TEXT: Outer Space Raiders!
  Volume I: Classes
  A Supplement for Old School Space
  Opera RPG's
  
  Outer Space Raiders
  Volume I: Classes
  By C. Thorin
  Copyright 2015 
  Magic Pig Media
  White Star: White Box Science Fiction Rolelplaying, Copyright 2015 Barrel Rider Games; Author James M.
  Spahn. 
  Art By Gary Dupuis, J. Scott Pittman, Emily Vitori, Stardust Publications
  Some artwork © 2014 Earl Geier, used with permission. All rights reserved.
  Some artwork copyright Ade Smith, used with permission.
  Some artwork copyright Art of War Games, used with permission.  Art of War Games retains the right
  to sell the use of this image. 
  Some artwork Copyright ©2013 Steve Miller. Used Under License. 
  Special Thanks for your all their help and support.
  K. Howard
  Mike "Wrath of Zombies" Evans
  Jay Exonauts
   
   . 
  And James Spahn for creating White Star.
  
  Table of Contents
  Alien...........................................................................................................................................................1
  Astromancer...............................................................................................................................................2
  Quantum Formulae................................................................................................................................4
  Engineer.....................................................................................................................................................7
  Gadgets..................................................................................................................................................9
  Lost Worlder.............................................................................................................................................13
  Scoundrel.................................................................................................................................................14
  Warp Ninja...............................................................................................................................................15
  Random Humanoid Species Appearance Charts......................................................................................16
  
  Alien
  You're not from around here are you? The galaxy is full of life and not all of it fits neatly into a unique
  category. 
  Weapons & Armor: Aliens may use only clubs, daggers, mono-daggers, and laser pistols. They may
  wear Light Armor but not use shields.
  Prime Attribute: None 
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1
  +0
  16
  2
  1,250
  1+1
  +0
  15
  3
  2,500
  2
  +0
  14
  4
  5,000
  2+1
  +1
  13
  5
  10,000
  3
  +1
  12
  6
  20,000
  3+1
  +2
  11
  7
  40,000
  4
  +2
  10
  8
  80,000
  4+1
  +3
  9
  Special  Alien  Abilities:  Chose  two  Special  Alien
  Abilities at 1st level.  The same Ability may be chosen
  more than once.
  •
  +1 to  all  Saving Throws  or +2 to a Saving
  Throw  versus  a  specific  threat  (Radiation,
  explosions,  disease,  poison,  mind  control
  etc.)
  •
  -1[+1] Armor Class.
  •
  +1 Hit Point per level.
  •
  +1 To-Hit and Damage with all attacks.
  •
  Natural Weapon (1d6 Damage).
  •
  Extra Sense which is better or non-existent in
  a  “normal”  humanoid  such  as  dark  vision,
  keen sense of smell,  echolocation,  or acute
  hearing.
  •
  Fly at the character's normal movement rate.
  •
  Able to use all weapons and armor.
  •
  Any other ability the player can dream up with
  Game Master's approval. 
  The player should describe why the character has
  the ability. For example, an Armor Class bonus could
  from a leathery hide, exoskeleton, or fast reflexes.
  
  Astromancer
  Reality is an illusion. The order of the universe is only a facade.  With the secrets of the Ancients and
  the correct Quantum resonance, you can warp reality to your will and stare into the true face of the
  chaotic universe. 
  Weapons & Armor: Astromancers may use clubs, daggers, staves, and laser pistols. They may wear
  Light Armor but not use shields. 
  Prime Attribute:  Intelligence 
  Level
  XP
  HD
  BHB
  ST
  Ancient
  Secrets
  1
  0
  1
  +0
  15
  1 in 6
  2
  2,500
  1+1
  +0
  14
  2 in 6
  3
  5,000
  2
  +0
  13
  2 in 6
  4
  10,000
  2+1
  +1
  12
  3 in 6
  5
  20,000
  3
  +1
  11
  3 in 6
  6
  40,000
  3+1
  +2
  10
  4 in 6
  7
  80,000
  4
  +2
  9
  4 in 6
  8
  160,00
  4+1
  +3
  8
  4 in 6
  9
  320,00
  5
  +3
  7
  4 in 6
  10
  640,00
  5+1
  +4
  6
  5 in 6
  Ancient  Secrets:
   Astromancers
   are  able  to
  comprehend  mysterious  Ancient  and alien  devices.
  An Astromancer must study the device for at least an
  hour and then check to see if he can comprehend it.
  Quantum Formulae: Astromancers have the ability
  to  alter  reality  by  employing  Quantum Formulae.
  They maintain extensive notes detailing their theories
  and  formulae.  The  chaotic nature  of the  formulae
  causes  them  to  change  daily.  Astromancers  must
  study  their notes  each day for an  hour  in order to
  keep the advanced calculations clear in their minds. 
  Learning Quantum Formulae: Astromancers begin play knowing  one 1st level Formula. When  an
  Astromancer advances a level, he learns one new Quantum Formula. It must be of a level that the
  Astromancer is able to perform. 
  Performing Calculations:  The Astromancer must have both hands free and be able to concentrate
  in order to perform the complex calculations and create the proper quantum vibrations for a formula to
  affect reality. It takes the character's entire action during to do this. An Astromancer may only perform
  a limited number of calculations per day as the following chart.
  Chaotic Mind:  Astromancers have a +2 bonus to Saving Throws against Mind Control and telepathy
  type abilities.
  
