Guinnedog's Sci-Fi DnD Rules and Races

A guide to all the rules and races you will need to know for this epic sci-fi adventure!

Ship Comabt

Ships are the largest source of military within the galaxy! You can't have a ground war without having a twenty naval battles.

Guns

Naturally there are many different types of guns that exist for ships all with their own unique stats! Here explains the usefullness of each gun type!

Ballistic: These large bullets are useful against shields and can rip right through them but sadly aren't useful against missles, Light Aircraft, and Armor

Lasers: These are utterly ineffective against shields! But have been proven to be quite effective against armor and somewhat effective against Missles and Light Aircraft.

Missles: These hear can rip right through shields and can somewhat damage armor. But they are very useful against other missles. And can be useful against light aircraft. They also provoke attack of oppurtunity against them when fired.

Ship Upgrades

Ships will have many upgrades that can be installed! Wether it be more armo, shields, or better guns. The upgrades can be found in old reckages or at shops. Warning! Prices may vary and tend to be very expensive!!

Crippled System

If someone lands a devastating percise shot on one of your systems the following can happen depending on the location of the shot and the damage of the shot.

Pilot: If someone manages to take out your pilot the ship will begin to slow down granting the enemy multiple attacks of opportunity. If however its only small damage the pilot must sacrafice a turn and make an athletics to see if they can make it to a space suit in time.

Guns: A gun if damaged will take 2 turns to fully repair! If the shot was critical then the gun can't be repaired (unless at repair shop) and the ammo will explode if missle or ballistic, causing hull damage.

Thrusters: if one of these are hit the pilot must make a int save to stabalize the ship. If success the pilot stabalizes the ship. If critical the pilot must make int save to prepare for crash landing (if in orbit of planet/station) otherwise ship will be in a state of spinning for 2 turns.

Engine: If hit spend 3 turns repairing before you can move. If crit then the rear of the ship will explode being exposed to the elements of space. All those outside of a safe spot must make an athletics check to see if they can make it to another part of the ship or a space suit.

Shields

Shields are used as buffer to offer your ship that extra bit of time before an enemy can begin damaging your hull.

Weapon types play directly into shield damage. If you are being attacked by lasers your shields will last longer. Ballistics will decrease shields faster. And Missles will just ignore your shields entirely.

Shields will have their own AC and HP seperate from armor. In order to get trhough them use missles or destroy them.

Armor

Armor is whats underneath your shields. This is the last defense for your ship and must be sturdy enough to withstand blasts. You can upgrade your armor and some armors are just as effective as shields! But if something punches through your armor you best pray it doesnt hit your engines... or yout pilot.

Armor has seperate AC and HP from shields and are the last defense of your ship. Missles will ignore shields and if shields are down lasers will deal damage as well.

Fighter Ships

These are small single manned ships that are good at getting close and personal to enemy ships. They don't have much firepower, however they are good at dealing with other fighter ships and even missles.

Fighter Ships have no shields and have little HP compared to the larger ships. One hit from a big gun could destroy it. Thankfully it makes up for its HP in its small size and speed(AC).

Ship Turns

Actions: If a ship has the proper guns and crew it can make many actions. Example: 3 guns 2 crew means only 2 attacks can be made. If ships moves engines will determine how many spaces move before sacraficing an attack.

Movement: This is based on your engine which determines how many Feet you can move per turn, +0 would move 10 ft. and for every +1 to Engine adds another 10 ft. If at move limit a ship can give up a gun(s) turn for an extra 5 ft.

Percise Shot: If a ship is within 5-10 ft. of either the sides, front, or back of the ship. Along with the ships Shields being down. A percise shot can be made at the cost of all attacks that turn a percise shot can be made. And can be aimed at guns, pilot, or thrusters. The shot will have a -3 to atk but do double damage. Systems will be cripped upon a critical percise shot or two successful percise shots. Damage dealt by percise shots are added to Hull HP. Engines can be targeted only when the ships Hull is at quarter HP.

Evasive Maneuvers: The pilot as his crew action, Attempts to Maneuver the ship in erratic patterns to throw off the enemy's aim. On a successful opposed Spacecraft Check, enemies targeting the ship will do so with disadvantage. On a failure not only do the enemies manage to keep a bearing on the ship. Your first gunnery check will be made at disadvantage due to the erratic maneuvers.

Crew Roles-Ship Combat

Pilot (INT)

The pilot is a vital part of Ship Combat and is required in order to move during Ship Combat.

Fly: You move your starship up to its speed, This requires no checks.

Escort: Choose an allied ship. Your ship moves up to its speed. If your ship is adjacent to the chosen starship, that ship gets a plus 2 to its ac until the end of the turn. To perform this action the pilot needs to make a DC 15 spacecraft check. On a failure your ship interferes with the movement of the allied ship causing it to take a minus 2 penalty to ac.

Flank: Choose an enemy starship. Your starship moves up to its speed as normal. If your starship ends within 5 Squares of the chosen starship, the next attack against the chosen starship, made during that round, gains advantage. To perform this action the pilot needs to succeed on an opposed spacecraft check. On a failure the starship moves as normal.

Captain (CHR)

It is a Captain's job to maintain the morale of the crew, the captain offers buffs to the crew for that extra edge.

Command: You are the head of the ship and her crew, it is up to you to direct attacks and movement if needed.

Rally: Rally all the members on board your ship to grant them advantage on all their rolls next round. Along with advantage the party will add their captains CHR modifier to their attack and damage rolls. This can only be used twice per every long rest.

Truce: If you and an enemy ship are damaged you can call for a truce with your enemy. You must pass a speech check, upon success you will have one turn to either flee without any attacks of opportunities or attempt to repair as many systems as possible. Will only work once per ship combat.

Evacuate: If you feel your ships is lost you can call an evacuation order. Doing this will offer your crew advantage on all atheletics checks when rushing to an escape pod.

Engineer (WIS)

The egineer is the backbone of the ship. Without one you are practically an expensive one use object.

Repair: As an engineer you will use your WIS to be able to repair your hull and shields. When repair is a success you will add 1d12 along with WIS modifier amount of health back to either your Hull or Shields.

Fortify: As an engineer once per ship combat you can fortify either the Shield or Hull. Doing so will grant a +2 AC to the base AC to the Shield or Hull. This will only last 3 turns before it wears off.

Protect: If an enemy has a percise shot on your engine(read percise shot for more info) you can in a last ditch effort sacrafice 2 turns worth of actions to make an enemy percise shot towards your engine have a -10 ATK. This will only last for 2 turns and you will be unable to do anything else while protecting the engine. Can only be done once per ship combat.


Gunner

It is up to you to fend off the enemy's attacks. A ship without a gunner is just a set piece.

Shoot: You control the guns and shoot. You are able to pick your targets or let your captain pick a target for you.

Marksman: When in control of a gun and an enemy is more than 20 ft. away you can use sneak attack. This will be at disadvantage however. If enemy ship is also within 10 ft. of you when you use this ability they will get one attack of opportunity on you.

Suppressive Fire: If your ship's shields are down and Hull HP is half you can lay down suppressive fire with your guns allowing you to hit all enemy ships within range at disadvantage. Each ship hit will deal half damage and will cause confusion making the enemies unable to do anything for one turn. This can only be used once per long rest.

Fighter Pilots (DEX)

Fighter Pilots aren't necessary for a ship to be combat capable but do have their uses.

Fast Flying: You are able to dart around the battlefield in your small ship, you can always move 40 ft. in ship combat.

Distraction: If you are within 5 ft. of an enemy ship you can fly around within a 5 ft. radius of that ship to distract their guns. The enemy will have to make a wisdom check until success. Once an enemy gunner passes the wisdom check they will no longer focus on you.

Small Target: You are a small target and all guns minus auto-cannons and missles have disadvantage on you.

Evasion: As a reaction you can use you DEX to evade enemy fire.

Crewmen

Crewmen are individuals who aren't assigned to any role. This however does not mean they are useless.

