their society, their warfare, and quite literally every 
  aspect of their lives. The text of this mysterious song forms 
  the core of their society and drives them to commit heinous 
  acts. Those who lead other Veerux in a religious sense and 
  keep the knowledge of the chant are known as Chanters.
   
  Devouring Flesh and Blood. The Veerux are feared 
  in no small part due to their appetite for flesh. If the acting 
  general doesn’t believe captured enemies to be worthwhile 
  to another cause or negotiation, the captured people are 
  butchered and eaten by the Veerux troops. Enemies become 
  food rations. The art of butchering other sentient races is a 
  sacred one practiced by those given the title by the Church 
  of Xaldin, the Butchers.
   
  Constant Incursion. To those in the Nacora Galaxy, 
  the Veerux are a constant military threat, always prodding 
  and moving in on their territory. Though no one in this 
  galaxy knows where the Veerux reside, many say that they 
  are better off not knowing, for the Veerux are terrifying 
  enough without knowing exactly how many worlds of 
  sentient-species-eating Humans there actually are.
  Commander, Veerux
  Medium humanoid, lawful evil
  Hit Points: 116 (16d8 +33) [25 barrier points]
  Armor Class: 18 or 22 (with shield)
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  13 (+1)  20 (+5)   16 (+3)   16 (+3)   14 (+2)    14 (+2)
  Saving Throws: Str +5, Con +7
  Skills: Athletics +5, Acrobatics +9, Insight +6, 
  Intimidation +6, Investigation +7, Perception +6
  Senses: Passive Perception 16
  Languages: Common, Veeruxian
  Challenge: 9 (5,000 XP)
  Equipment. Beam Rifle, Plasma Sword, Battletech Suit, 
  Barrier Energy Shield, Personal Energy Barrier Mark IV.
  Marksmanship. The commander gets a +2 bonus to 
  attack rolls with ranged weapons. This bonus is already 
  calculated in the attack roll bonuses below.
  Warding Cry. When a creature under the 
  commander’s direction is hit by an attack, the 
  commander can use a reaction to halve that attack’s 
  damage.
  Mantle of Alliance. Once per turn, when the 
  commander deals damage they deal 1d6 extra damage 
  plus an additional 1d6 for each allied creature under their 
  direction within 10 feet of the commander.
  Actions
  Multiattack. The commander makes two attacks with 
  their beam rifle or plasma sword.
  Plasma Sword. Melee Weapon Attack; +9 to hit, reach 
  5 ft., one target. Hit: 11 (1d10 +5) plasma damage.
  Beam Rifle. Ranged Weapon Attack; +11 to hit, 
  range 60 ft./180 ft., one target. Hit: 13 (2d6 +5) plasma 
  damage.
  Guided Strike (3/Day). When the commander uses 
  their multiattack, they can forgo one of their attacks to 
  direct a willing friendly creature to make a weapon attack 
  or cast one cantrip that requires only one attack roll as a 
  reaction, adding a d12 to the attack or cantrip’s damage 
  roll.
  Monsters
  
  353
  Butcher, Veerux
  Medium humanoid, lawful evil
  Hit Points: 108 (13d10 +26) [15 barrier points]
  Armor Class: 18
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  20 (+5)  10 (+0)   14 (+2)   12 (+1)   12 (+1)    18 (+4)
  Saving Throws: Str +9, Dex +4, Con +6, Int +5, Wis 
  +8, Cha +11
  Skills: Arcana +4, Athletics +8, Deception +7, Insight 
  +4, Intimidation +7
  Condition Immunities: charmed, disease, frightened, 
  poisoned
  Senses: passive Perception 11
  Languages: Common, Veeruxian
  Challenge: 8 (2,900 XP)
  Equipment. Greatsword, Battletech Suit, Personal 
  Energy Barrier Mk II.
  Divine Smite. When the butcher hits a creature with 
  a melee attack, they can expend a spell slot to deal 2d8 
  additional necrotic damage with a 1st level spell plus 1d8 
  for each level slot higher than 1st. This damage increases 
  by 1d8 if the target is a humanoid that is not a Human.
  Aura of Hate. Whenever a creature within 10 feet of 
  Actions
  Multiattack. The butcher makes two attacks with their 
  greatsword.
  Greatsword. Melee Weapon Attack; +8 to hit, reach 
  5 ft., one target. Hit: 13 (2d6+5) slashing damage and 5 
  (1d8) necrotic damage.
  Channel Divinity (Recharges upon completing a 
  short or long rest). The butcher can create a wave of 
  maddening power as an action. Creatures within 60 feet 
  of the butcher must make a DC 15 Wisdom saving throw. 
  Creatures that fail this save become cursed, gaining 
  vulnerability to damage and having disadvantage on 
  saving throws for 1 minute. A successful save prevents 
  this effect. 
  the butcher takes damage, the creature takes 4 necrotic 
  damage.
  Spellcasting. The butcher is a 13th-level spellcaster. 
  Their spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). The butcher has the 
  following paladin spells prepared.
  1st level (4 slots): command, compelled duel, shield of 
  faith, searing smite
  2nd level (3 slots): branding smite, zone of truth
  3rd level (3 slots): blinding smite, dispel magic
  4th level (1 slot): staggering smite
  Monsters
  Acolyte, Veerux
  Medium humanoid, lawful evil
  Hit Points: 21 (3d8 + 3)
  Armor Class: 14
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  11 (+0)  14 (+2)   13 (+1)    11 (+1)    13 (+1)    8 (-1)
  Skills: Acrobatics +4, Perception +3
  Senses: passive Perception 13
  Equipment. Plasma Pistol, Shortsword, Plexisteel 
  Vacsuit, Personal Energy Barrier Mark I.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 +2) slashing damage.
  Plasma Pistol. Ranged Weapon Attack: +4 to hit, range 
  60 ft./180 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  Languages: Veeruxian
  Challenge: 1/2 (50 XP)
  
  354
  Chanter, Veerux
  Medium humanoid, lawful evil
  Hit Points: 117 (19d8 +19) [20 barrier points]
  Armor Class: 15
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  10 (+0)  10 (+0)   12 (+1)   16 (+3)   22 (+6)    18 (+4)
  Saving Throws: Wis +11, Cha +9
  Skills: Arcana +8, Etiquette +9, History +8, Insight +11, 
  Perception +11, Persuasion +9
  Senses: passive Perception 21
  Languages: Common, Veeruxian
  Challenge: 13 (10,000 XP)
  Equipment. Plasma Blaster, Carbon Fiber Vacsuit, 
  Energy Buckler, Personal Energy Barrier Mk III.
  Chant of Predation. When the chanter deals damage 
  to a creature with less than full hit points, they deal 
  additional damage equal to their Wisdom modifier.
  Chant of Sacrifice. When the chanter makes an attack 
  or damage roll while at less than full hit points, they add 
  1d10 to those rolls.
  Actions
  Plasma Pistol. Ranged Weapon Attack; +5 to hit, 
  range 60 ft/180 ft., one target. Hit: 5 (1d8) plasma 
  damage.
  Chant of Exsanguination. When the chanter deals 
  damage, they gain 10 temporary hit points as long as they 
  don’t already have temporary hit points.
  Spellcasting. The chanter is a 19th-level spellcaster. 
  Their spellcasting ability is Wisdom (spell save DC 18, 
  +10 to hit with spell attacks). The chanter knows the 
  following oracle spells.
  Cantrips (At Will): chill touch, guidance, produce flame, 
  ray of frost, shocking grasp, thaumaturgy
  1st level (4 slots): bane, cure wounds, guiding bolt, 
  shield
  2nd level (3 slots): hold person, spiritual weapon
  3rd level (3 slots): slow, spirit guardians
  4th level (3 slots): blight, divination
  5th level (3 slots): dominate person, raise dead, scrying
  6th level (2 slots): true seeing
  7th level (1 slots): finger of death
  8th level (1 slots): telepathy
  9th level (1 slots): mass heal
  Soldier, Veerux
  Medium humanoid, lawful evil
  Hit Points: 44 (5d10 +10) [10 barrier points]
  Armor Class: 16
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  16 (+3)  16 (+3)   14 (+2)   11 (+0)   13 (+1)    10 (+0)
  Saving Throws: Str +5, Con +4
  Skills: Athletics +5, Acrobatics +5, Intimidation +2, 
  Perception +3
  Senses: passive Perception 13
  Languages: Veeruxian
  Challenge: 2 (450 XP)
  Equipment. Plasma Rifle, Longsword, Carbon Fiber 
  Breastplate, Personal Energy Barrier Mark I.
  Marksmanship. The soldier gets a +2 bonus to 
  attack rolls with ranged weapons. This bonus is already 
  calculated in the attack roll bonuses below.
  Actions
  Multiattack. The soldier makes two melee and/or 
  ranged attacks with their plasma rifle or longsword.
  Longsword. Melee Weapon Attack; +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d10 +3) slashing damage.
  Plasma Rifle. Ranged Weapon Attack; +5 to hit, 
  range 150 ft./600 ft., one target. Hit: 11 (2d6 +3) plasma 
  damage.
  Second Wind (1/Day). The soldier can use a bonus 
  action to regain 1d10+5 hit points.
  Monsters
  