   
  Formulae/Day
  Level
  1
  2
  3
  4
  5
  1
  1
  –
  –
  –
  –
  2
  2
  –
  –
  –
  –
  3
  3
  1
  –
  –
  –
  4
  4
  2
  –
  –
  –
  5
  4
  2
  1
  –
  –
  6
  4
  2
  2
  –
  –
  7
  4
  3
  2
  1
  –
  8
  4
  3
  3
  2
  –
  9
  4
  3
  3
  2
  1
  10
  4
  4
  3
  2
  2
  Astromancer Quantum Formulae
  1st Level
  Bend Light
  Quantum Echoes
  Quantum Images
  Read the Prime Symbols
  Starvision
  2nd Level
  Perceive Other Places
  See Beyond the Event Horizon
  Temporal Manipulation
  Translocation
  3rd Level
  Analyze the Possibilities
  Pass Through The Void
  Quantum Disruption
  4th Level
  Share the Void
  Speak to the Past
  Step Out of Time
  5th Level
  Non-Existence
  Summon Quantum Beast
  Teleport
  
  Quantum Formulae
  Analyze the Possibilities
  Level: 3
  Range: Self
  Duration: Special
  The  Astromancer  calculates  the  probable
  outcomes of  a  situation  by  analyzing  alternate
  time lines and posing  yes or no questions.  The
  Astromancer must decide how far he  willing to
  search beyond his own time line.
  Time Line1
  Insane2
  Right
  Wrong3
  1
  1-2
  3-11
  12-20
  2
  1-4
  4-13
  14-20
  3
  1-6
  7-16
  16-20
  4
  1-8
  9-17
  18-20
  5
  1-10
  11-18
  19-20
  6
  1-12
  13-19
  20
  1Time Lines are the “depth” that the Astromancer
  chooses  to seek  the  truth, also the number of
  Yes/No questions asked.
  2Temporary insanity lasts for as many weeks as
  the  “number”  of  the  Time  Line where  the
  Astromancer’s sanity failed.
  3This is the chance of receiving a misinterpreted
  or “wrong” answer.
  Bend Light 
  Level: 1
  Range: Touch
  Duration: 1 turn or until an attack is made
  The target becomes invisible to normal vision and
  technological sensors. 
  Non-Existence
  Level: 5
  Range: 30 feet
  Duration: Permanent 
  This Formula causes a single being to cease to
  exist. The target is allowed a Saving Throw with a
  +4 bonus. This Formula is very dangerous with
  many  unforeseeable  consequences.  An  evil
  overlord could be replaced by something worse.
  Stopping  a  mad  scientist  from  inventing  a
  doomsday  weapon  could  cause  other  scientific
  discoveries not to be made and so on.
  An Astromancer may attempt this Formula only
  once per year and permanently looses one level
  even if the target resists.
  Perceive Other Places
  Level: 2
  Range: 60 feet
  Duration: 3 turns
  The Astromancer must announce which of the two
  options are being attempted.
  •
  Clairaudience:  
   Hear  through 
  solid
  obstacles.
  •
  Clairvoyance: See through solid obstacles.
  A 2 foot thickness of solid stone, a thin layer of
  lead, or energy/force fields block this effect.
  Pass Through the Void
  Level: 3
  Range: 10 feet (360 feet teleportation)
  Duration: Immediate 
  The Astromancer can teleport himself, an object,
  or another person (Unwilling targets are allowed a
  Saving Throw.) with perfect accuracy within range.
  