Assist: As a crewman you can choose to assist any of the following roles minus fighter pilot. Doing so will grant them advantage on certain roles.

Assisting the Engineer you use the egineers WIS modifier to repair systems allowing two people to repair either two seperate systems or one at advantage.

Assisting the Pilot will allow them to gain advantage for things like evasive maneuvers.

Assisting a Gunner will allow them to make attacks at advantage if an enemy is within 10 ft. of your ship.

Assisting the Captain will grant advantage on speech checks or even grant one additional use to Rally.

Guard: You can also set unassigned crewmen to guard the ship. This will make it so if an enemy boards the ship all crewmen assigned to guard will get a surprise round on the enemy.

Ship Table

This is just a table of ships to give the player and DM a general idea of what ships would look like stat wise. DM can use these or create their own ships.

Nomad Vessle(Small): 10,000

A refurbished cargo ship with big storage space enough to fit a small vehicle. The ship comes with 5 rooms each with a bunk bed, one communal bathroom, two escape pods with 3 seats, And a cockpit with enough room and seats for 4.

Equipment Stats
Engine +2 INIT
Armor 110 HP: AC 14
Shield 80 HP: AC 12
Coil Gun Atk +1 Dmg 4d6+5
Lardian Corvette(Small): 30,000

A sleek designed vessle with enough cargo space to fit a decent amount of live cargo or some large crates. The ship has no real dedicated sleeping area so good luck. There is only one bathroom which is a small doorlessroom with a single toilet. The cockpit has enough room for 8 people to strap in. One ramming escape pod with 10 seats.

Equipment Stats
Engine +4 INIT
Armor 135 HP: AC 16
Shield 60 HP: AC 9
Coil Gun x2 Atk +1 Dmg 4d6+5
Missles Atk +0 Dmg 2d10+3
Human Cruiser(Medium): 65,000

A fairly large vessle of human design with enough room to fit some small vehicles. 10 rooms all with bunk beds, 2 communal bathrooms, a cafeteria, And a captains quarters with a double bed and private bathroom. Cockpit large enough to fit a crew of 8. Two escape pods both with 6 seats.

Equipment Stats
Engine +3 INIT
Armor 250 HP: AC 18
Shield 50 HP: AC 13
Rail Gun x2 Atk +4 Dmg 3d10+5
Blue Laser Atk +2 Dmg 4d6+4
Missles Atk +0 Dmg 2d10+3

Wessari Cruiser(Medium): 80,000

A decently big ship with enough cargo space for some crates or one small vehicle. A bunkroom with 6 bunk beds, One communal bathroom, a cafeteria, and a small Captain quarters with a single bed and a bathroom with no shower. The Cockpit has enough seats for 6. Two escape pods with 6 seats.

Equipment Stats
Engine +2 INIT
Armor 220 HP: AC 16
Shield 110 HP: AC 16
Rail Gun x2 Atk +4 Dmg 3d10+5
Blue Laser x2 Atk +2 Dmg 4d6+4
Auto Cannon Atk -2 Dmg 3d8+3
Shantari Firgate(Large): 150,000

A massive ship with enough cargo space to hold a tank or two along with a hangar that already has two ships inside. 15 rooms all with one bunkbed and a private bathroom, A cafeteria, and a captains quarters with a lounge, double bed, and private bathroom. The Bridge is larg enough to fit up to 20 people. 3 escape pods with 8 seats each.

Equipment Stats
Engine +0 INIT
Armor 350 HP: AC 18
Shield 120 HP: AC 16
Rail Gun x3 Atk +4 Dmg 3d10+5
Blue Laser Atk +2 Dmg 4d6+4
Hangar Bay 2 Fighter Ships
Fighter Ship(Tiny): Requires Hangar Bay

A tiny ship large enough for one person. Due to its size it lacks a shield but makes up for it in speed.

Equipment Stats
Engine +5 INIT
Armor 70 HP: AC 18
Machine Gun Atk +3 Dmg 1d8+2

Ship Upgrades

Ships all throughout the milky way are highly moddable, but not all ships can be equipped the same. One must account for the size of a ship and the sacrafice of pre existing objects. All upgrades will have a letter before them indicating the smallest ship size they can be installed on.

Weapons

A requirement for those wishing to protect themselves in a violent galaxy. The following is a list of weapons and their tier upgrades. All weapons with a number next to it indicates the level, and will be listed in from lowest to highest for that upgrade tier.

Ballistic Weapons

Level Stats
S Coil Gun Lv: 1 Atk +1 Dmg 4d6+5
S Rail Gun Lv: 2 Atk +3 Dmg 3d10+5
M Gauss Cannon Lv: 3 Atk +5 Dmg 3d12+3
S Auto Cannon Atk -2 Dmg 3d8+3
M Kinetic Battery Lv: 1 Atk+1 Dmg 6d8+3, 1 Turn Reload, Full Turn Use
L Mega Cannon Lv: 2 Atk+2 Dmg 8d8+5, 2 Turn Reload, Full Turn Use

Missiles

Level Stats
S Missiles Atk +0 Dmg 2d10+3
S Swarm Missiles Atk +3 Dmg 2d6+2, Advantage on Missiles and Fighter Ships, Disadvantage on Armor
M Torpedoe Atk +2 Dmg Dmg 2d12+3, 1 Turn Reload

Lasers

Level Stats
S Blue Laser Lv: 1 Atk +2 Dmg 4d6+4
M Gamma Laser Lv: 2 Atk +3 Dmg 4d8+2
M Plasma Accelerator Atk +2 Dmg 2d10, Advantage on Shields
L Particle Lance Lv: 1 Atk -2 Dmg 5d10+2, 1 Turn Reload, Full Turn Use
L Tachyon Lance Lv: 2 Atk -3 Dmg 6d12+3, 2 Turn Reload, Full Turn Use

Weapon Slots

This is how many weapons a ship can have based on size.

Small: 3 Weapons of any type.

Medium: 5 Weapons or 3 and 1 Torpedoe/Kinetic Battery

Large: 6 Weapons or 4 and 1 Lance Weapon/Mega Cannon, Kinetic Battery counts towards normal weapon slots


Armor and Shields

A Must have if you want your ship to run its most basic functions. These can be upgrades to increase the AC, HP, or Both on your ship. The following is a list of ships size and the highest they are allowed to upgrade their Armor/Shields.

Size Max Addition
Small +80 HP +3 AC
Medium +140 HP +2 AC
Large +250 HP +0 AC

Engines

These are the very foundation of the ship, without them you are no more than a set piece. The following is a list of the highest INIT bonus your ship can have based on size.

Size Max Init
Small +6 INIT
Medium +4 INIT
Large +2 INIT

Hangar/Cargo/Vehicle

These are not required for ship but offer a bit of assistance for those who either travel alot, trade goods, or just want an edge in combat. A ship size accounts to how large you can make these and will sacrafice other systems of your choice.

Example: Large ship with a hangar bay housing 4 fighter ships, you can then choose to sacrafice 2 guns or any future upgrades on your Shield/Hull or a -1 INIT for your engines.

Small Ship Can only house small cargo/vehicle bay which allows for transport of small cargo or 2 small vehicles.

Medium Ships Can only house medium cargo/vehicle bay allowing transport of bigger cargo and 1 medium size vehicle or 4 small vehicles. They can also install a Hangar bay for 1 fighter ship.

Large Ships Naturally can have the most, being able to have a Large cargo/vehicle bay for large cargo or 1 large vehicle or 2 medium vehicles or 8 small vehicles. They can also house a hangar bay reaching to a max size of 4 fighter ships.

Misc Upgrades

These are upgrades that anyone can add, but depending on your size can cost more. Such as Escape Pods, Room upgrades/conversions, paint jobs, ect.

Rare Upgrades

These are the most expensive upgrades one can get.

