Rules for Space System

HP

Each race has a hit die associated with it. This hit die decides your hp. When you are creating a character you roll the hit die a number of times equal to your level then add your con modifier times your level to decide your hp.

Leveling

Levels will be rare and rely on two separate Exp bars, combat exp and non combat exp. Combat exp uses 5e exp requirements. Non Combat Exp uses ? 5e exp requirements. When you level up you gain two proficiency points, one hit die plus con mod worth of hp, and every 4 levels you gain two ASI’s. 

Actions in Combat

When in combat on your turn you have three actions you can take in any order; an Action, a Bonus Action, and a Move Action. Tools, Weapons, and Abilities will designate what action they cost (if any) and what results occur. When it is your turn you can choose to hold your action until a certain set of circumstances occur. When you do this you specify the action you are holding and the triggers and then end your turn. You can take the attack action no more than three times in a turn. When it is not your turn you have a Reaction. Your Reaction refreshes at the start of your turn in combat alongside all other Actions. Casting a spell using psionics takes an attack action. DMs are encouraged to reward creative use of Actions and Reactions and we encourage the players to think beyond the rules outlined here and in the 5e core books and UA. If you don’t know if you can do something, ask your DM.

Proficiency

Proficiency works as follows. All weapon classes, tools, and skills start at a proficiency score of zero. As the player gains skill and ability they earn proficiency points. These points may be spent on increasing their proficiency in any skill, tool, or weapon class of their choice. A single point equals proficiency and three points equals expertise.

Weapons Proficiency: Weapons have 4 proficiency points required to reach expertise and have a half proficiency level at proficiency level one and require 2 proficiency points to be considered proficient in it. 

Weapons Expertise: Weapons expertise allows the player to add a “magic” bonus equal to their proficiency bonus to the weapon attacks increasing to hit and damage by a number equal to their proficiency.

Taking 10: When you have time and expertise in a skill you can instead of rolling choose to take a 10 on the roll.

Players start with 7+1d8 proficiency points representing their natural and learned abilities. Races add proficiency points in certain skill and weapon classes based on a racial archetype, these points may be exchanged at the DM's discretion. Backgrounds offer four points in pairs of twos to be spent on skills or weapons. 

Wounds

When you take damage greater than your constitution modifier+your level you take a wound. Wounds are a representation of a lasting injury. Wounds cannot be healed by medkits and must be treated by a trained physician to negate their effects. Wounds are stacking and incur the following effects per wound.

1-2 Wounds- You are temporarily stunned. You are stunned for one round and take additional damage equal to ? your constitution mod rounded up.
3 Wounds- Your attacks per action are halved. 

4 Wounds- Your movement speed is 1/2 your normal speed. 

5 Wounds- You are stunned until you regain 1hp

6 Wounds- Death 

Cover

Cover is exceptionally important in modern combat. When you are in cover you gain an AC bonus depending on the amount of cover your chosen position provides in addition to other benefits.

? Cover provides no blast, spell, or psy protection. It provides +2 to AC

? Cover provides a damage reduction to spell and blast damage equal to ? the damage dealt and provides no psy protection. It provides +5 to AC

? Cover provides a damage reduction to spell and blast damage equal to ? the damage dealt and grants advantage against psy attacks. It provides +7 to AC 

Full Cover provides a damage reduction to spell and blast damage equal to the full damage dealt and blocks psy attacks. It provides +10 to AC

Space Travel 

Spacecraft have three major systems that need to be maintained for safe travel. First among these is the captaincy. The captaincy has the widest ranging job. Captains are in charge of both the day to day running of the ship and overseeing the other two positions. The next position is navigator. The navigator guides the ship through subspace and realspace and is in charge of the ship’s movement and speed. Next is the gunnery officer. The gunnery officer is in charge of the ship’s weapons and issues orders on where and how to fire the weapons. Some of the ship’s abilities might reset on a long rest. These abilities only reset when the ship is able to dock and the price to resupply them is paid. For Fighters these abilities can reset when the ship is able to land in its home hangar and/or a hangar that has the capacity to resupply the ship. 