  Quantum Disruption
  Level: 3
  Range: 150 feet
  Duration: Instant 
  The Astromancer creates three bolts of quantum
  energy  each  doing  1d6+1  damage.  The
  Astromancer must roll to hit and gains a bonus
  based on the number of targets.
  Number of Targets
  Bonus
  1
  +3
  2
  +2
  3
  +1
  Quantum Echoes
  Level: 1
  Range: 240 feet
  Duration: Until negated
  This  Formula  creates  a  realistic  illusion  from
  another time line  in the sight of all who view it.
  The illusion disappears when it is touched, but if
  the viewer believes the illusion is real, he can take
  damage from it.
  Quantum Images
  Level: 1
  Range: 5 feet
  Duration: 1 hour or until destroyed
  This  Formula  creates  1d4  images  of  the
  Astromancer  from  alternate  realities,  acting  in
  perfect  synchronization  with  him  like  mirror
  images. Attackers cannot distinguish the images
  from the Astromancer, and may attack one of the
  images instead (determined randomly). When a
  hit  is  scored  upon  one  of  the  images,  it
  disappears.
  Read Prime Symbols
  Level: 1
  Duration: 1 reading
  The Astromancer can read the writing of ancient
  or alien languages.
  Starvision
  Level: 1
  Range: Touch
  Duration: 1 hour
  The recipient can see in total darkness to a range
  of 40 feet. 
  See Beyond the Event Horizon
  Level: 2
  Range: 240 feet
  Duration: 1 turn
  The  Astromancer  conjures  up  an  invisible,
  quantum “eye” that can move a maximum of 240
  feet  away  from  its  creator.  It  floats  along  as
  directed at a rate of 10 feet per round.
  Share the Void
  Level: 4
  Range: 120 feet
  Duration: 1 round/level
  The Astormancer shares the endless possibilities
  of  the  universe  causing  the  target  behave
  erratically. 2D6 are rolled each round to determine
  the  target's  reaction.  The  target  is  allowed  a
  Saving Throw.
  Roll
  Reaction
  2–5
  Act normally
  6–8
  Stand baffled and inactive
  9–12
  Attack random target
  Speak to the Past
  Level: 4
  Range: Touch
  Duration: Three questions
  The Astromancer can ask three questions to a
  corpse that has been dead less than 1d4 days. It
  will  answer,  although  the  answers  might  be
  cryptic. 
  
  Step Out of Time
  Level: 4
  Range: Self
  Duration: 1d4 rounds
  The  Astromancer  disappears  and  steps  out  of
  time. He returns to the same location 1d4 rounds
  later. 
  If a person or object has taken the place of the
  Astromancer then both will take 4d6 damage upon
  the Astromancer's return. Saving Throw applies
  for half damage.
  Summon Quantum Beast
  Level: 5
  Range: 5 feet
  Duration: 1 hour/level
  This spell summons an invisible Quantum Beast
  to do the Astromancers bidding.  As long as the
  Astromancer  is  conscious,  he  can  control  the
  Quantum Beast.  
  If for any reason the Astromancer is unconscious
  or “outside” of this time line or reality then the
  creature is will go on a rampage and attack who
  or whatever is close to it.
  As long as the beast is under control, it can be
  dismissed. Otherwise, it remains for the duration.
  Quantum Beast
  Armor Class: 7[12]
  Hit Dice: 4
  Attacks: Claw (1d6)
  Special: Invisible
  Teleport
  Level: 5
  Range: Touch
  Duration: Instant 
  This  Formula  transports  the  Astromancer or
  another
   being 
  to  a  destination  that  the
  Astromancer knows.  There is a 20% chance of
  error causing the death of the traveler. If used for
  interstellar travel then the chance of error (death)
  is raised to 40%. Unwilling targets are allowed a
  Saving Throw at +4.
  Temporal Manipulation
  Level: 2
  Range: 240 feet
  Duration: 3 turns
  The  Astromancer  declares  which  of  the  two
  options are being used:
  •
  Quicken Time: An area of radius of 60
  feet around the point where targeted, as
  many  as  4d6  creatures become able  to
  move and attack at double normal speed.
  •
  Slow Time: An area of radius of 60 feet
  around the point where targeted, as many
  as 4d6 creatures failing a  Saving Throw
  can only move and attack at half speed.
  Translocation
  Level: 2
  Range: 30 feet
  Duration: Instant 
  The Astromancer and one willing target switch 
  locations. 
  