Stealth Systems grants your ship temporary invisibility

Emergency Warp grants you the ability to warp to a random location mid combat, can lead to worse outcomes

Sensors grants you the ability to scan a region to get a rough understanding of possible structures, loot, or enemies

Firearms(Ballistic) of the Milky Way

Guns have been such a big part of the endless wars that have taken place within the galaxy. You'd be foolish not to use such powerful weapons!



Full Auto Rules

If a gun has a full auto feature, you are able to shoot all targets within a 30 ft. cone. Doing so comes with a -5 to attack and drains half your magazine.

Simple Firearms
Name Cost Damage Weight Properties
Pistol 600 Credits 1d8 4 lbs. 8 Rnd Mag, Range 20/200 ft. (Semi-Auto) Ammo: (B)
Revolver 800 Credits 2d6 3 lbs. 6 Rnd Cylndr, Range 30/180 ft. (Revolver) Ammo: (B)
Assault Rifle 4500 Credits 1d10/3d6 FA 10 lbs. 20 Rnd Mag, Range 50/500 ft. (Full-Auto/Semi-Auto) Ammo: (B)
Shotgun 6000 Credits 2d8 13 lbs. 5 Rnds, Range 20/60 ft. (Pump-Action) Ammo: (B)
Sniper Rifle 8000 Credits 1d12 14 lbs. 10 Rnd Mag, Range 80/1200 ft. (Bolt-Action) Ammo: (B)

Advance Firearms
Name Cost Damage Weight Properties
Advance Semi-Auto Rifle 6500 Credits 2d8 10 lbs. 12 Rnd Mag, Range 30/400 ft. (Semi-Auto) Ammo: (A)
Advance Assault Rifle 8000 Credits 2d10 15 lbs. 30 Rnd Mag, Range 30/180 ft. (Burst) Ammo: (A)
Advance Shotgun 9500 Credits 1d10+3 12 lbs. 10 Rnd Mag, Range 20/150 ft. (Semi-Auto) Ammo: (A)
Advance Sniper Rifle 13000 Credits 3d6 40 lbs. 15 Rnd Mag, Range 90/1200 ft. (Burst) Ammo: (A)
Auto-Revolver 15000 Credits 1d12+3 8 lbs. 5 Rnd Clyndr, Range 30/250 ft. (Semi-Auto) Ammo: (A)

Ammo
Type Cost Effects
Normal(35) 30(B)/50(A) Credits None
AP(25) 35(B)/55(A) Credits +3 ATK -3 DMG
HP(25) 40(B)/60(A) Credits +3 DMG -5 ATK
Explosive(10) 60(B)/80(A) Credits 1d4 Radius DMG
Elemental(10) 100(B)/180(A) Credits 1d4 Element DMG
Mod Types
Type Effects
Scopes Large Increase of Range
Sights Average Increase of Range
Grips Adds atk bonus
Magazine Increase rounds held in Gun
Flash Light Allows to see in dark spaces
Suppressor Stay hidden after attack
Laser Sight Adds atk bonus

Grenades

Grenades are throwable weapons that have a range of up to 50 ft. and deal damage in a 10 ft. radius.

Type Price Effects
Smoke 200 credits Creates thick smoke obstructing vision
Shrapnel 500 Credits 2d6 Piercing damage
Pulse 500 Credits 2d6 Pulse damage, only effective on machines
Incendiary 800 Credits 2d6 Fire damage
Flash Bang 800 Credits Stuns enemies for one turn
Land Mine 700 Credits 3d6 Piercing damage to activator, half to others in radius

Weapons(Melee) of the Milky Way

The blade is an iconic weapon. So much so that even hundreds of years later with the era of firearms. Species in the Milky Way still use "primitive" weapons. Some because it's what they know. Others for status in their culture. There are many melee weapons in circulation to date (Generic 5e melee table). However many see these weapons as obsolute and find new innovative ways to upgrade them. Or replace them with newer more tech based melee weapons.


Melee Modifications (5e = Base 5e weapons)
Name Cost Effects
5e Shantari Tungsten 700 Credits ATK +4 (Can't have Mastercraft steel)
5e Mastercraft Steel 700 Credits DMG +4 (Can't have Shantari Tungsten)
5e Elemental Touch 825 Credits 2d8 Elment DMG (1 Per weapon)
Homing Upgrade 1000 Credits Melee acts ranged, action to "teleport" to sheeth:STR 16+ for Heavy weapons
Quicksilver 2000 Credits Allows an extra ATK (Stacks with Multiattack)
Magnetic Blade 3000 Credits First attack is guarenteed hit (once per enemy)

Advanced Melee Weapons
Name Cost Damage Weight Properties
Flamepack Blade 500 Credits 1d10 Slashing +3 Fire 18 lbs. Heavy
Shock Baton 500 Credits 1d8 Bludgeoning +2 Electric 5 lbs. Light, Non-Lethal
Chainknife 800 Credits 2d6+3 Slashing 8 lbs. Light
Thermal Sword 950 Credits 1d10 Slashing +5 Fire 4 lbs. Versatile (1d12)
Auto Lance 2000 Credits 2d8+3 Piercing 8 lbs. Reach, Two-Handed
Gunpowder Fist 2200 Credits Add 3d6 to unarmed damage 5 lbs. Loading (2 Rnd), Light, Finesse
Power Hammer 8000 Credits 1d12 Bludgeoning, 1d8 Force, Crits prone target 20 lbs. Two-Handed, Heavy


Energy Firearms
Name Cost Damage Weight Properties
Force Pistol 8000 Credits 1d12 Force 8 lbs. 5 Rnd Cell, Range 25/120 ft. (Semi-Auto) Energy Cell
Blaster Rifle 8500 Credits 2d8 Force 13 lbs. 12 Rnd Cell, Range 40/300 ft. (Semi-Auto) Energy Cell
Rotating Blaster 8800 Credits 3d6 Force 30 lbs. 3 Rnd Battery, Range 35/200 ft. (Full-Auto) Energy Battery; Heavy
Range Blaster 9200 Credits 2d10 Force 15 lbs. 3 Rnd Cell, Range 60/1500 ft. (Semi-Auto) Energy Cell
Railgun 10000 Credits 2d12 Piercing 28 lbs. 1 Rnd Bolt, Range 80/600 ft. (Single) Bolt; Heavy, Special

Energy Ammo
Type Cost
Energy Cell(15) 200 Credits
Bolt(2) 400 Credits
Energy Battery(3) 500 Credits

Energy Weapons of the Milky Way

These plasma based weapons are fairly new to the galaxy. Due to this they fetch a premium as they are not mass produced. Most of these are commonly found with wealthy individuals and elite soldiers.

Cybernetics

Cybernetics are a major part of the modern galaxy. However not all empires like the idea of defiling your body with machines. These individuals have good reason for their belief however. It has been proven that Psionics and Cybernetics do not mix and go as far as to cause spell failure or other problems. (This doesn't apply to all cybernetics)

Cybernetic Types

Cybernetics vary from a mechanical arm to a contact lense that can connect to the extranet.

Limb Enhancements: These are some of the most common amongst mercs and soldiers, replacing your limbs can prove useful with certain skill checks however directly effect spell casting.

Mental Enhancements: These can go anywhere from making one immune to charm or improving ones intelligence, improving the capabilities of the mind however does effect spell casting as well.

Sensory Enhancements: These are most popular amongst all who use cybernetics allowing one to improve their senses, enhancing ones senses has not proven to effect spell casting.

Simple Enhancements: These are super common amongst day to day people and are usually not a committed implant allowing phone calls, use of extranet, ect. These do not effect spell casting.

Internal Enhancements: These are the rarest form of cybernetics and often are only found in Shantari. These completely alter ones interal organs increasing lifespan, health, and even making one immune to some diseases. Spell casting is made impossible with these enhancements.

Spell Failure

It is unkown why cybernetics and psionics don't mix. Wether it's because the Shroud is angered or they just simply don't mix is up to debate. It is known that they do cause problems.

Limb Failure: If you have enchanced limb you must make a spell save using your spell casting ability and beat 12. If failed DM rolls a d20 4 and above your spell fails, 3-1 your spell casts upon the caster.