Space Combat

Space combat is a subset of space travel that every being hopes to avoid. Space is a cold and dangerous void that makes even the loudest explosions sound muffled and distant. Spacecraft have various stats associated with them. First among these is speed. Ships can move up to their maximum speed and make a number of turns as designated in their stat block. Second among these is weapon stats. These stats are provided in the ship’s stat block. Ships can take the attack action a number of times specified in their stat block. The weapon’s stat block informs you of the number of attacks the weapon can make per attack action. Third is the ship’s hp. Hp represents the number of hits and severity of the hits that a ship can take. Fourth is shielding. Shielding provides an active defense measure, reducing damage by a variable number based on the shielding stat block in the ship’s stat block. Armor provides a flat damage reduction that mitigates damage to the ship. Armor Value: The amount of damage that the armor can soak up before becoming useless in its job and allowing the hull to be pierced.For example an Armor Value of 40 can soak up 40 points of damage before becoming useless. Armor does not stop critical damage. Armor once pierced, cannot be replenished without a dry dock. AC represents how hard the ship is to hit. AC equals a base AC provided in the stat block plus 2 for each point the Pilot or Captain has in the Flight skill. Some attacks will require a ship to have position. Position is decided by contesting checks using 1d20+the ship’s dex+the pilot’s flight skill. When using these abilities the ship rolls a position check contested by the target’s position and if successful can use these abilities. 

Fighter Combat

Fighters are spacecraft capable of entering and exiting the atmosphere but typically have low fuel capacity and a limited sortie time limit. They are typically transported by larger FTL capable ships from system to system and are military in nature. Fighters are the only ship that can occupy the same space as another spacecraft and have a shorter weapon range than normal. However when within another ship’s space they ignore the mitigation of shields.

Psionics

Psions are those individuals with an innate connection to another plane. Psions are considered half casters for the purpose of determining spell slots and start knowing two cantrips, gain one cantrip every four levels, and know a number of spells equal one and a half times their spell slots. Their spell slots refresh on a short rest. Psions have a stat that is their psionic stat. This stat can be chosen from Int, Wis, or Cha. This is the spellcasting ability that the psion uses and the stat that their psionics skill keys off of. Psions with Int as their psionic stat can choose spells from the wizard and artificer spell lists, psions with Wis as their psionic stat can choose spells from the druid and cleric spell lists, and psions with Cha as their psionic stat can choose spells from the sorcerer and warlock spell lists. Psions that aren’t born psions have a psionic incident that reduces their max hp by a number equal to twice their level, gives them a permanent minus two to hp from level up, and grants them two points in the psionics skill. This incident might be traumatic or awe inspiring and can occur at any time in their life. Psionic incidences are times when life and death are on the line and a being reaches deep into themselves into a well of power that they didn’t know existed, succeeding on a psionics saving throw and manifesting the abilities listed above. When a non psion needs to be tested for psionic awareness they use the wisdom stat as their psionic stat.

Weapon Classes

Weapons may fall into more than one class. In these cases take the average proficiency rounded down; for example, a soldier has  two proficiency points in ray weapons and no proficiency points in heavy weapons a ray weapon/heavy weapon behaves as if the soldier has half proficiency in it as that is the average proficiency of the two weapon types. 

Kinetic Weapons: Weapons that rely on a kinetic or chemical propulsion. Commonly referred to as slug throwers these ballistic weapons are dangerous in close range but require ammunition

Hardlight Weapons: Shields and Blades made from hardened light, these weapons are extremely dangerous and can stop most damage in its tracks.

Ray Weapons: Weapons that rely on condensed light to deal damage. The most common form of military weapons as they are cheap, easy to produce, and easy to use. They have no ammo requirement but are prone to overheating.

Heavy Weapons: Weapons that are heavy and unwieldy. SAW’s, snipers, and railguns fall into this category. High ammo and low damage or high damage and long reload are the norm for these weapons.

Melee Weapons: Weapons that are designed for melee combat. These specialized weapons require some training to use and include swords, lances, and most hardlight weapons.

Shielding Weapons: Weapons designed to shield the wielder from damage these include hard light and carbon steel shields as well as personnel shield generators.

Simple Weapons: Weapons that require little to no training to use. Most species have an innate grasp that sharp means danger and that is what these weapons rely on.