  Engineer
  It takes a person with a special knack to understand the varied technology across the galaxy. Some 
  Engineers belong to a pseudo-religious order and call themselves Techno-Priests or Techno-Mages.
  Weapons &  Armor:  Engineers may use  clubs, daggers, mono-daggers,  firearms, grenades, and
  laser pistols and rifles.  They may wear Light and Medium armor and use Energy Shields.
  Prime Attribute: Wisdom
  Level
  XP
  HD BHB ST
  Gadgets/
  Day
  Max
  Gadget
   Level
  Gadget
  Burnout
  1
  0
  1
  +0
  15
  1
  1
  1 in 4
  2
  1,500
  2
  +0
  14
  2
  1
  1 in 6
  3
  3,000
  3
  +0
  13
  2
  2
  1 in 6
  4
  6,000
  3+1
  +1
  12
  3
  2
  1 in 6
  5
  12,000
  4
  +1
  11
  4
  3
  1 in 8
  6
  24,000
  5
  +2
  10
  5
  3
  1 in 8
  7
  48,000
  6
  +2
  9
  5
  4
  1 in 10
  8
  96,000
  6+1
  +2
  8
  5
  4
  1 in 10
  9
  192,000
  7
  +3
  7
  6
  4
  1 in 10
  10
  384,000
  8
  +3
  6
  7
  5
  1 in 12
  Gadgets:  Engineers always carry an assortment of mechanical widgets and technological doodads.
  They  must have access to at least very simple tools and some materials  in order to construct a
  Gadget. Highly skilled Engineers can build a laser pistol out of a rock, a magnifying glass, and some
  duct tape.  It takes one minute per level of the Gadget to construct it. If an Engineer builds a Gadget in
  advance, it counts towards the character's daily allotment until the Gadget is used or dismantled.
  Engineers know how to construct all of the Gadgets of a level they are able to build.
  Gadget Burnout:  Gadgets are  improvised devices  good for one use. When a Gadget is used the
  Engineer rolls for Burnout (see above). If the Gadget burns out then it does not function and this uses
  up one of the Engineer's Gadgets for that day. If a Gadget does burn out then the Engineer makes a
  second Burnout check. If the Gadget burns out again then not only does the Gadget fail but it fails
  catastrophically causing fires, explosions, or perhaps some unforeseen side effect which makes the
  situation worse.
  Creative players may attempt to build whatever they may need for a situation with the Game Master's
  approval. Use the Gadget list as a guide. 
  Bubble Gum & Bailing Wire:  By re-routing power and cannibalizing parts, an Engineer can repair a
  space ship for 1d6+1 points.
  Jury Rig:   An Engineer may Jury Rig a spacecraft as a Pilot two levels lower.
  Dive for Cover: Engineers gain a +2 bonus to Save versus explosions and similar effects (as they
  sometimes cause them).
  
  Engineer Gadget List
  1st Level
  Bio-Regeneration Stimulator
  Edible Biomass Processor
  Light Sponge
  Mind Control Ray
  Necrotizer
  Repair
  Robot Repair
  Somnowave Generator
  2nd Level
  Air Molecule Displacement Register
  Goo Grenade
  Hazard Analysis Calculator
  Omni Detector Unit
  Paralyzation Ray
  Personal Gravity Nullification Field Generator
  Psychotronic Wave Detector
  Universal Lock Pick
  Visible Spectrum Negative Refraction Belt
  3rd Level
  Mega-Static Discharge Capacitor Cannon
  Micro-Nova Bomb
  Pan-Immuno Booster Injection
  Personal Rocket Pack
  Phobia Wave Emitter
  Time Release Blood Oxygenation Tablets
  Turbocharge
  4th Level
  Bio-Regeneration Stimulator Mark II
  Necrotizer Mark II
  Neural Scrambler
  Robot Overhaul
  Sensor Drone
  Toxic Flush Pump
  Universal Translator
  5th Level
  Kills All Gas
  Necro-Nanites
  Tractor Beam
  Techno-Babble Chart
  Column A
  Column B
  Column C
  1
  Quantum
  Radiation
  Capacitor
  2
  Warp
  Particle
  Coupler
  3
  Aether
  Ray
  Generator
  4
  Radium
  Wave
  Retainer
  5
  Power
  Energy
  Sensor
  6
  Force
  Signal
  Bridge
  7
  Gravity
  Resonance
  Crystal
  8
  Radio
  Micro-
  Relay
  9
  Electro-
  Reaction
  Diode
  10
  Harmonic
  Flux
  Cylinder
  11
  Psitronic
  Pressure
  Compiler
  12
  Atomic
  Cycle
  Compressor
  