  355
  Infiltrator, Veerux
  Medium humanoid, lawful evil
  Hit Points: 63 (10d8 +20) [15 barrier points]
  Armor Class: 18
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  12 (+1)  18 (+4)   14 (+2)   16 (+3)   12 (+1)    10 (+0)
  Saving Throws: Dex +7, Int +6
  Skills: Athletics +4, Acrobatics +11, Computers +10, 
  Deception +7, Insight +4, Stealth +11, Thieves’ Tools +6, 
  Disguise Kit +6
  Senses: passive Perception 11
  Languages: Binary, Common, Veeruxian
  Challenge: 5 (1,800 XP)
  Equipment. Plasma Blaster, Plasma Sword, Nervewire 
  Cyberware, Shield Bracers Mk II, Personal Energy 
  Barrier Mark II.
  Sneak Attack. Once per turn, the infiltrator deals 
  an extra 20 (5d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the infiltrator 
  that isn’t incapacitated and the infiltrator doesn’t have 
  disadvantage on the attack roll.
  Actions
  Cunning Action. On each of its turns, the infiltrator 
  can use a bonus action to take the Dash, Disengage, Hide, 
  or Hack.
  Plasma Sword. Melee Weapon Attack; +7 to hit, reach 
  5 ft., one target. Hit: 10 (1d10 +4) plasma damage.
  Plasma Blaster. Ranged Weapon Attack; +7 to hit, 
  range 60 ft./180 ft., one target. Hit: 10 (1d10 +4) plasma 
  damage.
  Hack. Special Attack Action; Computers check vs. 
  Computers check or Intelligence saving throw (see 
  Chapter Ten).
  Elite, Veerux
  Medium humanoid, lawful evil
  Hit Points: 103 (11d10 +33) [15 barrier points]
  Armor Class: 19 (predictive fighting)
  Speed: 30 ft.
  STR 
    DEX   CON     INT      WIS       CHA
  12 (+1)  20 (+5)   16 (+3)   12 (+1)   16 (+3)    12 (+1)
  Saving Throws: Str +4, Dex +6, Con +6
  Skills: Athletics +4, Acrobatics +8, Insight +6, 
  Intimidation +4, Investigation +4, Perception +10
  Senses: passive Perception 20
  Languages: Veeruxian
  Challenge: 6 (3,600 XP)
  Equipment. Plasma Rifle, Longsword, Carbon Fiber 
  Breastplate, Personal Energy Barrier Mark I.
  Two-Weapon Fighting. The elite adds their ability 
  modifier to damage on off-hand attacks.
  Deft Dodging. If the elite does not have the covered 
  condition, their armor class is considered 2 higher 
  against ranged attacks.
  Actions
  Multiattack. The elite makes three melee attacks with 
  their plasma sword or two ranged attacks with their 
  beam pistol. The elite can make a fourth melee attack 
  with its bonus action.
  Plasma Sword. Melee Weapon Attack; +8 to hit, reach 
  5 ft., one target. Hit: 11 (1d10 +5) plasma damage.
  Plasma Blaster. Ranged Weapon Attack; +8 to hit, 
  range 60 ft./180 ft., one target. Hit: 11 (1d10 +5) plasma 
  damage.
  Monsters
  
  356
  Psychic Warrior, Veerux
  Medium humanoid, lawful evil
  Hit Points: 74 (10d10 +10) [15 barrier points]
  Armor Class: 15
  Speed: 30 ft.
  STR 
    DEX    CON     INT      WIS       CHA
  10 (+0)  16 (+3)   12 (+1)   18 (+4)   14 (+2)    12 (+1)
  Saving Throws: Con +4, Int +8
  Skills: Arcana +7, Athletics +3, Etiquette +4, Insight +5, 
  Perception +5
  Senses: Passive Perception 15
  Languages: Common, Veeruxian
  Challenge: 5 (1,800 XP)
  Equipment. Plasma Shotgun, Plexisteel Vacsuit, 
  Energy Buckler, Personal Energy Barrier Mk II.
  Psychic Knacks. The psychic can cast the following 
  knacks at will: mage hand, message, vicious mockery.
  Spellcasting. The psychic is a 10th-level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The psychic has the 
  following psion spells prepared.
  1st level (4 slots): charm person, dissonant whispers, 
  healing word, terrorize*
  2nd level (3 slots): blindness/deafness, crown of 
  madness, suggestion
  3rd level (2 slots): fireball, fly
  Actions
  Multiattack. The psychic makes two ranged attacks 
  with their plasma blaster.
  Plasma Shotgun. Ranged Weapon Attack; +8 to 
  hit, range 10 ft/40 ft., one target. Hit: 16 (2d6 +1d8 +3) 
  plasma damage.
  Focus Pool. The psychic has 10 focus points to spend 
  on the following focus powers.
  Absorb Life. When the psychic deals damage, they 
  may spend 1 focus point as a reaction to heal themself 14 
  points.
  Moment of Rage. The psychic chooses a creature 
  within 60 feet of it and spends 1 focus point as a bonus 
  action to have that creature make a single attack on 
  a creature it is able to attack. It chooses its target 
  randomly.
  Science Officer, Veerux
  Medium humanoid, lawful evil
  Hit Points: 33 (5d8 +5) [10 barrier points]
  Armor Class: 15 (mage armor)
  Speed: 30 ft.
  STR 
    DEX    CON     INT      WIS       CHA
  10 (+0)  14 (+2)   12 (+1)   18 (+4)   14 (+2)    12 (+1)
  Saving Throws: Int +6, Wis +4
  Skills: Computers +6, History +6, Insight +4, 
  Investigation +6, Medicine +9, Perception +4, Science 
  +6, First Aid Kit +9, Profession’s Tools (Chemistry) +9, 
  Scanning Tools +9
  Senses: passive Perception 14
  Languages: Binary, Common, Draconic, Veeruxian
  Challenge: 3 (700 XP)
  Equipment. Plasma Blaster, Shield Bracer Mk II, 
  Personal Energy Barrier Mk I.
  Inventions. The scientist is a 5th level inventor. Their 
  invention ability it Intelligence (Spell save DC 14, +6 to 
  hit with inventions). The scientist has 9 battery charges 
  and 3 of which can be used before requiring a recharge 
  (at least 1 minute of time). All inventions used mimic 
  that named spell as though cast with a 3rd level slot. The 
  scientist also has the following four gadgets prepared:
  Gadgets: mending, message, poison spray, shocking 
  grasp
  Inventions: burning hands, cure wounds, darkness, 
  lesser restoration, mage armor**, magic missile, ray of 
  enfeeblement, shatter, slow, terrorize*, vampiric touch, 
  zone of truth
  **Because they will precast mage armor, it does not 
  count against their 3 inventions, though it does count 
  against their daily battery charges.
  Actions
  Custom Plasma Blaster. Ranged Weapon Attack; +6 
  to hit, range 60 ft./180 ft., one target. Hit: 10 (1d10 +4) 
  plasma damage plus 8 (2d6) necrotic damage.
  Monsters
  