Mental Failure: If casting a spell with mental ehancements you must beat your spell save DC. If failed the DM rolls a d20 leading to a 50/50 of either the spell failing or the spell casting upon the caster.

Internal Failure: There is no fear of failing spells with internal enhancements. You can't cast spells at all, even if you were a spell caster before enhancements.


Cybernetic Improvements/Prices

This is a simple list of some cybernetics and their prices and improvements, DM can alter as they see fit.

Limb Ehnacements

Type Price Effects
Phys Limb 10000 Credits Add +2 to physical attribute
Weapon Arm 20000 Credits Adds gun w/ 3 rnds 20ft. rng or blade doing 1d10 dmg and can be hidden
Mobility Leg 15000 Credits Adds athletics or acrobatics as skill and increases movement by 10 ft.
Storage Leg 20000 Credits Allows one to hide small weapons or items easily

Mental Enhancements

Type Price Effects
Mental Chip 10000 Credits Add +2 to any mental attribute
Resistence Chip 90000 Credits Makes one resitence to desired mental effect
Immune Chip 200000 Credits Makes one immune to desired mental effect

Sensory Enhancements

Type Price Effects
Hearing Implant 8000 Credits Advantage on hearing based perception rolls
Survival Implant 8000 Credits Adds survival as a skill and grants advantage on survival rolls
Combat Instinct 20000 Credits Allows attack at disadvantage as reaction to enemy's attack

Simple Enhancements

Type Price Effects
Extranet Lense 2000 Credits Can connect to extranet whever you are
Calling Device 2000 Credits Can call people without external device
Ad Blocker 8000 Credits Hide those unwanted ads (Exluding device creator's ads)

Internal Enhancements

Type Price Effects
HP Improve 60000 Credits Add +10 permanent HP
AC Improve 80000 Credits Add +4 permanent AC
Resistence 200000 Credits Makes one resistant to desired physical effect
Immunity 300000 Credits Makes you immune to desired physical effect

Psionics

The pursit towards power and enlightenment often merge into one path. This path is found in psionics. Through these new powers offered by the shroud individuals are able to do the unthinkable. Enhancing this ability however is no east feat, as you must earn the bless from the shroud. Many have tried, many have failed.

Devotion Points

Devotion points are a kind of currency used to unlock certain Psionic levels. You gain these via the DM when you interact with the Shroud, slay foes with magic, or leveling up as a spell caster. The Psionic path is completely optional and a party member can opt out staying in level 0 of Psionics if they wish. Devotion Point gain, per Psi lvl

Psi lvl Killing with magic Spellcaster Lvl-up
0 0 5
1 10 10
2 15 15
3 40 20
4 55 25
5 0 0

Psionic Connection (lvl 0)

At this stage you have a basic understanding of Psionics. However you have no connection to the Shroud and as such aren't granted it's powers. You gain no buffs and debuffs from this and all species (Excluding Wessari) start at this level.

Piercing to the Shroud: This is an ability you get at level 0 of the Psionic tree, you are able to go into a trance an attempt to pierce the Shroud making contact. This can only be achieved once per 3 Long Rests. DM will roll a d100 below 95 fails. Each fail you gain 2 Devotion Points, on success you gain 20 Devotion.

Psionic Novice (lvl 1)

You have finally made a connection to the Shroud and as such are ready to tap into the full potential of your Psionic abilities.

Prerequisite: 50 Devotion Points, Class level 3, or are a Wessari.

Pray to the Shroud: At this level you can once per long rest pray to the shroud to gain 5 Devotion Points.

Speak with the Shroud: Once per 3 Long Rests you can attempt to speak with the Shroud. DM rolls d100 anything below 85 is a fail. Upon failing you gain 8 Devotion Points, on success you gain 50 Devotion Points.

Cybernetic Hindrance: You now suffer from casting debuffs with minor cybernetics.

Aid from the Shroud: Once per long rest you can seek aid from the shroud to double the damage of a spell attack. DM rolls a d20: 1-10 nothing happens, 11-20 damaged doubles.


Psionic Apprentice (lvl 2)

You have honed your Psionic powers and are able to do much more than before. Keep everything from lvl 1 minus debuff.

Prerequisite: Need 500 Devotion Points and Class level 5

Cybernetic Failure: At this level cybernetics no longer just hinder you spell casting but also offer a -2 to CON

Shroud Aura: A 3rd level spell that can only be cast once per long rest. You can cast a 10 ft. aura around you and any spell casters gain an extra spellslot and a +1 tp spell attack bonus. Buffs only offered in aura and does help enemies!

Psionic Adept (lvl 3)

Even more devotion has made you a skilled Psionic Warrior. Keep everything from lvl 1-2 minus debuffs.

Prerequisite: 800 Devotion Points and Class Level 8

Cybernetic Sickness: You are plagued by sickness and now suffer from a -4 CON and spell casting debuffs.

Shroud Warrior: A 5th level spell that allows you to cast an armored cloak around you or an ally for 4 turns: It offers a +3 to their current AC . Any who attack the Shroud Warrior must make a CON save of 13+ of take 2d8 Force Damage.

Shroud Vision: A Cantrip that you can use once per short rest, It allows you to see one weakness of a targeted enemy and one resistance.

Psionic Expert (lvl 4)

You have reached a level of connection on a few have ever gotten before. Keep everything from lvl 1-3 minus debuff.

Prerequisite: 1250 Devotion Points and Class level 12

Cybernetic Rejection: From this point on you can't cast magic with Cybernetics and will lose Psi levels until you reach level 0 where you can go back to casting magic.

Shroud Blade: You are granted a unique blade that only you know how to use. Gain a Longsword with +2 ATK and 2d10 DMG and 1d10 Force DMG. Also has ability to become ethereal once per combat ignoring enemies AC. If lost can be returned to sheeth as bonus action.

Anti-Spell Aura: A 7th level spell that casts a 30 ft radius around targeted area up to 150 ft. All in this aura are unable to cast magic. All focus is put on the aura, doing anything else would break focus and the aura.

Psionic Master (lvl 5)

You have become something more. Something none have ever achieved before. Keep all from lvl 1-4 minus debuff.

Prerequisite: Devotion Points 2500, Class level 15

Cybernetic Death: Cybernetics will kill you.

Immortality: You have ceased to age, and you find that things don't kill you. When you "die" you are teleported deep into the shroud where you will remain for a few weeks until being released again. You no longer need to sleep or eat.

Shroud Beast: You can call upon the shroud to summon a massive beast made of pure energy to aid you in combat. Can only summon the beast up to 3 times.

Races Of The Milky Way

Shantari

the Shantari are a group of Bird like Humanoid. They are covered head to toe in feathers and are natuarly very bulky. They have no wings like other Avian races but do have talons. You will never see a Shantari naked and most likely never will see them wearing anything other than Armor or Fine Clothing.

Shantari Names

Shantari names has three specifics. 1. Rank 2. Family Name 3. Personal name. The personal names are very simple and are almost a rough discription of their appearance (Example Below)

Perosnal Male/Female: Beak of Brown, Plume of White, Wings of Teal, Feathers of Silver.

Full Shantari Name Example: Commander WindClaw Beak of Brown

Shantari Traits

Your Shantari character has a list of technological/intelligent features.

Ability Score Increase: Your Intelligence score increases by +2

Age: Most Shantari mature around 18 years of age and can live up to 210 years.

Alignmet: Shantari don't stick to one side of the spectrum taking on any alignment.

Size: Shantari stand between 6 and 7 feet tall and will average around 220 pounds. Your size is medium.

Speed: Your base walking speed is 30 ft.

Darkvision: You can see up to 60 ft. in dim light as if it were brightly lit.

Shantari Combat Training: You gain proficiency with Medium Armor, Shortswords, and any firearm.

Shantari Intellect: When dealing with technology you always get advantage on studying or operating it and also gain Investigation as a skill.