Primitive Weapons: Weapons of an archaic time before interstellar travel. Many races have abandoned these weapons in favor of hardlight, ray weapons, and kinetics but that simply means the armor isn’t designed to counter these primitive artifacts.

Psy Weapons: Weapons designed to target the mind. Psy weapons are dangerous at all ranges and leave almost no sign of impact however they require a psion to function.

Launcher Weapons: These weapons specialize in hurling ordnance long distances. Explosive and dangerous, these weapons deal massive damage but require expensive and volatile ammunition.

Plasma Weapons: Weapons designed to fire superheated balls of gas that can pierce through even the heaviest armor. Overheating is common in these weapons and extremely dangerous as they vent superheated gasses out to the side of the weapon. 

Xeno Weapons: Weapons that lack the traditional interface with humanoid bodies. These weapons are often directly integrated into the flesh of the wielder. Malthian weapons are similar in design and integrated into the flesh of their drones however with some clever tinkering can be utilized by most anyone.

Ordnance: Dangerous weapons that explode on impact or soon after. 

Special Weapon Rules

Grenades: When you make an attack with a grenade you have a range equal to 3 times your strength score and you use strength or dexterity for the attack. When a grenade lands within five feet of you you can spend your reaction to attempt to field it by making an acrobatics check. When fielding a grenade you can throw it up to half the normal distance that you can normally throw a grenade, potentially reducing or preventing damage from the grenade. 

Zero Grav Penalty: When firing in zero gravity weapons behave differently. Characters firing in zero gravity incur a penalty equal to 1d8 (rolled at the start of combat) to their to hit rolls.

Misfire: Some weapons have a misfire score. When the base roll for an attack is under this score the weapon misfires. The first time a weapon misfires in a combat it takes an action to clear the blockage. The second time it requires a successful weapons check. The third time the weapon is rendered useless until a weapons check is made outside of combat and is successful. 

 

Retaliation: Some weapons or features enhance retaliation. Retaliation is when an ally goes down within 15ft of a character the character can make an additional attack on their next attack action. A creature can be subject to only one retaliation effect at a time.

Ambush: Some weapons have ambush rules. These are rules that apply only when you have three rounds or more to prepare for an attack before enemies enter the combat area. These rules occur before a surprise round. 

Ammo Types: Different ammo types are available for certain weapons. These different ammo types have various different properties.  When you take the attack action with a weapon with more than one ammo type you must declare the ammo you are using for each attack with the weapon prior to making the attack.

Races

Humans- Common in Union space, Humans are relatively weak and have only a weak bite in terms of natural weapons, on top of that they lack the intelligence, cunning, and psionics of the other species of the galaxy. However, what makes humans dangerous is not their possession of any of these but in their pure adaptability. 

Humans have one proficiency point in their choice of a skill, a tool, or a weapon class and one additional proficiency point in simple weapons

Humans have a hit die of a D8

Humans have a combat speed of 30

Humans have two ASI’s to spend on any stats that the player chooses.

Optional Features (Pick One):

Some humans gain an additional Feature at level one

Some humans have an innate resistance to psionics; spell damage is halved for them.

Some humans grew up in several places and picked up skills from each of them. When they make a skill check they can add half their proficiency bonus to the check if they do not already add their proficiency bonus to the check.

Ogrin- A rare species located at the edge of Union and Imperial space, Ogrin are swift humanoids with an innate skill in combat that rivals the Krin. Ogrin are brutal in combat and often take trophies from their defeated enemies but are fiercely loyal to the Empire and highly sought after for their skill in rugby, similar to the Krin. They are larger on average than a human rivaling the Krin in weight and size and have large boar-like tusks protruding from their typically pale skin. 

Ogrin have one proficiency point in primitive weapons and one proficiency point in melee weapons. 

Ogrin have a hit die of a d10

Ogrin have a combat speed of 35

Ogrin have one ASI in strength and one ASI in intelligence

Optional Features (Pick One):

Some Ogrin are well trained in exploiting an enemy’s distraction and gain advantage on attacks whenever an ally is engaged in melee against the same target. 