  357
  Bodyguard
  Any species, any alignment
  Saving Throws: Str +4, Con +4
  Skills: Athletics +4, Acrobatics +5, Intimidation +2, 
  Perception +3
  Damage Resistances: ballistic
  Senses: passive Perception 13
  Languages: Galactic
  Challenge: 3 (700 XP)
  Sample NPC Stat Blocks
  The following section includes a number of basic examples 
  of NPCs that might be encountered or fought against in 
  the span of an adventure in the galaxy of Spaceships and 
  Starwyrms.
  Hit Points: 74 (9d10 +18)
  Armor Class: 16 (with shield)
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  14 (+2)  16 (+3)   14 (+2)   11 (+0)   13 (+1)    10 (+0)
  Equipment. Plasma Pistol, Longsword, Energy Buckler, 
  Titanium Mesh
  Actions
  Multiattack. The bodyguard makes two melee and/or 
  ranged attacks with their plasma pistol or longsword.
  Longsword. Melee Weapon Attack; +4 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 +2) slashing damage.
  Plasma Pistol. Ranged Weapon Attack; +5 to hit, range 
  60 ft./180 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Reactions
  Protection. As a reaction, the bodyguard can impose 
  disadvantage on an attack roll made against a creature 
  adjacent to them.
  Citizen
  Any species, any alignment
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 0 (10 XP)
  Hit Points: 5 (1d8)
  Armor Class: 10
  Speed: 30 ft.
   STR 
    DEX    CON      INT      WIS       CHA
  10 (+0)  10 (+0)   10 (+0)   10 (+0)   10 (+0)  10 (+0)
  Actions
  Improvised Weapon. Melee Weapon Attack; +2 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage.
  Con Artist
  Any species, any non-lawful alignment
  Saving Throws: Dex +4, Int +3
  Skills: Deception +7, Etiquette +5, Insight +3, 
  Intimidation +5, Persuasion +5, Sleight of Hand +6
  Senses: passive Perception 11
  Languages: Galactic
  Challenge: 1/8 (25 XP)
  Hit Points: 13 (2d8)
  Armor Class: 14
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  10 (+0)  15 (+2)   10 (+0)   13 (+1)   13 (+1)    16 (+3)
  Equipment. Pistol, Dagger, Rawhide Coat, Thieves’ Tools, 
  Disguise Kit
  Actions
  Dagger. Melee Weapon Attack; +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 +2) piercing damage.
  Pistol. Ranged Weapon Attack; +4 to hit, range 60 ft./180 
  ft., one target. Hit: 7 (1d8 +2) ballistic damage.
  Monsters
  
  358
  Equipment. Plasma Pistol, Shield Bracer, Personal 
  Energy Barrier Mark III
  Inspire (4/Day). As a bonus action, the diplomat can 
  inspire another creature, granting them a d8 that they can 
  roll and add to any ability check, attack roll, or saving throw 
  they make in the next 10 minutes.
  Actions
  Plasma Pistol. Ranged Weapon Attack; +5 to hit, range 
  60 ft./180 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Diviner
  Any species, any alignment
  Saving Throws: Con +4, Wis +8, Cha +5
  Skills: Arcana +5, History +5, Insight +8, Perception +8, 
  Persuasion +5, Sleight of Hand +5
  Senses: passive Perception 18
  Languages: Celestial, Galactic, Draconic, Infernal
  Challenge: 5 (1,800 XP)
  Hit Points: 53 (10d8 +10)
  Armor Class: 12
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  10 (+0)  14 (+2)   12 (+1)   15 (+2)   20 (+5)    15 (+2)
  Preternatural Foresight (3/Day). The diviner can cast 
  the divination spell with no required components as long as 
  it is to answer a question asked by another creature.
  Actions
  Pistol. Ranged Weapon Attack; +5 to hit, range 60 ft/180 
  ft., one target. Hit: 5 (1d8) ballistic damage.
  Fanatic
  Any species, any non-good alignment
  Skills: Acrobatics +4, Deception +4, Intimidation +4, 
  Persuasion +4
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 1 (200 XP)
  Hit Points: 32 (5d8 +5)
  Armor Class: 14
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  11 (+0)  14 (+2)   12 (+1)   11 (+0)   11 (+0)    15 (+2)
  Equipment. Plasma Pistol, Dagger, Rawhide Coat
  Actions
  Multiattack. The fanatic makes two melee and/or ranged 
  attacks.
  Dagger. Melee Weapon Attack; +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 +2) piercing damage.
  Plasma Pistol. Ranged Weapon Attack; +4 to hit, range 
  60 ft./180 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  Diplomat
  Any species, any alignment
  Saving Throws: Int +4, Wis +4
  Skills: Deception +6, Etiquette +8, History +4, Insight +3, 
  Investigation +4, Perception +4, Persuasion +8
  Senses: passive Perception 14
  Languages: Galactic
  Challenge: 1/2 (100 XP)
  Hit Points: 28 (5d8) [20 barrier points]
  Armor Class: 13
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS        CHA
  10 (+0)  16 (+3)   10 (+0)   14 (+2)   15 (+2)    18 (+4)
  Spellcasting. The diviner is a 10th-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit 
  with spell attacks). The diviner knows the following oracle 
  spells.
  Cantrips (At Will): guidance, produce flame, mending, 
  thaumaturgy
  1st level (4 slots): bane, cure wounds, guiding bolt
  2nd level (3 slots): calm emotions, levitate, see invisibility
  3rd level (3 slots): clairvoyance, tongues
  4th level (3 slots): banishment, death ward
  5th level (2 slots): dream, scrying
  Monsters
  