Languages: You can speak, Read, and Write in Common, Shantari, and one language of your choice.


Relgion

You will never find a "religous" Shantari. For all of them worship one thing and one thing only. The advancement of their own technological prowess. All Shantari at a young age are raised to despise religion. All religion within the Sovereignty is outlawed and is punshible by death.

Culture

Most Shantari culture is based around technology. While the Shatari live in Academic Privilege in their glorious High Rises all other species are forced to live in shared quarters. The Shantari themselves indulge in fancy balls and extravagant gambling. For their day to day work life they will mostly be Foremans at mines, Engineers, Scientists, or Soldiers. The most common being the Last two.

Cybernetics

Due to the Shantari's technological advances all Shantari were and are now given Cybernetics which grant you a +2 to an attribute of your choice, and Advantage on all Perception rolls. You also have the ability to connect to the Shantari Extrenet at any moment without a third party device. Due to your cybernetics you are unable to use spells



Wessari

Wessari are Fox like humanoids who are slim yet very strong and often are found wearing armor even in the most peacefull situations.

Wessari Names

Wessari usually have very elegant names and always refer to each other by their Title first and Full name second.

Male Names: Rodrig Van Everstein, Tallstein Franz Constable, Frederick Don Klanstin

Female Names: Sylian Von Erikstein, Fringillia Fen Irigar, Lyllian Den Teilgerd

Wessari Traits

Your war like religious culture grant you some combat/religious features

Ability Score Increase: Your Strength score Increases by +2 and your Wisdom increases by +1

Age: Wessari mature around 18 years of age and can live up to 90 years.

Alignment: Most wessari tend to be honorable and lean towards lawfull alignments.

Size: Wessari stand between 5 to 6 feet and average around 180 pounds in weight. Your size is medium.

Speed: Due to your fast animalistic nature your movement speed is 35 ft.

Darkvision: You can see up to 60 ft. in dim light as if it were brightly lit.

Wessari Warrior Training: Do to your required training you are Proficient in Longswords, Heavy Armor, and Rifles.

Wessari Speed: You gain athletics as a skill and have advantage in rolls that involve running.

Languages: You can speak, read, and write in Wessari and Common.


Religion

The Wessari are devote followers to an entity known as the shroud and eventually managed to tap into its power granting all Wessari psionics (magic). The aren't extremists but are willing to wage full blown wars to defend their religion if they must.

Culture

The wessari are a feudal like warrior culture. All wessari at a very young age are taught how to fight and required to serve in the military for at least 4 years this includes nobility. When they aren't in war they indulge in religous gatherings to connect with the shroud or host tournaments.

Psionics

Due to recent events you are granted psionic powers (magic). If you are a spell based class you can pick 2 of any spell from ANY of the Spell lists. If you are not a spell based class you get your pick of any 2 cantrips. (This stacks with any class that adds cantrips or spells) Also gain lvl 1 in Psionics.



Cabbagefolk

The strange humanoid cabbages have proven time and time again to be quite racist. Thus resulting to their empires name. No one really likes these guys.

Cabbagefolk Names

Uhhh... Look these guys speak via blinking and have no gender so... Please enjoy are potential names they go by list. Names: Olive Pod, Green Bean, Green Sprout, Lettuce

Cabbagefolk Traits

Yall racist... So you get what you deserve.

Ability Score Increase: Your Intellegence and Wisdom Increase by +2 but your charisma is -2

Age: Most Cabbagefolk mature around 2-3 days and unfortunately live around 90 years.

Alignment: Really... I shouldn't need to explain it... These guys are like... E V I L

Size: Cabbagefolk stand between 6-7 feet tall and weigh around 100 pounds. Your size is medium.

Speed: You move 30 ft.

Cabbagefolk Slave Mongering: You get intimidation and perception as a skill and Always get advantage in intimidation rolls against slaves or primitives.

Languages: You can read and write in common. And you can use the untranslated Cabbagefolk Blinking language. PS You cant speak without cybernetics.


Religion

Due to a lack of communication the Inquisition isn't actually religous and are more similar in beliefs with the Shantari when it comes to technology.

Culture

The Cabbagefolk tend to do nothing while any other race is forced to be a slave and work on things they don't mind "lesser" species working on. They often indulge in idle chit chat and have been reported to have staring contests.

Rebirth

Due to the similarities in gene structure with that of a cabbage, when you die thats not the end. If someone is able to plant your remains in the ground and able to maintain growing you for one week you will resprout into 5 other Cabbagefolk. With the help of Cybernetics if applied to one of your sprouts you can essentially be revived in a new young n' hip body. (You will technically be a new character. Each sprout has one distinguished feature of the parent body and all memories of said parent are percieved as memories of your parent rather than your own.)



Bolgat

These large humanoids are often acredited for being the bane of the Shantari military. A heavily militiristic society mixed with a tad bit of xenophobia led the Bolgats to become some of the most agressive warriors in the galaxy.

Bolgat Names

Bolgats have very simple names following the system of a first and lastname.

Male: Perak Vagas, Vikal Vigon, Fon Tysala

Female: Tupra Nik, Merg Vigon, Sapra Va

Bolgat Traits

Formidable warriors, digust towards xenos. You are the perfect warrior, or so you're taught.

Ability Score Increase: Your Strength Increases by +2 and Dex by +1

Age: Most Bolgats mature around 15 years and live up to 130 years.

Alignment: Most Bolgats only care for the glory of battle, so they follow a more neutral path.

Size: Bolgats stand at around 7'5"-7'9" tall and weigh around 230 pounds. Your size is medium.

Speed: You move 30 ft.

Weapon Mastery: You are able to pick up any ranged weapon and instantly know how to use it.

Darkvision: You can see up to 120 ft. in dim light as if it were brightly lit.

Poison Immunity: You are immune to any and all types of poison damage.

Railgun Mastery: Due to your species being the creators of the Railgun and are the only ones who know how to use them you do not require special training for Railguns. You also do not need the STR requirements to use Railguns.

Favored Enemy: No matter what class you are you always get Shantari as a favored enemy, if ranger you get this along with another of your choice.

Languages: You can speak, read, and write; Common, Kors and Shantari.


Religion

The Bolgats do not have time for religion. It is believed that the Bolgats are highly anti religion in fact. It is stated in Bolgat texts that Religion is a distraction from your service to your nation.

Culture

All Bolgats are trained in the art of war from the moment they are capable of complex learning. By the time they are 15 they are put into military training where they will stay. Once they are done with training at around 18 years of age they are given enhancements. These enhancements alter the very genetics of the Bolgats to make them better soldiers. From this point on a Bolgat is a soldier til they die and are not allowed to leave service.

Genetic Enhancements

Due to your altered genetics you are able to pull off moves others cant. You have enhanced perception allowing you to roll a dex save twice per long rest to dodge any ranged attack. You also gain perception as a skill. Along with your ability to doge projectiles you can also utilize the full potential of any ranged weapon. Once per long rest you can call a shot giving you an automatic crit on any target of your choice, however this will provoke anyone within range an attack of opputunity against you.


Sandar

The Sandar were once a primitive nation tha was wiped out by a strange parasite. Now the species are a collection of sentient intellegent corpses driven with the soul porpouse to grant others their "gift" attempting to spread the parasite across the galaxy infecting all. The are currently doing this to the Nharr a primitive species in their space.

Sandar Names

Sandar names sound like they are the bad guy of some generic fantasy movie.

Male: Arkon, Malrok, Dronkar

Female: Anlexia, Kreya, Janar

Sandar Traits

You are an intellegent corpse and want others to share the same fate as you

Ability Score Increase: You get a +2 to INT and a +2 WIS but suffer from a -2 DEX

Age: Due to you being dead you never age, The parasite however will wait til the host is of that species mature age.

Alignments: You are Evil from your pure desire to enthrall the galaxy under your parasites control.

Size: You stand at around 4 feet tall and weigh around 220 lbs. Your size Medium.

Speed: Due to your bulkiness and short legs you waddle at an amazing 20 ft.