  Gadgets
  Air Molecule Displacement Register
  Level: 2
  Range: 10 feet/level
  Duration: 1 hour
  This  Gadget  detects  invisible  creatures  and
  objects.
  Bio-Regeneration Stimulator
  Level: 1
  Range: Touch
  Duration: Instant 
  Heals target for 1d6+1 damage.
  Bio-Regeneration Stimulator Mark II
  Level: 4
  Range: Touch
  Duration: Instant 
  Heals target for 3d6+3 damage.
  Edible Biomass Processor
  Level: 1
  Range: Touch
  Duration: Instant
  Purifies enough food and water for up to a dozen 
  beings.
  Goo Grenade
  Level: 2
  Range: 30 feet
  Duration: 1 hour
  Fibrous and sticky goo fills an area up to 10 feet x
  10 feet x 20 feet. It takes a creature with normal
  strength 2d6 rounds to extract themselves. If they
  are using a sword or other tools then cut the time
  in half. 
  Hazard Analysis Calculator
  Level: 2
  Range: 30 foot radius centered on the user
  Duration: 20 minutes
  Detects mechanical and technological traps.
  Light Sponge
  Level: 1
  Range: 60 feet
  Duration: 1 hour
  Absorbs the light in a 20 foot radius plunging the 
  area into darkness.
  Kills All Gas
  Level: 5
  Range: Moves 6 feet per minute
  Duration: 1 hour
  This Gadget creates a poisonous gas cloud  15
  feet in radius. The cloud moves directly forward at
  a rate of 6 ft per minute unless its direction or
  speed  is  affected  by  winds.  Unusually  strong
  gusts can dissipate and destroy it.  It is  heavier
  than air and sinks down any pits or stairs in its
  path.   Victims in the cloud must make a Saving
  Throw  at  +4  or  die.  A  spacesuit  or  similar
  protective gear offers protection from the gas.
  Mega-Static  Discharge  Capacitor
  Cannon
  Level: 3
  Range: 60 feet
  Duration: Instant 
  A bolt of static discharge extends 60 feet long and
  10 feet wide from the user. Anyone in its path
  suffers  1d6  points  of  damage/level  of  the
  Engineer.  A  Saving  Throw  is  allowed  for  half
  damage. The bolt always extends 60 ft, even if
  this  means  that  it  ricochets  backward  from
  something that blocks its path.
  Micro-Nova Bomb
  Level: 3
  Range: 120 feet
  Duration: Instant 
  The Micro-Nova Bomb has a burst radius of 20
  feet and causes damage is 1d6 damage/level  of
  the  Engineer.  The  blast  shapes  itself  to  the
  available  volume.  A  successful  saving  throw
  means that the target only takes half damage.
  
  Mind Control Ray
  Level: 1
  Range: 120 feet
  Duration: 1 hour
  This Gadget affects living bipeds of approximately
  human  size,  including  most  aliens.  A  Saving
  Throw is allowed.  A successful Attack Roll must
  be made for the Mind Control Ray to have effect
  on the target.  If  successful  unfortunate creature
  falls under the user's influence.
  Necrotizer
  Level: 1
  Range: Touch
  Duration: Instant 
  Causes 1d6+1 damage to living creatures.  A 
  Saving Throw is allowed for half damage.
  Necrotizer Mark II
  Level: 4
  Range: Touch
  Duration: Instant 
  Causes 3d6+3 damage to living creatures.  A 
  Saving Throw is allowed for half damage.
  Necro-Nanites
  Level: 5
  Range: Touch
  Duration: Permanent 
  The  Engineer  injects  microscopic  robots  into
  freshly killed  corpse and  animating  it (zombie).
  The corpse  remains animated until slain.  Each
  day  the  corpse  is  allowed  a  Saving  Throw.  If
  successful, the Engineer looses control of it and it
  goes on a rampage.
  Neural Scrambler
  Level: 4
  Range: 120 feet
  Duration: 1 round/level
  This Gadget scrambles the neural pathways of the
  target. The target is allowed a Saving Throw and
  the user must make a successful Attack Roll.  2D6
  are rolled each round to determine the target's
  reaction. 
  Roll
  Reaction
  2–5
  Act normally
  6–8
  Stand baffled and inactive
  9–12
  Attack random target
  Omni Detector Unit
  Level: 2
  Range: 60 feet+10 feet/level
  Duration: 1 round/level
  This Gadget provides the correct direction toward
  a specific object. The object cannot be something
  the  user has  never  encountered,  although  the
  Gadget can detect an object in a general class of
  items known to the user.
  Pan-Immuno Booster Injection
  Level: 3
  Range: Touch
  Duration: Instant 
  This Gadget cures a being of any diseases.
  Paralyzation Ray
  Level: 2
  Range: 120 feet
  Duration: 1 round/level
  Targets  a  single  creature  and  paralyzes  it.   A
  Saving Throw applies.  A  successful  Attack Roll
  must be made for the ray to have any effect.
  