  359
  Actions
  Multiattack. The pilot makes two ranged attacks.
  Plasma Pistol. Ranged Weapon Attack; +6 to hit, range 
  60 ft/180 ft., one target. Hit: 9 (1d8 +4) plasma damage.
  Gang Leader
  Any species, any alignment
  Skills: Athletics +5, Intimidation +3, Persuasion +3, 
  Stealth +5
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 3 (700 XP)
  Hit Points: 60 (7d10 +14)
  Armor Class: 15
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  17 (+3)  16 (+3)   14 (+2)   13 (+1)   11 (+0)    13 (+1)
  Equipment. Plasma Rifle, Rawhide Coat, Personal Energy 
  Barrier Mark I, Greatsword
  Dirty Tactics. When the gang leader attacks a creature 
  that took damage from another creature since the gang 
  leader’s last turn, the gang leader’s attacks deal an extra 1d6 
  damage.
  Actions
  Multiattack. The gang leader makes two melee and/or 
  ranged attacks.
  Greatsword. Melee Weapon Attack; + 5 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 +3) slashing damage.
  Plasma Rifle. Ranged Weapon Attack; +5 to hit, range 
  60 ft/180 ft., one target. Hit: 11 (2d6 +3) plasma damage.
  Reactions
  Shore Up. When a creature than can see or hear the 
  gang leader would take damage from an attack, the gang 
  leader can use their reaction to allow that creature to their 
  reaction to take the dash action without incurring attacks of 
  opportunity.
  Frontier Pilot
  Any species, any alignment
  Skills: Acrobatics +6, Piloting +8, Intimidation +4, 
  Mechanics +3, Perception +3, Survival +3
  Senses: passive Perception 13
  Languages: Galactic
  Challenge: 2 (450 XP)
  Hit Points: 38 (6d8 +5)
  Armor Class: 16
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  11 (+0)  18 (+4)   12 (+1)   13 (+1)   11 (+0)    15 (+2)
  Equipment. Plasma Pistol, Plexisteel Flightsuit, Personal 
  Energy Barrier Mark I
  Actions
  Shortsword. Melee Weapon Attack; + 3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 +1) slashing damage.
  Plasma Pistol. Ranged Weapon Attack; +3 to hit, range 
  60 ft/180 ft., one target. Hit: 6 (1d8 +1) plasma damage.
  Ganger
  Any species, any alignment
  Senses: passive Perception 11
  Languages: Galactic
  Challenge: 1/4 (50 XP)
  Hit Points: 16 (2d10)
  Armor Class: 12
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  11 (+0)  12 (+1)   10 (+0)   9 (-1)      13 (+1)    10 (+0)
  Equipment. Plasma Pistol, Leather Jacket, Shortsword
  Dirty Tactics. When the ganger attacks a creature that 
  took damage from another creature since the ganger’s last 
  turn, the ganger’s attacks deal an extra 1d6 damage.
  Monsters
  
  360
  Actions
  Multiattack. The gun-for-hire makes three melee and/or 
  ranged attacks.
  Dueling Blade. Melee Weapon Attack; + 7 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 +4) piercing damage.
  Beam Rifle. Ranged Weapon Attack; +7 to hit, range 600 
  ft., one target. Hit: 14 (2d8 +4) plasma damage.
  Reactions
  Duck and Cover. The gun-for-hire adds 3 to its AC 
  against one ranged attack that would hit it. To do so, the 
  gun-for-hire must see the attacker.
  Gun for Hire
  Any species, any alignment
  Skills: Athletics +5, Acrobatics +7, Investigation +5, 
  Mechanics +5, Piloting +7, Perception +5, Stealth +7
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 5 (1,800 XP)
  Hit Points: 56 (13d10 +10)
  Armor Class: 16
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  15 (+2)  19 (+4)   12 (+1)   14 (+2)    15 (+2)    9 (-1)
  Equipment. Beam Rifle (scope, infrared scope), Carbon 
  Fiber Vacsuit, Personal Energy Barrier Mark II, Dueling 
  Blade
  Tracker. The gun-for-hire has advantage on checks to 
  track a mark or investigate a crime scene.
  Hacker
  Any species, any alignment
  Hit Points: 31 (5d8 +5) [10 barrier points]
  Armor Class: 15
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS       CHA
  12 (+1)  17 (+3)   13 (+1)   16 (+3)   11 (+0)    13 (+1)
  Equipment. Mark I Handheld Computer, Plasma Rifle, 
  Plexisteel Flightsuit, Personal Energy Barrier Mark I, 
  Plasma Sword
  Hacking Specialist. The hacker can take the Hack action 
  as a bonus action.
  Sneak Attack. Once a turn, the hacker can deal an extra 
  3d6 damage with an attack they make against a creature 
  within 5 feet of a hostile creature or against a creature if 
  their attack has advantage.
  Skills: Acrobatics +5, Computers +7, Deception +3, 
  Investigation +5, Mechanics +2, Stealth +7
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 2 (450 XP)
  Actions
  Plasma Sword. Melee Weapon Attack; + 5 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 +3) plasma damage.
  Plasma Rifle. Ranged Weapon Attack; +5 to hit, range 
  60 ft/180 ft., one target. Hit: 11 (2d6 +3) plasma damage.
  Hack Action. The hacker can use the Hack action 
  utilizing their computer as described in the hacking rules in 
  Chapter Ten.
  Monsters
  
  361
  Actions
  Multiattack. The marine makes two ranged attacks with 
  their light machine gun or beam rifle (they only use the 
  beam rifle when battling in a spaceship or space station.
  Light Machine Gun. Ranged Weapon Attack; +7 to hit, 
  range 60 ft./180 ft.., one target. Hit: 11 (2d6 +3) ballistic 
  damage.
  Beam Rifle. Ranged Weapon Attack; +7 to hit, range 150 
  ft./600 ft., one target. Hit: 15 (3d6 +3) plasma damage.
  Doubleshot. While wielding the light machine gun, the 
  marine can make a third attack with their bonus action. 
  This attack only deals (8) 2d6 ballistic damage.
  Marine
  Any species, any alignment
  Skills: Athletics +5, Acrobatics +7, Perception +4, Piloting 
  +7
  Senses: passive Perception 14
  Languages: Galactic
  Challenge: 4 (1,100 XP)
  Hit Points: 59 (7d10 +14) [15 barrier points]
  Armor Class: 16
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  15 (+2)  18 (+4)   14 (+2)   11 (+0)    13 (+1)    10 (+0)
  Equipment. Light Machine Gun, Beam Rifle, Carbon 
  Fiber Breastplate, Clickseal Helmet, Personal Energy 
  Barrier Mark II
  Actions
  Death Ray. Ranged Weapon Attack; +10 to hit, range 60 
  ft./180 ft., one target. Hit: 10 (1d10 +5) plasma damage and 
  24 (7d6) necrotic damage.
  Hack Action. The mastermind can use the Hack action 
  utilizing their computer as described in the hacking rules in 
  Chapter Ten.
  Fabricate Cover (4 times per Long Rest). The 
  mastermind can use their action to create up to five 5’ by 
  5’ walls out of the same material as the ground they’re 
  standing on as long as the edges of each of these 5’ by 5’ 
  walls are touching each other. These walls can be used as 
  cover as normal.
  Mastermind
  Any species, lawful evil
  Saving Throws: Int +10, Wis +8
  Skills: Arcana +10, Computers +10, Deception +8, 
  Intimidation +8, Mechanics +8, Perception +8, Science +10
  Senses: passive Perception 18 (23 for sight or hearing), 
  Hit Points: 84 (18d6 +18) [20 barrier points]
  Armor Class: 16 (Mage Armor)
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
   9 (-1)  16 (+3)   13 (+1)   20 (+5)    18 (+4)    16 (+3)
  Equipment. Mark II Cyber Computer, Personal Energy 
  Barrier Mark III, Cyber Eyes, Cyber Ears, Cyber Smuggler’s 
  Compartment, Cyber Arm (with compartment: has 
  computer)
  Gadgets (as a level 18 inventor): dancing lights, fire 
  bolt, poison spray, shocking grasp, spare the dying
  Inventions. The mastermind is an 18th level inventor. 
  The DC for their inventions is 18 and their invention attack 
  bonus is +10.
  5th level slots (5/Day): antilife shell, cone of cold, 
  confusion, cure wounds, dimension door, fear, fireball, 
  fly, hold person, invisibility, mage armor, nondetection, 
  telepathic bond
  6th level (1/Day): programmed illusion
  7th level (1/Day): teleport
  8th level (1/Day): control weather
  9th level (1/Day): weird
  Cyber Eyes (Infrared 60’, flare compensation, advantage 
  on sight based investigation and perception), Cyber Ears 
  (Dampeners, advantage on sound based investigation and 
  perception)
  Languages: Galactic
  Challenge: 13 (10,000 XP)
  Monsters
  