Some Ogrin embrace their feral side, taking minus one ASI in intelligence and gaining two ASI in Strength and two proficiency points in primitive weapons and two proficiency points in melee weapons. 

Some Ogrin are berserkers trained in combat. When you take a wound you can expend your reaction to not take the wound, mitigate the damage by ? your level, and instead take the attack action as if it was your turn, you can do this once per long rest. 

Welshar- Common in Corininian Empire Space, Welshar are the galaxy’s foremost psionics. This is not to say that they are all psions, they are simply the most likely species to produce them. Welshar’s natural proclivity for psionics and intelligence means that they are naturally weaker and less physically robust than most other races but their lithe forms means that they are faster. Welshar look like humans but are lighter skinned and have longer ears and are typically thinner than the average human.

Welshar have one proficiency point in ray weapons and psy weapons. 

Welshar have a hit die of a D6

Welshar have a combat speed of 40

Welshar have a one ASI to spend on any one stats that the player chooses that is not intelligence and two ASI for intelligence

Optional Features (Pick One):

Some Welshar have innate psionics; Welshar with this feature are considered born psions, can cast mage hand and mind sliver at will, and have two proficiency points in Psionics as well as being born psions as described in the psionic section

Some Welshar have an innate knack for technology; Welshar with this feature gain one proficiency point in the nanotechnology, mechanics, and biotechnology skills and gain one ASI to spend in intelligence or wisdom

Krin- Rare in all known space the Krin are a warlike race specializing in the rarest and most dangerous form of combat, melee. Krin are naturally gifted in war and all its forms. They however prefer the bloody and dangerous combat of blade to blade combat. Native to Tava 3 the Krin take pride in their home and will fight to the last to protect it. Krin have large canine faces with overly muscled bodies and heavy set digitigrade feet.   

Krin possess natural weapons in their claws. Once per turn they can take the attack action as a bonus action dealing 1d4+Str/Dex slashing on a hit. The claws count as melee weapons for the purpose of proficiency. 

Krin have a proficiency point in simple, melee, and shielding weapon classes

Krin have a hit die of a d10

Krin have a combat speed of 40

Krin have a two ASI in strength or dexterity

Optional Features (Pick one)

Many Krin have at least basic weapons training as a result of growing up near to danger and under constant threat of attack, Krin with this feature have two proficiency points in three different weapon classes of the player’s choice and one other proficiency point to spend on any weapon class proficiency of the player’s choice.

Some Krin grow up in warrior clans, bastions of the old way. Krin with this feature can wield two weapons of a single weapon type in each hand and can take an extra attack action when they take the attack action when wielding a simple, primitive, or melee weapon in each hand. They also have three proficiency points to spend on any single weapon class proficiency of their choice.

Paxtra

The Paxtra are a secretive race of master traders and diplomats. Their space has never been breached by the Malthian swarm and has remained neutral in most conflicts that haven’t spilled over into their space. Paxtra look like the traditional alien, small frames with greenish blue skin and large eyes.

Paxtra have an innate mind for business and politics and have two proficiency points in Persuasion and Insight apiece as well as two proficiency points in the Xeno Weapon class. 

Paxtra have a hit die of a d8

Paxtra have a combat speed of 25
Paxtra have two ASI in Charisma and another ASI in any stat the player chooses

Optional Features (Pick One):
Paxtra with this feature grew up in the difficult world of business and politics and have advantage on all Charisma checks made to barter.  

Paxtra with this feature grew up traveling and have advantage on all checks made to recall information on alien species and traditions of other planets and to understand Xeno technology. 

Vixi (LOCKED)

Vixi are a small subset of parasites that developed out of the swarm’s wake. They are tall bipedal insectoids with cilia covering their face and neck allowing them to sense the movements in the air around them more easily. Vixi are functionally blind but have an innate sense of feeling when connected to the earth and many Vixi have taken to cybernetics to allow them sight. Vixi are limited in their actions and cannot directly harm the swarm that birthed them.

Vixi are innately attuned to the emotions of others and their suffering. They gain a point in psionics and also in insight. Vixi’s Natural Carapace offer them natural protection from attacks and increase their AC by 2

Vixi have a hit die of a d8

Vixi have a combat speed of 30

Vixi have two ASI in Charisma and one ASI in strength.