  Personal Gravity Nullification Field
  Level: 2
  Range: Touch
  Duration: 1 round/level
  The user can levitate himself, moving vertically up
  or  down,  but  the  Gadget itself  provides  no
  assistance with lateral movement.
  Personal Rocket Pack
  Level: 3
  Range: Touch
  Duration: 1d6 rounds/level
  The user can fly at a rate of 120 ft per round. The 
  Game Master secretly rolls for duration; the player
  does not know exactly how long the power of flight
  will last.
  Phobia W ave Emitter
  Level: 3
  Range: 60 feet
  Duration: Until a successful Saving Throw is made
  This Gadget generates a 60 foot by 30 foot cone
  of energy that stimulate the fear centers of the
  brain. Beings in the area will flee in terror until
  they make a successful Saving Throw.
  Psychotronic W ave Detector
  Level: 2
  Range: 60 feet
  Duration: 1 hour
  Detects the thoughts of other beings. The Gadget
  cannot  penetrate  more  than  two  feet  of  stone,
  lead, or force/energy fields.
  Repair
  Level: 1
  Range: Touch
  Duration: Instant or until broken again
  The  Engineer  repairs  a  standard  piece  of
  equipment.
  Robot Overhaul
  Level: 4
  Range: Touch
  Duration: Instant 
  The  Engineer  can  repair  a  Robot  for  3d6+3
  damage.
  Robot Repair
  Level: 1
  Range: Touch
  Duration: Instant 
  The  Engineer  can  repair  a  Robot  for  1d6+1
  damage.
  Sensor Drone
  Level: 4
  Range: 240 feet
  Duration: 1 hour
  The Engineer creates a small flying (20 feet per
  round)  drone  equipped  with  a  camera.  It  can
  move a maximum of 240 feet from the user.
  Somnowave Generator
  Level: 1
  Range: 120 feet
  Duration: Game Master's discretion
  This  Gadget  puts  beings  to  sleep.   It  affects
  creatures based on their hit dice.
  Victim’s HD
  Number Affected
  Less than 1 to 1+
  2d6+3
  1+ to 2
  2d6
  3+ to 4+1
  1d6
  
  Time Release  Blood Oxygenation
  Tablets
  Level: 3
  Range: Touch
  Duration: 1 turn/level
  Grants the ability to breathe underwater for the
  duration.  It does not impede a beings ability to
  breath  normal  atmosphere  (if  the  Gadget  is
  working properly).
  Toxic Flush Pump
  Level: 4
  Range: Touch
  Duration: Instant 
  Counteracts effects of poison. It does not heal any
  damage but can remove paralysis and other side
  effects, and prevent further damage to the victim.
  Tractor Beam
  Level: 5
  Range: 150 feet
  Duration: 3d6 rounds
  The Tractor Beam can lift and move  up to 20
  pounds  per  level  of  the  Engineer.  The  Game
  Master should roll secretly for the duration of the
  Gadget.
  Turbocharge
  Level: 3
  Range: Touch
  Duration: One use
  An Engineer can tinker with a piece of equipment
  and  cause  it  to  effectively  double  it's  range,
  speed,  protection,  damage,  or  whatever  best
  applies to the equipment. 
  The doubled effect lasts only for one use of the
  equipment then it's rendered inoperable and must
  be repaired or replaced. 
  Universal Translator
  Level: 4
  Range: Speaking range
  Duration: 3d6 turns
  Allows communication between sentient species.
  Visible Spectrum Refraction Belt
  Level: 2
  Range: Touch
  Duration: 1 round/level or until an attack is made
  The user becomes invisible to normal vision and
  technological sensors. 
  Universal Lock Pick
  Level: 2
  Range: Touch
  Duration: Instant 
  This Gadget unlocks all doors, gates, and portals.
  