  362
  Actions
  Plasma Pistol. Ranged Weapon Attack; +8 to hit, range 
  60 ft./180 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Mech pilot
  Any species, any alignment
  Skills: Computers +5, Mechanics +7
  Senses: passive Perception 11
  Languages: Galactic
  Challenge: 6 (2,300 XP)
  Hit Points: 38 (10d6) [10 barrier points]
  Armor Class: 15
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  14 (+2)  16 (+3)   11 (+0)   13 (+1)    17 (+3)    10 (+0)
  Equipment. Plasma Pistol, Plexisteel Flightsuit, Personal 
  Energy Barrier Mark I
  Robot Mech Companion. The mech pilot can get in or 
  out of their robot as an action, jumping into full control and 
  having total control over their mech.
  Actions
  Multiattack. When full piloting the robot, the pilot can 
  make two heavy machine gun attacks and one pincer attack.
  Pincer. Melee Weapon Attack; +6 to hit, reach 10 ft., one 
  target, Hit: 7 (1d8) bludgeoning damage. The robot makes a 
  free grapple attempt on a creature hit by the pincer.
  Heavy Machine Gun. Ranged Weapon Attack; +8 
  to hit, range 150 ft./450 ft., one target, Hit: 16 (3d6 +4) 
  ballistic damage.
  Robot for Mech pilot
  Any species, any alignment
  Skills: Computers +5, Mechanics +7
  Senses: passive Perception 11
  Languages: Galactic
  Challenge: 6 (2,300 XP)
  Hit Points: 78 (10d8 +20)
  Armor Class: 15
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  14 (+2)  18 (+4)   14 (+2)       -         10 (+0)    10 (+0)
  Miner
  Any species, any alignment
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 1/8 (25 XP)
  Hit Points: 12 (1d10 +2)
  Armor Class: 12
  Speed: 30 ft.
   STR 
    DEX    CON      INT      WIS       CHA
  14 (+2)  14 (+2)   12 (+1)   11 (+0)   12 (+1)     9 (-1)
  Actions
  Pistol. Ranged Weapon Attack; +4 to hit, range 60 ft./180 
  ft., one target. Hit: 7 (1d8 +2) ballistic damage
  Monsters
  
  363
  Actions
  Plasma Pistol. Ranged Weapon Attack; +5 to hit, range 
  60 ft./180 ft., one target. Hit: 8 (1d8 +3) plasma damage
  Operative
  Any species, any alignment
  Skills: Acrobatics +5, Computers +4, Deception +5, 
  Persuasion +5, Piloting +5, Sleight of Hand +5, Stealth +5
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 3 (700 XP)
  Hit Points: 48 (8d8 +8) [10 barrier points]
  Armor Class: 16
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  10 (+0)  16 (+3)   13 (+1)   14 (+2)    11 (+0)    17 (+3)
  Equipment. Plasma Pistol, Personal Energy Barrier Mark 
  I, Nervewire
  Spellcasting. The operative is an 8th level spellcaster. 
  The DC for their spells is 13 and their spell attack bonus is 
  +5.
  Cantrips: friends, mage hand, minor illusion, vicious 
  mockery
  1st level (4 slots): charm person, disguise self, dissonant 
  whispers, hideous laughter
  2nd level (3 slots): detect thoughts, enhance ability, hold 
  person, invisibility
  3rd level (3 slots): clairvoyance, nondetection
  4th level (2 slots): confusion, dimension door
  Actions
  Multiattack. The paragon makes two melee and/or 
  ranged attacks with their weaponry.
  Maul. Melee Weapon Attack; + 10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 +5) bludgeoning damage and 5 (1d8) 
  radiant damage.
  Plasma Rifle. Ranged Weapon Attack; +5 to hit, range 
  150 ft/600 ft., one target. Hit: 8 (2d6) plasma damage.
  Paragon
  Any species, any good alignment
  Saves: Str +8, Dex +3, Con +6, Int +4, Wis +10, Cha +11
  Skills: Athletics +10, History +6, Perception +6, 
  Persuasion +8
  Senses: passive Perception 16
  Languages: Galactic
  Challenge: 9 (5000 XP)
  Hit Points: 132 (15d10 +45) [25 barrier points]
  Armor Class: 18
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  20 (+5)  11 (+0)   16 (+3)   12 (+1)    15 (+2)    17 (+3)
  Equipment. Maul, Battle Suit, Personal Energy Barrier 
  Mark V, Plasma Rifle
  Spellcasting. The paragon is a 15th-level spellcaster. 
  Their spellcasting ability is Charisma (spell save DC 16, +8 
  to hit with spell attacks). The paragon has the following 
  paladin spells prepared.
  1st level (4 slots): bless, cure wounds, searing smite, shield 
  of faith
  2nd level (3 slots): branding smite, lesser restoration
  3rd level (3 slots): dispel magic
  4th level (2 slots): banishment, staggering smite
  Monsters
  
  364
  Actions
  Multiattack. The security officer makes two melee and/or 
  ranged attacks with their weaponry.
  Stun Baton. Melee Weapon Attack; + 4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 +2) lightning damage.
  Plasma Pistol. Ranged Weapon Attack; +5 to hit, range 
  60 ft/180 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Private Security Officer
  Any species, any alignment
  Skills: Athletics +4, Intimidation +2, Investigation +3, 
  Perception +4
  Senses: passive Perception 19
  Languages: Galactic
  Challenge: 3 (700 XP)
  Hit Points: 50 (7d10 +7) [15 barrier points]
  Armor Class: 17
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  15 (+2)  16 (+3)   13 (+1)   13 (+1)    15 (+2)    11 (+0)
  Equipment. Security Suit, Personal Energy Barrier Mark 
  II, Plasma Pistol, Stun Baton
  Uncanny Perception. The security officer has a +5 
  bonus on passive perception checks and advantage on 
  investigation checks.
  Actions
  Plasma Pistol. Ranged Weapon Attack; +6 to hit, range 
  60 ft/180 ft., one target. Hit: 8 (1d8 +3) plasma damage.
  Hack Action. The programmer can use the hack action 
  utilizing their computer as described in the hacking rules in 
  Chapter Ten.
  Programmer
  Any species, any alignment
  Saves: Int +7, Wis +5
  Skills: Computers +10, History +7, Investigation +7, 
  Mechanics +7, Science +7
  Senses: passive Perception 10
  Languages: Galactic, Olaran, Binary
  Challenge: 5 (1,800 XP)
  Hit Points: 62 (10d6 +20) [10 barrier points]
  Armor Class: 16 (Mage Armor)
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  11 (+0)  16 (+3)   14 (+2)   19 (+4)    15 (+2)    12 (+1)
  Equipment. Shield Bracers, Personal Energy Barrier 
  Mark I, Handheld Computer Mark II, Plasma Pistol
  Spellcasting. The programmer is a 10th-level inventor. 
  Their invention using ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The programmer has the 
  following inventions and gadgets prepared.
  Gadgets: firebolt, message, minor illusion, poison spray
  5th level slots (4/ Short Rest): arcane eye, cone of cold, 
  heat metal, hold person, mage armor, magic missile, 
  resilient sphere, stinking cloud, teleportation circle
  Actions
  Club. Melee Weapon Attack; +2 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6) bludgeoning damage.
  Researcher
  Any species, any alignment
  Skills: Computers +4, History +4, Science +4
  Senses: passive Perception 10
  Languages: Galactic, two planar languages
  Challenge: 1/8 (25 XP)
  Hit Points: 10 (2d6)
  Armor Class: 11
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  10 (+0)  11 (+0)   11 (+0)   14 (+2)    11 (+0)    12 (+1)
  Equipment. Armored lab coat
  Spellcasting. The researcher is a 2nd-level inventor. 
  Their invention using ability is Intelligence (spell save DC 
  12, +4 to hit with spell attacks). The researcher has the 
  following inventions and gadgets prepared.
  Gadgets: mending, message, shocking grasp
  1st level slots (2/Short Rest): comprehend languages, 
  detect magic, fog cloud, magic missile
  Monsters
  