Optional Features (Pick One):

Vixi with this feature were created by being infected by a current Vixi. They possess the ability to cast sending at will targeting another Vixi. They are just beginning to understand what it means to be Vixi. When they are subject to an effect that would require them to make a Dexterity saving throw they can choose to succeed instead of rolling. They can do this once per long rest.

Vixi with this feature were “born” Vixi. They possess the ability to communicate telepathically at any distance with another Vixi and can tap into the hive mind. When they tap into the hive mind they can increase their intelligence modifier by a number equal to their proficiency bonus.

Variant: Vixil

Some rare few Vixi retain part of their past. These Vixil retain their abilities and memories of their past. Vixil with this feature must make a Cha Saving throw once a month with a DC equal to 1/1000th the number of Vixi in the system they are in or lose this feature. Vixil with this feature are capable of acting against the interests of the swarm and can attack and harm swarm lifeforms. 

Features

When you level up for the 1st, 4th, 6th, 8th,12th, 14th, 16th, and 19th times you gain a feature. A feature can be chosen from the below list or from the PHB, TCoE, and XGtE. You cannot take a feature that allows you to cast spells if you are not a psion and the requirements for a feature may be changed by the DM at their discretion.

Ray of Light (Requirement Ray Weapons 3+): When you make an attack with a ray weapon you can make an additional attack. When your weapon would overheat you can roll a d20, if it is higher than the overheat die you prevent an overheat. You can use this feature a number of times equal to your proficiency bonus.

Plasma Blaster (Requirement Plasma Weapons 3+): You are exceptionally skilled with plasma weapons and have gained the ability to wield even the overheating weapon as a dangerous weapon. When a plasma weapon you are wielding overheats you can treat the overheat as a critical hit. When you do this the weapon is useless for a round. You can use this feature a number of times equal to half your proficiency bonus per short or long rest.

Grenadier (Requirement Ordnance 3+): You can hurl grenades with eerie accuracy. When you throw a grenade you can throw it an additional 30ft accurately. When you make an attack with a grenade you can cook the grenade, timing your attack for maximum damage, when you do this you forfeit all other attacks you would make this turn but your grenade cannot be fielded and you can treat any roll of a 1 or a 2 on the damage die as a 3. 

More Dakka (Requirement Heavy 3+): There’s no such thing as too much firepower. Whenever you make an attack you can suppress the enemy you are targeting. When you suppress the enemy you forgo damage and instead impose disadvantage on all their attacks unless they take damage equal to one half of the damage that your weapon deals for each attack that they are making. 

Scrounger (Dexterity 14+): You have an unusual ability, when things are around you they just find their way into your pockets. You can make a sleight of hand check (DC 12) to produce anything that is smaller than 1 cubic foot that you have seen within the last 24 hours. Each subsequent check before you take a long rest has an increased DC equal to the number of items you have produced since your last long rest. 

Mad Hatter (Requirement Persuasion 2 or Less): You may be mad, but you’re also right. When you make a history check you make it at advantage if it is something that you should have no knowledge of, however you have disadvantage to convince others that this information is true.

Eye of Horus (Requirement Wisdom 14+): You have a keen eye for deceit. When you make an insight check to see if someone is lying you make it with advantage and when you make a deception check you can add your wisdom modifier to the check. 

Marksman (Requirement Heavy 3+): You are a crack shot, capable of hitting shots that others think are impossible. When you make an attack with a heavy weapon that you are proficient with you can take a -5 penalty to hit and deal 10 extra damage. When you make an attack with a heavy weapon you are proficient in you can spend a bonus action to give yourself advantage on the attack. You can do this a number of times equal to your proficiency bonus per long rest.

Sharpshooter (Requirement Any 2 Weapons 4): Cover is only as good as the material it’s made out of. You prove this. Whenever you make an attack you can ignore ? and ? cover and treat ? cover as if it was ? cover. When you make an attack at range you can pierce cover, nullifying any AC bonus granted by it. You can do this a number of times equal to your proficiency bonus per long rest. 