  Lost W orlder
  You come from a primitive planet on the fringes of the galaxy. Maybe you were captured by slavers,
  stowed away on a strange vessel, or discovered an ancient portal. You've ended up far from home in
  strange and mysterious galaxy that you don't understand.
  Weapons  & Armor:   Lost Worlders may use battle axes, clubs, daggers, spears, swords, staves,
  bows, and crossbows. At 4th level, they may also use mono-daggers, mono-swords, and mono-axes.
  They may wear Light Armor and use Physical Shields. 
  Prime Attribute: Constitution
  Level
  XP
  HD
  BHB
  ST
  Survival
  1
  0
  1
  +0
  14
  1 in 6
  2
  2,000
  2
  +0
  13
  2 in 6
  3
  4,000
  3
  +1
  12
  2 in 6
  4
  8,000
  4
  +1
  11
  3 in 6
  5
  16,000
  5
  +2
  10
  3 in 6
  6
  32,000
  6
  +2
  9
  4 in 6
  7
  64,000
  7
  +3
  8
  4 in 6
  8
  128,000
  8
  +3
  7
  4 in 6
  9
  256,000
  9
  +4
  6
  4 in 6
  10
  512,000 10
  +5
  5
  5 in 6
  Animal Instincts:   Lost Worlders have a 1 in 6
  chance of being surprised.
  Brutal  fighter:  Lost Worlders gain +1 bonus to
  damage with melee weapons.  Lost Worlders also
  apply  their  Strength  Modifier  to  Attack  and
  Damage Rolls with melee weapons.
  Primitive: 
  Lost  Worlders  don't  understand
  advanced technology but it doesn't mean that they
  can't  try.  Roll  2d6.   If  the  result  is  12  then
  somehow by mashing random buttons or banging
  on a console, the Lost Worlder has managed to
  activate or otherwise “fix” a device.  If the result is
  a 2 then there is a disastrous consequence and
  the device is probably destroyed. Any other result
  means nothing happens.
  Survival: Lost Worlders are accustomed to nature
  and  living  off  the  land.   This  also  applies  to
  identifying  dangerous  flora  and  fauna  even  on
  alien worlds. 
  Tough As Nails: They gain a +2 bonus to Save
  against Diseases and Poisons.
  Just  a  Flesh  Wound: Once  per  day,  a  Lost
  Worlder may shrug off a wound and reducing the
  damage by 1d6-1.
  
  Scoundrel
  They call you assassin, gambler, gunslinger, pirate, smuggler, thief, or bounty hunter. And that's if they
  like you. Scoundrels survive by their charm, wits, and luck. If you can't be good then at least be lucky. 
  Weapons  &  Armor:  Scoundrels may use clubs, daggers, mono-daggers, mono-swords, swords,
  laser pistols, and firearms. They may wear Light Armor but not use shields.
  Prime Attribute: Charisma
  Level
  XP
  HD
  BHB
   ST
  Know
  A Guy
  1
  0
  1
  +0
  15
  1 in 6
  2
  1,250
  1+1
  +0
  14
  2 in 6
  3
  2,500
  2
  +1
  13
  2 in 6
  4
  5,000
  2+1
  +1
  12
  2 in 6
  5
  10,000
  3
  +2
  11
  3 in 6
  6
  20,000
  3+1
  +2
  10
  3 in 6
  7
  40,000
  4
  +3
  9
  4 in 6
  8
  80,000
  4+1
  +3
  8
  4 in 6
  9
  160,000
  5
  +4
  7
  4 in 6
  10
  320,000 5+1
  +5
  6
  5 in 6
  Know a Guy: Scoundrels have contacts across
  the galaxy.  The character may see if he “knows a
  guy”. It might be a shady customs agent, a fence
  for illicit goods, a smuggler, or a cop on the take.
  These contacts may not be friends but might help
  only if the price is right.
  Lucky Breaks:  At 1st level,  Scoundrels have one
  Lucky Break per game session.  This increases to
  two Lucky Breaks at 4th Level and three at 8th
  Level.
  Scoundrels may use their Lucky Breaks to:
  •
  Go first in the current round.
  •
  Re-roll an Attack Roll.
  •
  Re-roll a Saving Throw.
  •
  Re-roll an Attribute or Skill check.
  •
  Re-roll damage.
  When the player re-rolls, the second roll is taken
  even if it worse than the original roll. 
  Winds of Fate:  Roll 1d6 on the following chart at
  the start of each game session. The Scoundrel
  gains  this  bonus  only  for  the  current  game
  session.   Roll  again  at  the  start  of  the  next
  session.
  Winds of Fate
  1 +1 To-Hit
  2 +1 Damage
  3 +1 to Saving Throws
  4 -1[+1] Armor Class
  5 +1 Hit Point per level
  6 Player's Choice
  