  365
  Actions
  Cunning Action. The smuggler can use their bonus 
  action to take the dash, disengage, or hide action.
  Shock Gauntlet. Melee Weapon Attack; + 4 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 +2) lightning damage.
  Plasma Pistol. Ranged Weapon Attack; +4 to hit, range 
  60 ft/180 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  Smuggler
  Any species, any alignment
  Skills: Acrobatics +4, Deception +3, Piloting +6, Sleight of 
  Hand +6, Stealth +4
  Senses: passive Perception 10
  Languages: Galactic
  Challenge: 1 (200 XP)
  Hit Points: 28 (5d8) [10 barrier points]
  Armor Class: 14
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  11 (+0)  15 (+2)   10 (+0)  13 (+1)    11 (+0)    12 (+1)
  Equipment. Plasma Pistol, Plexisteel Vacsuit, Shock 
  Gauntlet, Personal Energy Barrier Mark I
  Sneak Attack. Once a turn, the smuggler can deal an 
  extra 7 (2d6) damage with an attack they make against 
  a creature within 5 feet of a hostile creature or against a 
  creature if their attack has advantage.
  Actions
  Multiattack. The transmortalist makes two melee attacks 
  with their unarmed strike or a single attack otherwise.
  Unarmed Strike. Melee Weapon Attack; + 4 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 +2) bludgeoning damage.
  Transmortalist
  Any species, any good alignment
  Senses: passive Perception 11
  Languages: Galactic
  Challenge: 1/2 (100 XP)
  Hit Points: 21 (3d8 +3)
  Armor Class: 14 (Nervewire)
  Speed: 40 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  11 (+0)  15 (+2)   10 (+0)  12 (+1)    13 (+1)      10 (+0)
  Equipment. Bone Lacing, Cyber Eyes, Cyber Ears, Cyber 
  Arm, Nervewire
  Ki Burst (2/Day). The transmortalist enhances their 
  attack, dealing 2d4 +2 on a successful strike instead of their 
  normal damage. They can use this ability after they know 
  they successfully hit.
  Monsters
  Security Hireling
  Any species, any alignment
  Hit Points: 27 (4d8 +4)
  Armor Class: 15
  Speed: 30 ft.
   STR 
    DEX    CON     INT      WIS         CHA
  12 (+1)  14 (+2)   13 (+1)   11 (+0)    15 (+2)      8 (-1)
  Damage Resistances: ballistic
  Skills: Acrobatics +4, Athletics +3, Perception +4
  Senses: passive Perception 14
  Languages: Galactic
  Challenge: 1/2 (50 XP)
  Equipment. Plasma Pistol, Stun Baton, Titanium Mesh
  Actions
  Stun Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 +1) lightning damage.
  Plasma Pistol. Ranged Weapon Attack: +4 to hit, range 
  60 ft./180 ft., one target. Hit: 7 (1d8 +2) plasma damage.
  
  366
  Appendix A: Conditions
  Conditions alter a creature’s capabilities in a variety of ways 
  and can arise as a result of a spell, class feature, monster’s 
  attack, or other effect. Most conditions, such as blinded, are 
  impairments, but a few, such as invisible or covered, can be 
  advantageous.
   
  A condition lasts until it is either countered (the prone 
  condition is countered by standing up, for example) or for a 
  duration specified by the effect that imposed the condition.
   
  If multiple effects impose the same condition on 
  a creature, each instance of the condition has its own 
  duration, but the condition’s effects don’t get worse. A 
  creature either has a condition or doesn’t.
   
  The following definitions specify what happens to a 
  creature while it is subjected to a condition.
  Blinded
  • 
  A blinded creature can’t see and automatically fails any 
  ability check that requires sight.
  • 
  Attack rolls against the creature have advantage and 
  the creature’s attack rolls have disadvantage.
  Charmed
  • 
  A charmed creature can’t attack the charmer or target 
  the charmer with harmful abilities or magical effects.
  • 
  The charmer has advantage on any ability check to 
  interact socially with the creature.
  Covered
  • 
  A covered creature exists in two stages: half and three-
  fourths. Which stage a creature is in depends on what 
  type they declared as they gained this condition and 
  where they are being attacked from or attacking.
  • 
  Under the half covered condition, a creature gains a 
  +2 bonus to their AC against ranged attack rolls and 
  Dexterity saving throws. They also receive a -2 penalty 
  to ranged attack rolls they make.
  • 
  Under the three-fourths covered condition a creature 
  gains a +5 bonus to their AC against ranged attack rolls 
  and Dexterity saving throws. They also receive a -5 
  penalty to ranged attack rolls they make.
  • 
  If a creature is entirely blocked out by a piece of cover, 
  even if they have the covered condition, they are 
  considered to be in full cover and can neither make 
  attacks nor be attacked.
  • 
  A creature with the covered condition must end their 
  movement behind appropriate cover. Ending their 
  movement behind full cover or no cover ends the 
  covered condition.
  • 
  A creature with the covered condition chooses at 
  the beginning of their turn if they wish to maintain 
  the condition. If they do not, they cannot regain the 
  covered condition until their next turn.
  Deafened
  • 
  A deafened creature can’t hear and automatically fails 
  any ability check that requires hearing.
  Exhaustion
  Some special abilities and environmental hazards, such as 
  starvation and radiation, can lead to a special condition 
  called exhaustion. Exhaustion is measured in six levels. An 
  effect can give a creature one or more levels of exhaustion, 
  as specified in the effect’s description.
  Level    Effect
  1 
   
  Disadvantage on ability checks
  2 
   
  Speed halved
  3 
   
  Disadvantage on attack rolls and saving throws
  4 
   
  Hit point maximum halved
  5 
   
  Speed reduced to 0
  6 
   
  Death
   
  If an already exhausted creature suffers another effect 
  that causes exhaustion, its current level of exhaustion 
  increases by the amount specified in the effect’s description.
   
  A creature suffers the effect of its current level of 
  exhaustion as well as all lower levels. An effect that removes 
  exhaustion reduces its level as specified in the effect’s 
  description, with all exhaustion effects ending if a creature’s 
  exhaustion level is reduced below 1.
   