Darkvision: You can see up to 60 ft. in dim light as if it were brightly lit.

Multi-Attack: Due to your four arms at 1st level you get multi-attack. You can only make two melee attacks with this and is overridden by by class specific multi-attack.

Necromantic Knowledge: You gain Arcana and Insight as skills.

Undead: Due to being undead you do not need to sleep, eat, or drink. You also are immune to poison but are weak to fire. (Still need spacesuit in space otherwise parasite will die) You will find that people are afraid of you, get disadvantage on all charisma base rolls when talking to anyone uneffected by the parasite.

Languages: You can read, write, and speak Sandarian, Common, And one language of your choice. You also have the ability to telepathically communicate with anyone who has the parasite in them.


Relgion

The Sandar do kind of have a religion. They worhsip the very parasite that has given them their "gift" as they call it. They even preform ritualistic sacrafices in hopes that the parasite will be pleased and keep granting them their "gift"

Culture

The Sandar spend most of their days spreading their parasite across the galaxy. When they aren't focused on that however they tend to study all things necromancy and hold massive festivals where they show off their ability to control the dead. The festival ends in a sacrafice to the parasite. They also have a caste system which ensures that all who do not have the parasite are put into a position of little to no power. And force them to work til they gain the parasite and are then forced to work forever.

Necromancers

Due to your natural interest in all things undead you have studied all things Necromancy. Advantage on all arcana/investigation rolls when it comes to undead and necromancy. If a spell caster you are free to pick any spells from the necromancy school. If not a spell caster you may pick one spell from the necromancy school.



Pictling

You are the Democracy loving, Xeno hating, Trigger happy species of the Galaxy. Fighting petty wars over things such as hurt feelings and ugliness of another species.

Pictling Names

Very simple names that can be used for both genders.

Male/Female Names: Eshball, Magon, Ballshama

Pictling Traits

You are angsty little things, just waiting for someone to make your day.

Ability Score Increase: You get a +2 to DEX and a +2 to STR however you suffer from a -2 to CON

Age: Most Pictlings mature around 8 years old and live to around 80 years.

Alignment: Pictlings tend to be of varying alignments, however most are in some way chaotic.

Size: Pictlings stand at around 4 ft. tall and weigh around 60 pounds. Your size is small.

Speed: You can move 30 ft. and can swim 20 ft.

Energy Weapon Training: You immediately start of with proficiency in Energy Weapons (exluding Railguns)

Water Breathing: Due to your species coming from the ocean you are able to breath underwater.

Size Matters: Due to your small agile build you gain stealth as a skill and gain advantage on stealth rolls when hiding behind objects the same size or larger than you.

Languages: You can speak, read, and write Common and Pict


Religion

The Pictling religion is one that is very simple. They worship the giant dragon that orbits their capitol of Gurgler. The Pictlings offer a massive area for the beast to land and feed on the ocean worlds wildlife, upon its departure from the planet the people celebrate the scales that the beast drops in the ocean.

Culture

The Pictling people are very agressive towards other species. However they are no threat to the galaxy as they only ever go to war to humiliate a species not conquer it. Woman in the Pictling culture are also not allowed to leave their planets. This means any and all Pictlings you encounter outside of their worlds are men. Along with them not being able to leave they are unable to have jobs in power. Men are the only ones allowed to join the military, be leaders, and scientists.

Agressive Attacker

Due to your species agressive ways you know a thing or two about being the first one to strike. When you are the initiator of combat you always get advantage on initiative. When you aren't however you are able to once per short rest you are able to reroll initiative at the start of combat or after a surprise round initiated by the enemy.



Cockroach

Yes they are what you think... and yes they are bigger than usual. These bulky coackroaches have mutated into a more "acceptable" form.

Cockroach Names

Upon rising to power they somehow managed to pick up on bland tribal like names.

Male/Female: Fa-Ri, Tik-To, Mar-Ki, Ki-Al

Cockroach Trais

You are some savy merchants and are damn good at it!

Ability Score Increase: Your Charisma increases by +2

Age: Most Cockroaches mature around 3-4 years of age and live to around 70 years.

Alignments: Cockroaches don't let anything get in the way of profit and tend to be more Chaotic Neutral but are in no way restricted to that alignment.

Size: Due to your shape you tend to stand around 4-5 feet tall but are extremly bulky and weigh around 250 pounds. Your size is Medium

Speed: Due to your bulkiness you move 25 ft.

Cockroach Resilience: When HP is 0 in combat start with one successful death save

Cockroach Trade Tactics: You gain Persuasion and Deception as skills and get advantage on trade base rolls.

Languages: You can read, write, and speak Common, Cockroach, and Terran along with one other of your choice.


Religion

Cockroaches worship one thing and one thing only. The credit. They remain to stay neutral and in doing so manage to make quite the profit.

Culture

The Cockroaches tend to act like old corprate america. They make OTHERS indulge in consumerism at any cost. They love making under the table deals and legitimate deals. They live in their fancy High Rises on their barren wasteland of a planet. And welcome all other races to join them in their Ruthless Conglomerate.

Ruthless Businessman

Due to your art of the business you are able to find twice as much profit on Enemies, in dungeons, or even while robbing. You also can sell things to merchants for a higher price. And are allowed to invest in businesses without any roll to rake in a constant income. WARNING!!! You may lose money... But thats just the art of Business.



Ketling

They ratlike species that are such horrible mechanics they are somehow the best mechanics.

Ketling Names

Ketling names are almost primitive sounding and have no real distinction for male and female.

Male/Female: Beke, T'Tanda, D'Dirim, D'Buris, Kanka

Ketling Traits

The worst best mechanics in the galaxy!

Ability Score Increase: Your WIS and DEX increase by +2 but you INT decreases by -2

Age: Most Ketlings mature around 12-14 years of age and live to around 80 years.

Alignments: Ketlings can follow any alignment but most stay Neutral

Size: You stand around 3'5" tall and weigh around 40 lbs. Your size is small.

Speed: You are quite agile for your small size and can move 30 ft.

Confused Theif: Due to the way your homeworld and your lack of understanding towards the rest of the galaxy you've become proficient in Stealth and Sleight of Hand.

Ketling Tunneler: Due to the way your homeworld is built you are well aquinted with confined spaced and get advantage on survival rolls when navigating said confined spaces.

Ancient Ketling Magic: You always have the Mending cantrip no matter your class.

Languages: You can speak broken Common but can't read or write and you are capable of Telepathy.


Religion

Most Ketlings seem to be very intouch with the Shroud. However it is likely that they have no idea what the Shroud is. To most of the galaxy's knowledge the Ketlings are under the impression that the Cockroaches are some sort of god like figure.

Culture

Ketling culture is one of voulantary poverty. Granted the Ketling don't actually have a concept of poverty or wealth. Most times the Ketlings are on their home planet of Lost Encampment; a junk planet. Where they spend their days tunneling beneath the scrap; building scrap houses that stack upon eachother to the skies above. Due to their way of life they are constantly found fixing ships and swiping parts. If you find yourself in a place with vents, chances are there is a community of Ketlings in there.

Worst "Best" Mechanics

You hear a Human say patch it up with duct tape and bubblegum you do it. Difference between you and a Human however is that you make it work. All repair times for broken systems on a ship are halved. You are also able to repair unrepairable systems for the full repair time that last until broken again. You are also capable of strengthening one system of a ship doubling its AC for 2 turns. Requires full rest to strengthen system again.

Gargaxton

These massive snapping turtle like aliens are surprisingly the second most buisness savy species in the galaxy.

Gargaxton Names

Gargaxton's only have one name and are fairly simple and universal to any gender.

Male/Femal: Kronakk, Daggnull, Craxgor, Krognak

Gargaxton Traits

You are slave mongers but also pretty good merchants.

Ability Score Increase: Your strength increases by +2 and Charisma by +1

Age: Gargaxton's mature around 25-30 years and live for 190-200 years.