  W arp Ninja
  A secret order of assassins with mystic powers fueled by the power of a black hole. Physical bodies
  were not meant to summon and control the power of a dark star. Those who attempt it put their own
  lives in danger.
  Weapons  & Armor:  Warp Ninjas may use clubs, daggers, mono-daggers, mono-swords, spears,
  staves, Swords, and Star Swords. They may wear Light Armor but not use shields. 
  Prime Attribute: Constitution
  Level
  XP
  HD
  BHB
  ST
  1
  0
  1+1
  +0
  15
  2
  2,500
  2
  +0
  14
  3
  5,000
  2+1
  +1
  13
  4
  10,000
  3
  +1
  12
  5
  20,000
  3+1
  +2
  11
  6
  40,000
  4
  +2
  10
  7
  80,000
  4+1
  +3
  9
  8
  160,000
  5
  +3
  8
  9
  320,000 5+1
  +4
  7
  10
  640,000
  6
  +5
  6
  Aether Strike:  Warp Ninjas may empower their unarmed melee
  attacks with dark energy  which does  1d6 damage. The damage
  increases to 1d6+1 at 4th level; 1d6+2 at 8th level. 
  Phase Out: Warp Ninjas may take themselves out of phase with
  reality. During this time, the character is considered invisible and
  insubstantial.  They cannot affect the physical world  in any way.
  They can pass through normal doors and walls but not energy
  walls, force fields and the like. They may also pass through living
  beings but that character is allowed a Saving Throw to get the
  feeling as if “someone has just walked over their grave'. Using this
  ability is very dangerous and causes 1d6-1 damage per round to
  the Warp Ninja. A Warp Ninja may only activate this power during
  his action.
  Quantum Step: Warp Ninjas may teleport 30 feet to any point that
  they can see. Using this ability causes 1d6-1 damage to the ninja.
  Energy walls and force fields stop this ability.
  Warp Armor:  Warp Ninjas can surround themselves with a field
  of gravitational flux. This grants them a -1[+1] bonus to Armor
  Class. Using this ability causes 1 point of damage and lasts 1d6
  rounds. A Warp Ninja may only activate  this power during his
  action.
  
  Random Humanoid Species Appearance Charts
  Skin Color
  Hair
  1
  White
  1
  None
  2
  Black
  2
  Feathers
  3
  Red
  3
  Tendrils/Tentacles
  4
  Blue
  4
  Head Ridges
  5
  Green 
  5
  Funny Color
  6
  Gray
  6 to 8
  Normal Terran
  7
  Normal Terran
  8
  Roll Twice
  Ears
  Eyes
  1
  None
  1
  “None”
  2
  Pointed
  2
  Bug Eyes
  3
  Just Holes
  3
  Eye Stalks
  4
  Animal Like
  4
  An Extra Eye
  5
  Dangling Ears
  5
  Only One Eye
  6
  Normal Terran
  6 to 8
  Normal Terran
  Miscellaneous Feature
  1
  Horns
  11 Rotund
  2
  Antennae
  12 Really Skinny
  3
  Tail
  13 Really Tall
  4
  Pointy “Cone” Head
  14 Pointy Teeth
  5
  Extra Fingers/Toes
  15 No Neck
  6
  Snout
  16 Webbed Fingers and Toes
  7
  Forked Tongue
  17 Forehead Ridges
  8
  Leathery Skin
  18 Chin Tendrils
  9
  “Brainy” Head
  19 No Nose
  10 Oddly placed facial feature
  20 Roll Twice
  
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  OPEN GAME LICENSE Version 1.0a 
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  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011Matthew J. Finch.
  White Star: White Box Science Fiction Rolelpaying, Copyright 2015 Barrel Rider Games; Author James M. Spahn.
  Machinations of the Space Princess. Copyright 2013, Postmortem Studios
  
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