  Finishing a long rest reduces a creature’s exhaustion 
  level by 1, provided the creature has also ingested some 
  food and drink.
  Appendix A: Conditions
  
  367
  Frightened
  • 
  A frightened creature has disadvantage on ability 
  checks and attack rolls while the source of its fear is 
  within line of sight.
  • 
  The creature can’t willingly move closer to the source of 
  its fear.
  Grappled
  • 
  A grappled creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • 
  The condition ends if the grappler is incapacitated.
  • 
  The condition also ends if an effect removes the 
  grappled creature from the reach of the grappler or 
  grappling effect, such as when the a creature is hurled 
  away by the thunderwave spell.
  Incapacitated
  • 
  An incapacitated creature can’t take actions or 
  reactions.
  Invisible
  • 
  An invisible creature is impossible to see without the 
  aid of magic or a special sense. For the purpose of 
  hiding, the creature is heavily obscured. The creature’s 
  location can be detected by any noise it makes or tracks 
  it leaves.
  • 
  Attack rolls against the creature have disadvantage, and 
  the creature's attack rolls have advantage.
  Paralyzed
  • 
  A paralyzed creature has the incapacitated condition 
  and can’t move or speak.
  • 
  The creature automatically fails Strength and Dexterity 
  saving throws.
  • 
  Attack rolls against the creature have advantage.
  • 
  Any attack that hits the creature is a critical hit if the 
  attacker is within 5 feet of the creature.
  Petrified
  • 
  A petrified creature is transformed, along with any 
  nonmagical objects it is wearing or carrying, into a 
  solid inanimate substance (usually stone). Its weight 
  increases by a factor of ten, and it ceases aging.
  • 
  The creature has the incapacitated condition, can’t 
  move or speak, and is unaware of its surroundings.
  • 
  Attack rolls against the creature have advantage.
  • 
  The creature automatically fails Strength and Dexterity 
  saving throws.
  • 
  The creature has resistance to all damage.
  • 
  The creature is immune to poison and diseases, 
  although a poison or disease already in its system is 
  suspended, not neutralized.
  Poisoned
  • 
  A poisoned creature has disadvantage on attack rolls 
  and ability checks.
  Prone
  • 
  A prone creature’s only movement option is to crawl, 
  unless it stands up and thereby ends the condition.
  • 
  The creature has disadvantage on attack rolls.
  • 
  An attack roll against the creature has advantage if the 
  attacker is within 5 feet of the creature. Otherwise, the 
  attack roll has disadvantage.
  Restrained
  • 
  A restrained creature’s speed becomes 0, and it can’t 
  benefit from any bonus to its speed.
  • 
  Attack rolls against the creature have advantage, and 
  the creature’s attack rolls have disadvantage.
  • 
  The creature has disadvantage on Dexterity saving 
  throws.
  Stunned
  • 
  A stunned creature has the incapacitated condition, 
  can’t move, and can speak only falteringly.
  • 
  The creature automatically fails Strength and Dexterity 
  saving throws.
  • 
  Attack rolls against the creature have advantage.
  Unconscious
  • 
  An unconscious creature has the incapacitated 
  condition, can’t move or speak, and is unaware of its 
  surroundings.
  • 
  The creature drops whatever it’s holding and falls 
  prone.
  • 
  The creature automatically fails Strength and Dexterity 
  saving throws.
  • 
  Attack rolls against the creature have advantage.
  • 
  Any attack that hits the creature is a critical hit if the 
  attacker with within 5 feet of the creature.
  Appendix A: Conditions
  
  368
  Appendix B: 5e Monsters in Space
  This appendix endeavors to assist gamemasters in constructing adventures in the Nacora Galaxy by showing a list of 
  monsters included in standard 5e that could both exist and thrive in the void of space or otherwise unlivable conditions. 
  This will help populate adventures with a variety of foes.
   
  The list below is separated by the Challenge Rating (CR) of the creatures. Keep in mind that the creature as it is may 
  make a perfectly suitable space creature, but sometimes adjusting certain abilities or wordings help can make it more at 
  home in its space environments. 
   
  As stated in Chapter Ten and Chapter Twelve, creatures that resist damage from nonmagical bludgeoning, piercing, 
  and slashing damage often resist ballistic or plasma damage from nonmagical sources. Likewise, creature that resist 
  radiant damage might also resist plasma damage.
  CR 0
  Homunculus (neutral construct)
  CR 1/4
  Blink Dog (lawful good fey)
  Dretch (chaotic evil fiend)
  Flying Sword/Blaster (unaligned 
  construct)
  Skeleton (lawful evil undead)
  Zombie (neutral evil undead)
  CR 1/2
  Darkmantle (unaligned monstrosity)
  Gray Ooze (unaligned ooze)
  Rust Monster (unaligned monstrosity)
  Shadow (chaotic evil undead)
  CR 1
  Animated Armor (unaligned 
  construct)
  Ghoul (chaotic evil undead)
  Imp (lawful evil fiend)
  Quasit (chaotic evil fiend)
  Specter (chaotic evil undead)
  CR 2
  Azer (lawful neutral elemental)
  Ettercap (neutral evil monstrosity)
  Gargoyle (chaotic evil elemental)
  Gelatinous Cube (unaligned ooze)
  Ghast (chaotic evil undead)
  Gibbering Mouther (neutral 
  aberration)
  Grick (unaligned monstrosity)
  Mimic (neutral monstrosity)
  Ochre Jelly (unaligned ooze)
  Will-o’-Wisp (chaotic evil undead)
  CR 3
  Basilisk (unaligned monstrosity)
  Bearded Devil (lawful evil fiend)
  Nightmare (neutral evil fiend)
  Phase Spider (unaligned monstrosity)
  Wight (neutral evil undead)
  CR 4
  Black Pudding (unaligned ooze)
  Couatl (lawful good celestial)
  Ghost (undead)
  CR 5
  Barbed Devil (lawful evil fiend)
  Earth Elemental (neutral elemental)
  Night Hag (neutral evil fiend)
  Otyugh (neutral aberration)
  Roper (neutral evil monstrosity)
  Wraith (neutral evil undead)
  Xorn (neutral elemental)
  CR 6
  Chimera (chaotic evil monstrosity)
  Invisible Stalker (neutral elemental)
  CR 7
  Oni (lawful evil giant)
  Shield Guardian (unaligned 
  construct)
  CR 8
  Chain Devil (lawful evil fiend)
  Cloaker (chaotic neutral aberration)
  Spirit Naga (chaotic evil monstrosity)
  CR 9
  Bone Devil (lawful evil fiend)
  Clay Golem (unaligned construct)
  Glabrezu (chaotic evil fiend)
  CR 10
  Aboleth (lawful evil aberration)
  Deva (lawful good celestial)
  Guardian Naga (lawful good 
  monstrosity)
  Stone Golem (unaligned construct)
  CR 11
  Horned Devil (lawful evil fiend)
  Remorhaz (unaligned monstrosity)
  CR 15
  Purple Worm (unaligned monstrosity)
  CR 16
  Iron Golem (unaligned construct)
  Planetar (lawful good celestial)
  CR 19
  Balor (chaotic evil fiend)
  CR 20
  Pit Fiend (lawful evil fiend)
  CR 21
  Lich (lawful evil undead)
  Solar (lawful good celestial)
  Appendix b: 5e monsters
  
  369
  Appendix c: Recommended Media
  We hope that you have found all the 
  tools you need to run the science 
  fiction adventure of your dreams in this 
  supplement. Spaceships and Starwyrms 
  has been a labor of love, and we are so 
  excited to share it with you. We look 
  forward to releasing more content and 
  adventure modules in the coming months 
  and years. We wanted to leave you with 
  some science fiction media that has 
  inspired us over the years and whose 
  influence you can probably see in this 
  supplement.
   
  Go explore the stars, friend.
   