Alignment: The Gargaxton don't follow any specific alignment

Size: You stand around 8 feet tall and are extremley bulky weighing around 350-400 lbs. Your size is Large.

Speed: Due to your bulkiness and slow turtle like nature you move 20 ft.

Menacing Presence: Due to being a giant tortoise with the jaw of a snapping turtle people tend to be wary of you giving you Intimidation as a skill and granting advantage on intimidation rolls on anyone shorter than you (except Cockroaches)

Tough Shell: Thanks to your shell you have +2 AC when not wearing armor and can use a full action to hide in it adding +2 AC to your base AC (even the one you get without armor) at the cost of any other action (takes full action to get out)

Bite: Thanks to your strong snapping turtle like jaws you can bite anyone dealing 1d6 piercing damage plus your STR modifier.

Poor Swimmer: You may have the jaw of a snapping turtle but you are more like a tortoise and thus can't swim and tend to sink instead.

Languages: You can read, write, and speak in Gargaxton and Common.


Religion

The Gargaxton's don't worship religion and share the same mind set as the Cockroache's in that the only thing worth worhsipping is profit.

Culture

The Gargaxton's are battle hungry slavers. They spend most of their time lording over the lower classes and "lesser" species. They also are known hoarders and collect many worthless items that they will constantly show others to impress them with their hoard. When they aren't hoarding, lording over others, or warmongering they tend to have endless feasts until they either do one of the three prior things, sleep, or die.

Warmongering Slaver

Due to your status as a Warmongering Slaver when you are up against any slaves or primitives you get a +2 damage bonus to all attacks made against them and will get advantage on all non-lethal attack rolls against slaves or primitives. You also have more access to the slave market and as such can make a better profit off of slavery and are the only species able to trade with Nutting Shire Inquisition. (Trade with the Inquisition is very limited so don't expect to be able to buy a death ray)



Havoll

The Havoll are a feudal society of squid like aliens who tend to enjoy the company of other species while also maintaining a caste system like that of most feudal societies.

Havoll Names

Havoll names are very simple and don't make them sound like the feudal lords some of them are.

Male Names: Cagguel, Dakkol, Saldoro

Female Names: Caldiel, Meildullo, Veendrogo

Havoll Traits

You are abunch of feudal lords who have learned how to fight through years of fighting each other. Maybe one day that training will be used to kill anyone other than yourselves.

Ability Score Increase: Your Strength increases by +2 and Charisma by +2

Age: Most Havoll mature around 8-10 years and live to about 45 years

Alignment: You tend to follow a more neutral alignment but are not held down by this choice.

Size: You stand at around 6 feet tall and weigh around 180-200 lbs. Your size is medium.

Speed: You have a movement speed of 30 ft. and can swim 40 ft.

Feudal Training: Due to your society and its lack of advancements and constant warring lords vying for more power you are profiecient in Medium armor, Pikes, and Shortswords. You will need training in order to use firearms.

Water Breathing: You are able to breathe underwater.

Socializer: You gain persuasion as a skill and have advantage when talking to other species but have disadvantage when talking to other Havoll.

Languages: You can read, write, and speak Havoll, Common, and one language of your choice.


Religion

It is said that the Havoll once worshipped the ocean god. However all evidence of those times are lost. Most days the Havoll worship nothing. They tend to be more focused on honest work or warring each other.

Culture

The Havoll follow a generic style of Feudal Society. The King controls the whole realm while each planet and system is self governed by lords who constantly fight each other to increase their power. Due to these constant wars most of the lower class who are humble workers get drafted into the military and are forced to fight their own kind with barely enough equipment to fight off a rat. Thanks to this way of life rebillions and revolts run rampant in Havoll but are usually suppressed quickly.

Feudal Fighter

When ever you are facing a foe using any of the weapons you are profiecient in from your Feudal Training you get advantage on attack rolls. You also always get advantage when fighting other Havoll but they also get advantage when fighting you. You are also able to better use Medium armor granting you a +1 to any Medium armors AC.



Themassian

The majority species of the Themassian Mafia, a organized criminal syndicate in Havoll space.

Themassian Names

The names of the Themassian follow a strangely similar pattern to the Lardians.

Male: Bad Luck Bryan, Castaway Eduarda, Starfarin' Bill

Female: Mad Zamira, Barnacle Jane, Red Alvida

Themassian Traits

A group of criminals who know their way around people, and are paticularly good at getting away with crime.

Ability Score Increase: Your DEX increases by +2 and CHR by +1

Age Most Themassian mature around 14 years old and live to about 55 years.

Alignment: Most Themassian tend to follow a neutral or lawful evil alignment.

Size: You stand at around 6 feet and weigh around 180bs. Your size is medium.

Speed: You have a movement speed of 30 ft. and can swim 35 ft.

Water Breathing: You are able to breathe underwater.

Mafia Connections: You gain intimidation and sleight of hand as skills, you also get advantage on intimidating others to agree to illegal acts.

Languages: You can read, write, and speak Thema, Havoll, and Common.


Religion

There is no one religion in the Themassian culture, as any independent identy between the species and mafia faded when other species began to join. Thus resulting in many differing religions within the Themassian Mafia.

Culture

The Themassian culture is one of business, at the criminal level. It is suspected that nearly all of the Themassian species are a part of the Themassian Mafia. Many end up becoming smugglers, human traffickers, or drug dealers. Most of their past time revolves around gambling, along with a strange fascination of human soap operas.

Born Criminal

Due to your connections with the Themassian Mafia, you know many things regarding crime. You are always able to conceal small weapons and possible ilegal substances without making a sleight of hand check. You are also able to enact a sneak attack once at the start of combat if using a concealed weapon. (Must be within range, does not allow movement)


Rak-Rak

The holy communist rocks of the galaxy. Words I'm sure you never thought you'd hear. But here we are.

Rak-Rak Names

Rak-Rak names tend to long names that sometimes have a bit of a hint to a mineral in them.

Male: Hec de Astemirite, Alk de Aprentonia, Lon de Zirconel

Female: Oru Donia, Otuc Abite, Irri de Chrusalt

Rak-Rak Traits

You are communist rocks who slave away in the great industrial areas of their nation.

Ability Score Increase: Your CON increases by +2 however due to being made of minerals your DEX is -2

Age: Most Rak-Rak mature around 1-2 days and live for 340-400 years.

Alignment: Rak-Rak can follow any alignments.

Size: You tend to be around 5'5" tall and weigh around 400-500 pounds. Your size is medium.

Speed: Due to you being made of rock and weighing so much you can move 20 ft. and you can walk underwater.

Hardened Rock: Due to you being made of hardened minerals you gain a +2 AC without armor and resitance to melee attack (excludes advanced weapons)

Gauge your enemy: Due to your naturally suspicious nature you gain insight as a skill and get advantage on insight checks towards Lardians and Gargaxtons

Languages: You can read, speak, and write Rak and Common.


Religion

The Rak-Rak people worship the Great Rak. The first of their kind who many years ago was a giant asteroid that crashed into their now homeworld and obliterated a peaceful society of molemen. The Rak-Rak go on great pilgrimages to the crash site to pay respect to their founder and creator.

Culture

The Rak-Rak people live in the perfect example of a communist "utopia" where they live the same lives. All Rak-Rak's share same style homes, income, and jobs. Most of which fill in the jobs at mines and factories. Of course all while the government lives in rock luxury. But hey, their only mildly corrupt.

Naxious Gas

Rak-Rak happen to be very unique in that they have natural gas veins in their mineral bodies. These can be exploited for resources that help fund their nation and even power it. However it can also be used as an attack. You gain the Nuxious Gas attack which deals 1d6 poison damage within a 10 ft. radius of your current position when activating. So long as the individual stays inside this radius without a rebreather they keep taking 1d6 damage. Enemies and Allies can make a Dex save to dodge out of the radius. Due to this ability you are also immune to poison.



Murillian

Relentless warriors through and through. Strength is all that matters to them.