Kaboom? (Requirement Ordnance or Launcher 3+): Things that go boom like you. Like really like you. When you make a dexterity save to avoid damage from an explosive you  make it with advantage. Once per turn you can reroll damage for an ordnance or launcher weapon with which you are proficient. 


Pile Driver (Requirement Strength 14+): You are a weapon in and of yourself. When you make an attack with a simple, melee, or primitive weapon you can increase the damage by an amount equal to ? your level. Your fists are considered simple weapons and deal 1d4 damage, if you are Krin the damage of your claws increases to 2d4 instead. 

Armored (Requirement Shielding 3): You are adept at twisting your armor at the crucial moment to block more incoming damage than should be possible. When you take damage from an attack you can expend your reaction and reduce the damage by an amount equal to 1d10+ ? your level. You can do this a number of times equal to your proficiency bonus per long rest.

Kinetic Master (Requirement Kinetics 3+): You are old school, nothing is better at sending the pain down range than a good old fashioned kinetic. When your weapon misfires you can expend your reaction to roll a d20, if the number rolled is higher than the misfire score the weapon doesn’t misfire. You can do this a number of times equal to your proficiency bonus per long rest. Additionally, when you roll damage for a kinetic weapon you can treat rolls of 1 as a 2. 

Shielded Paragon (Requirement Shielding 3+): You have a skill with shields that is unparalleled. When you make a defense reduction roll you can add your proficiency bonus to the roll. In addition you can take a defensive stance as an action when you are out of cover, when you take this action you gain ? cover until the end of your next turn. 

Infernal Soul (Requirement Psionics 3+ & Does Not Have Celestial Heart): Fire courses through your veins, flames lick in your footsteps, you are the death that was foretold. You learn the spells hellish rebuke and burning hands and can cast them once at their second level without expending a spell slot once per long rest.

Celestial Heart (Requirement Psionics 3+ & Does Not Have Infernal Soul): Light flows from you like water from a stream, when you speak the heavens themselves still to listen, who dares stand before heaven’s emissary? You learn the spells spiritual weapon and cure wounds and can cast them at their lowest level without expending a spell slot once per long rest.

Battle Born (Requirement Any 3 Weapons 3+ & Level 9): You were born for battle, for the singing of the bladesong and the echoing of death that fills your ears. Once per long rest whenever you take the attack action you can take the attack action a second time, in addition when you hit with an attack you can choose to cripple a target. A crippled target’s speed and attacks per action are halved and they must succeed on a DC 15 Wisdom save or become frightened. You can cripple a number of targets equal to your proficiency bonus per short rest. 

Lightning Adept (Requirement Psionics 3+ and the Ability to Cast at Least One Leveled Spell That Deals Lightning Damage): You learn the Lightning Lure cantrip, if you already know this cantrip you can learn another cantrip from the available list of your psionic ability. When you cast a spell that deals lightning damage,you can force targets hit by the spell to make a Con save or be stunned until the start of their turn. You can do this a number of times equal to your proficiency bonus per long rest. 

Pyromancy Adept (Requirement Psionics 3+ and the Ability to Cast at Least One Leveled Spell That Deals Fire Damage): You learn the Create Bonfire cantrip, if you already know this cantrip you can learn another cantrip from the available list of your psionic ability. When you are subject to an effect that deals fire damage you can make a psionics save to consume the fire that touches you and escape the effect entirely. You can do this a number of times equal to your proficiency bonus per long rest. When you roll fire damage for a weapon you can treat rolls of 1 as a 2.

Telepath Adept (Requirement Psionics 3+ and the Ability to Cast at Least One Leveled Spell That Deals Psychic Damage): You learn the Mind Sliver cantrip, if you already know this cantrip you can learn another cantrip from the available list of your psionic ability. Whenever you cast a spell that does psychic damage or spend a spell slot you can glean information from a target. If the target fails their save you may choose one broad area to glean information from, when you do this you gain a single insight into what the target knows about that area of information. You can do this a number of times equal to your proficiency bonus per long rest.

Combat Doctrines (Requirement Level 4+): You are well trained in combat and understand when best to exert your influence to sway the tide of battle. Once per long rest you can exert yourself allowing yourself to take a second action, this allows you to take attack action more than 3 times on your turn. 