   
  ~ Ben and Audrey
  Books
  • 
  The Aeronaut’s Windlass by Jim 
  Butcher
  • 
  Binti by Nnedi Okorafor
  • 
  The Color of Distance by Amy 
  Thomson
  • 
  Deathstalker Series by Simon R. Green
  • 
  The Dispossessed by Ursula K. Le 
  Guin
  • 
  Do Androids Dream of Electric Sheep 
  by Philip K. Dick
  • 
  Dune by Frank Herbert
  • 
  The Ender Saga by Orson Scott Card
  • 
  Heartstrikers Series by Rachel Aaron
  • 
  The Hitchhiker’s Guide to the Galaxy 
  by Douglas Adams
  • 
  The Illuminae Files by Amie Kaufman
  • 
  Infomocracy by Malka Older
  • 
  John Carter of Mars by Edgar Rice 
  Burroughs
  • 
  The Long Way to a Small Angry Planet 
  by Becky Chambers
  • 
  The Lunar Chronicles by Marissa 
  Meyer
  • 
  The Mars Trilogy by Kim Stanley 
  Robinson
  • 
  The Martian by Andy Weir
  • 
  Nimona by Noelle Stevenson
  • 
  The Quantum Thief by Hannu 
  Rajaniemi
  • 
  Ready Player One by Ernest Cline
  • 
  Redshirts by John Scalzi
  • 
  Ringworld by Larry Niven
  • 
  Saga by Brian K. Vaughan
  • 
  Snow Crash by Neal Stephenson
  • 
  Stranger in a Strange Land by Robert 
  A. Heinlein
  Movies/Television
  • 
  2001: A Space Odyssey
  • 
  Akira
  • 
  Aliens
  • 
  Altered Carbon
  • 
  Arrival
  • 
  Attack the Block
  • 
  Banner/Crest of the Stars
  • 
  Battlestar Galactica
  • 
  Black Mirror
  • 
  Blade Runner
  • 
  Cowboy Bebop
  • 
  Demolition Man
  • 
  Dollhouse
  • 
  Event Horizon
  • 
  The Fifth Element
  • 
  Firefly/Serenity
  • 
  Galaxy Quest
  • 
  Ghost in the Shell
  • 
  Guardians of the Galaxy
  • 
  Gundam Wing
  • 
  Lost in Space
  • 
  The Matrix Trilogy
  • 
  Minority Report
  • 
  Moon
  • 
  Pacific Rim
  • 
  Pandorum
  • 
  Robotech
  • 
  Star Trek
  • 
  Star Wars
  • 
  Thor: Ragnorak
  • 
  Treasure Planet
  • 
  Trigun
  • 
  Tron Legacy
  • 
  Valerian and the City of a Thousand 
  Planets
  • 
  Voltron
  Podcasts
  • 
  EOS 10
  • 
  Girl in Space
  • 
  Wolf 369
  • 
  Startripper!
  Music
  • 
  2112 by Rush
  • 
  The ArchAndroid by Janelle Monae
  • 
  Dirty Computer by Janelle Monae
  • 
  Discovery by Daft Punk
  • 
  OK Computer by Radiohead
  • 
  The Rise and Fall of Ziggy Stardust 
  and the Spiders from Mars by David 
  Bowie
  • 
  The Songs of Distant Earth by Mike 
  Oldfield
  • 
  Yoshimi Battles the Pink Robots by 
  the Flaming Lips
  Other Media
  • 
  Deus Ex
  • 
  FTL
  • 
  Halo
  • 
  Mass Effect
  • 
  Metroid
  • 
  Overwatch
  • 
  Portal
  • 
  Ratchet and Clank
  • 
  Starcraft
  • 
  Star Ocean
  • 
  Xenosaga
  Appendix c: Media
  
  INITIATIVE
  BARRIER HP
  class resource
  TEMP HP
  CURRENT HIT POINTS
  HIT POINT MAXIMUM
  TOTAL
  SPEED
  successes
  FAILURES
  DEATH SAVES
  HIT DICE
  AC
  PROFICIENCY BONUS
  PASSIVE PERCEPTION
  INSPIRATION
  Saving throws
  Acrobatics
  piloting
  stealth
  Saving throws
  Saving throws
  ARCANA
  COMPUTERS
  HISTORY
  INVESTIGATION
  MEDICINE
  SCIENCE
  Saving throws
  DECEPTION
  ETIQUETTE
  INTIMIDATION
  PERSUASION
  Saving throws
  Athletics
  Saving throws
  INSIGHT
  MECHANICS
  PERCEPTION
  SURVIVAL
  CLASS / LEVEL
  SPECIES
  ARCHETYPE
  FACTION
  BACKGROUND
  ALIGNMENT
  PLAYER
  EXPERIENCE
  PERSONALITY TRAITS
  IDEALS
  BONDS
  FLAWS
  FEATURES & TRAITS
  WEAPON NAME
  ATK BONUS
  damage / type
  RANGE
  AMMUNITION
  • Tools • Languages • 
  • OTHER Proficiencies •
  CC
  CHARACTER NAME
  max 
  max 
  max 
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  
  TECH • COMPUTERS • CYBERWARE
  FACTIONS & ALLIES
  AGE
  HEIGHT
  EYES
  WEIGHT
  SKIN
  OTHER FEATURES
  HAIR
  additional FEATURES & TRAITS
  Equipment & Magic Items
  CHARACTER BACKSTORY
  CHARACTER NAME
  
  ABILITY MOD
  ATK BONUS
  SAVE DC
  0
  1
  3
  6
  7
  8
  9
  4
  5
  2
  SPELL 
  LEVEL
  SLOTS TOTAL
  SLOTS EXPENDED
  SPELLCASTING CLASS
  Cantrips / Gadgets / Knacks
  
  TURN
  CHARGE
  HANDLING
  CURRENT HIT POINTS
  CURRENT BARRIER POINTS
  HIT POINT MAXIMUM
  BARRIER MAXIMUM
  SPEED
  AC
  NAME
  CLOSE RANGE
  0-7 ARC
  *Weapons with long range impose disadvantage on attack rolls made against targets within 7 arcs of them.
  MEDIUM RANGE
  0-15 ARC
  LONG RANGE
  0-30 ARC*
  ATK BONUS
  damage
  RANGE
  COST
  CHASSIS
  WEAPON SLOTS
  SIZE
  DEVELOPMENT SLOTS
  ORIGIN
  required CREW
  SPACESHIP name
  SPACESHIP APPEARANCE
  DEVELOPMENTS
  NOTES
  WEAPONS SYSTEMS
  BODY
  
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  COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
   
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and Dave Arneson.
   
  Pathfinder Roleplaying Game Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, 
  LLC.
  Based on the Open Game License, version 1.0a, by Wizards of the Coast. All mechanics are declared Product Identity, 
  unless covered by a different license. All setting material, art, and trade dress are also declared Product Identity, including 
  the name “Nacora Galaxy”, “S&S”, and “Spaceships and Starwyrms”, world concepts, background, fiction, character, and 
  location names, associated images, and the like.
  
  For information or notification of issues found within the Core Sourcebook please contact 
  spaceshipsandstarwyrms@gmail.com. 
   
  Version 1.1 @2018 Sage Games. Permission granted to print and photocopy this document for personal 
  use only. 
  Errata: S&S Core Sourcebook 
  This document updates parts 
  of the Spaceships and 
  Starwyrms Core Sourcebook. 
  All of the updates here will 
  be present in the Version 1.1 
  publishing that will release at 
  the end of December. 
   
  When updates are 
  added to this document they 
  are accompanied by their 
  version number and a 
  bracketed [New] marking. 
   
  THE ELEMENTAL 
  SPHERE 
  [New, V1.1] Typo (pg 54). 
  Should be “planes” not 
  “plsnrd” 
   
  SORCERER 
  [New, V1.1] Aura of Unease 
  (pg 167). After the second 
  sentence in the ability the 
  following sentence is added: 
  “Creatures you choose within 
  30 feet of you must attempt a 
  Wisdom saving throw against 
  your spellcasting DC.” 
   
  
SOURCE: textdata/thevault/Spaceships & Starwyrms/Spaceships & Starwyrms v1.pdf