Murillian Names

Murillians have no real gender and as such have no gender specific names, most names are translated to sound human and tend to be more masculine.

Names: Kaujo, Olvo, Nyyro, Tarja

Murillian Traits

Cowardice is not an option. Death is a preferably alternative to the Murillians.

Ability Score Increase: You gain +2 to STR and +1 to CON

Age: Murillians mature around 16 years and live up to around 100 years.

Alignment: The Murillians are lawful in some way following a code based upon ones strength.

Size: Murillians tend to be around 5'10" to 6'5" tall and weigh around 300-400 lbs. your size is medium.

Speed: You can move 30 ft.

Warrior Training: You gain proficency in Martial Melee weapons, Heavy and Medium armor. You also gain Athletics as a skill.

Languages: You can read, write, and speak Murl, Common, and Terran.


Religion

Religion has only recently played a part in Murillian culture. It is believed that some sort of god will grant the Murillians the power they need to reclaim their home. However they must prove their strength first.

Culture

Murillian culture is based on meritocracy. The one considered the strongest is the one who is in charge. This leads to many Murillians to go out and seek combat wether as mercanaries, soldiers, or just mindless slaughter of the weaker speacies. It is speculated that with the fall of Murillia the Murillian species has become even more hostile than they were before.

Relentless Might

Due to your martial abilities with the blade, you are able to reroll damage once per turn for any melee weapon. If rolling a critical you can roll a second set of damage to add upon your critical damage once per short rest.



Vult

Vults the roaming scavengers with a past since long forgotten. Followed by mysteries to never be forgotten.

Vult Names

Names amongst the Vults tend to sound just as vile as their stench and have no gender specific names.

Male/Female: Reekchard, Sluggard, Rotbert

Vult Traits

One man's junk is a Vult's treasure as the saying goes.

Ability Score Increase: Due to your foul odor/appearance you suffer -2 CHR, but gain +2 WIS and +1 CON

Age: Due to your speculated past with gene modding the species mature around 2-3 months and live to 8 years.

Alignment: Vult's motives are unclear thus any alignment may suit them.

Size: This species stands around 3'5" tall and weigh around 200 lbs. Your size is small.

Speed: Due to your weight, size, and other factors you can move 25 ft.

Foul Odor: Your species is known to have a... unique stench. All organics within a 10 ft. radius of you not wearing proper protection get disadvantage on all INT and CHR abilities.

Scav Knowledge: You gain insight as a skill, and wether from experience or genetic manipulation you get advantage on insight/perception rolls involving wrecks and salvage.

Languages: You can read, speak, and write in the mysterious Scav's Cant and Common.


Religion

It is unknown to the Vult's and other species if they ever worshipped anything. It isn't unheard of for Vult's to study religion from other species. It has been even recorded that some Vult's will attempt to mimic a minimalistic variation of said religion. But none of them ever caught traction.

Culture

Before the collapse of the Emporium of Scavengers, Vult's were avid traders. However with its fall Vult's now resort to roaming to galaxy like nomads, scavenging anything they can find. When a ship battle is finished Vult's have a tendency to swarm the wreckage stripping them of all their valued parts before anyone realizes what happened. Vult's also are known for their massive packs and face masks, these are respirators to prevent them from catching other species diseases to which they are highly susceptible. A common human cold could wreak havoc on their immune system killing them. These respirators along with their constitution are known to even let them survive in space's vacuum without an EVA suit.

Overclocked Genetics

Due to your past species constant genetic manipulation you are able to survive the unexpected and preform the impossible. Doing so however comes at a cost. Temporarily set your max HP to half it's current maximum and give a -2 CON but gain +10 ft. of movement speed and advantage on all STR and DEX based rolls for 1 hour. If downed during this time instantly gain 1 success to death save. Can only be used once per long rest.



Lardian

Lardians... Pirates... Whale worshippers... I don't know what more to say about these strange fish like creatures other than they look like that purple bad guy from Monsters Inc.

Lardian Names

These guys are the kings of self proclaimed titles. And I'm convinced they are all men but they would swear otherwise.

Male: Captain Carp, First Mate Yarrr, Watcher Davy, Second to last mate Connory

Female: Captain Elizabeth, Imallia The Pirate Queen, The Dashing Charlette

Lardian Traits

You are pirates and are almost just as hated as the Cabbagefolk... Only difference is they can actually wage war.

Ability Score Increase: Your Dexterity increases by +2 and your Constitution by +1 But suffer a -2 to Intelligence

Age: Technically ages like humans... Due to idiotic nature however, they mature around 10-12 years and live to be 16-20 years.. 22 if your lucky.

Alignment: Which ever one lets you feel good at raiding innocent passenger ships... These guys tend to be more Chaotic Idiot... I don't even think they know why they pirate.

Size: You tend to be around 5-6 feet tall due to posture but when on hind legs you can be up to 8 feet tall. You also weigh around 180-200 pounds. Your size is medium.

Speed: You have alot of legs and thus can move 40 ft. Also has a swim speed of 25 ft.

Elite Pirating: You are profiecient in Thieves' Tools, Rapiers, and Firearms.

Fortune Finder: You have Insight as a skill and get advantage when trying to find out if someone is holding out on ye.

Languages: You can speak Whale Speak and Common. You can also barely read and write Whale Speak but cant read or write common.


Religion

Yeah... This is a weird one... The Lardians live on a planet that is almost ALL Ocean accept for where their capitol city is... And in the ocean is an ancient and powerful Leviathan... Along with many other smaller ones... They oddly resemble old earths whales... And thus Lardians worship the whales!

Culture

Lardians love robbing folk even themselves! And also indulge in the ye old profitable Slave trade. When not doing pirate stuff... which is almost never. They are praising the whales while getting drunk to high hell.

"ACE" Pilot

Due to your "piloting" skills you are able to operate ships without any disadvantage, However due to not knowing half of what the buttons do on a ship you use your DEX for piloting. Who needs to know what button does what when you can just turn it off and on so fast it wont be a problem! WARNING!!! As a natural Lardian instinct you tend to go into kamikaze mode when your guns cease to work



Hoboinian

These guys are just gross and smelly! They are tall humanoid ant eaters that just love being homeless and tend to wear anything that isn't in good condition.

Hoboinian Names

These guys tend to just make up weird names. Like they want to have human like names but something clearly went wrong.

Male: Daruuk Mang, Bad Brad, Frederiiiiik, Uhh Dave

Female: Susianiie, Julietington, Bethanillia, Brendaburt

Hoboinian Traits

You are one sturdy hobo so you got that goin for you I guess...

Ability Score Increase: You get a +3 to Constitution but a -3 to Charisma and a -1 to Itelligence

Age: Hoboinians mature around whenever they feel like but mostly 16 years and they live about 50 years.

Alignment: Hoboinians tend to lean towards good but don't have to be if they don't want to.

Size: Hoboinians stand around 7-7'5" Feet tall and weigh around 180 pounds. Your size is medium.

Speed: Your speed is 30 ft.

Ultimate Begging: You gain persuasion as a skill and get advantage when trying to beg for money.

Languages: You can speak Hobo's Cant and Common but cannot read or write.


Religion

Hoboinians tend to not worship anything. They aren't even aware of what religion is and barely understand what technology is...

Culture

The hobinians are strange. They build giant facny ornate cities and then refuse to live in them and live in cardboard boxes on the streets... And they even allow other races to live in their fancy buildings for free. These guys also have the largest fleet but its kinda grounded and being used as a slum city... Also a hobo king is elected by all the hoboinians on the level of Homelessness one has. If the vote for Hobo King is a draw the two opposing sides must fight to the death for 10 minutes. When the timer is up which ever side has the most survivors wins.

Survivalist... Somehow...

Due to your oddly high constitution you are able to survive off most things others can't. You gain survival as a skill and get advantage on survival roles when in cities and slums. You also gain resistance to poison and through your natual aroma can cause a daze to any targets who fail a CON DC of 12 within a 10 ft. radius.