Corpsman (Requirement Medicine 3+): You are a trained medic. Whenever you make a medicine check to stabilize a dying creature you can cause that creature to instantly regain 1hp and become stable on a success. In addition when you fail a medicine check it has no adverse effects and when you use a medkit you can treat a wound, healing a number of wounds equal to your proficiency bonus per long rest.

Tinkertool Gunsmith (Requirement Mechanics 3+ and Weapons 3+): You are an adept tinkerer with tools and other small tinker toys. You can modify a weapon to add a secondary effect to it like adding a second round to every attack, doubling the range, or enhancing the weapons damage provided you have the time and supplies to make the necessary modifications you can modify a number of weapons equal to half your proficiency bonus. When you make a mechanics or weapons check to modify or understand a weapon you make it with advantage and when a weapon misfires you can unjam it as a bonus action. 

Flash of Genius (Requirement Int 16+): You are a genius and can occasionally share this genius in the midst of a battle.  Whenever a creature makes an ability check, saving throw, or attack roll within 30ft of you you can add or subtract your intelligence modifier from the roll as a reaction. You can do this a number of times equal to your proficiency bonus per long rest. 

O.D.S.T. (Requirement Con 16+) You trained in low orbital drop assault tactics as a result you are resistant to shock. You cannot be surprised and when you are subjected to an effect that requires you to make a save against being stunned or when you suffer a wound you can expend your reaction to avoid becoming stunned. You can do this a number of times equal to your proficiency bonus per short rest. 

Impactful Strike (Requirement Str or Dex 16+): You are a master of destroying enemies in a flash. You gain a number of strike points equal to your proficiency bonus and can spend them whenever you make an attack. When you expend a strike point you can choose to either deal an extra 5 damage or to add 5 to the attack roll. Strike points refresh on a short rest. 

Vengeful Soul (Requirement Any Weapon 3+): Rage doesn’t just fuel you. It is you. Whenever you are subject to the retaliation effect you can take an extra attack action instead of an extra attack. In addition when you are under the effect of retaliation you deal an additional 3 points of damage when you hit with a weapon attack.

Skirmisher (Requirement Acrobatics 3+): While others walk you dance. Your walking speed increases by a number of feet equal to 5 times your acrobatics proficiency to a maximum of 50ft and when you hit an enemy with an attack you can deal an extra amount of damage equal to Xd6 where X is your level. You can do this additional damage a number of times equal to your proficiency bonus per short rest.

Commanding Presence (Requirement Persuasion or Performance 3+): When you give an order you can expect it to be followed, even by the enemy. When you are in combat you can make a persuasion or performance check contested by a target's insight check. On a success you can issue a short one word order and until the end of the target's turn they will follow this order to the best of their ability, this fails if you do not share a language with the target or if you issue a suicidal or self detrimental order. You can do this a number of times equal to your proficiency bonus per long rest. 

Scout (Requirement Stealth 3+): You are the lightest foot in your squad. When you make a stealth check to hide you make it with advantage. In addition when you are hidden you can make three weapon attacks before you are no longer considered hidden. 

Fey Wiles (Requirement Welshar): In some distant past your people lived in a strange interdimensional zone. You can tap into this zone to enhance your attacks. When you hit a target with a weapon attack you can frighten them until the end of your next turn. You can do this a number of times equal to your proficiency bonus per short rest.

Human Ingenuity (Requirement Human): You are the epitome of human ingenuity. When you make a saving throw you can add your proficiency bonus to the save. You also gain 2 proficiency points to spend on 2 different skills of your choice.

Krin Blademaster (Requirement Krin): You were trained by the masters of old. When you make an attack roll with a simple, primitive, or melee weapon you can choose to forfeit damage and instead strike a crippling blow. Targets subject to a crippling blow must make a constitution saving throw or be subjected to a wound as described in the wounds section, the DC for this save is equal to 8+your proficiency bonus+your strength or dexterity modifier. You can strike a number of crippling blows equal to twice your proficiency bonus. 

Crash Course (Requirement Any Skill or Weapon Class 1+): You learn things quickly and effectively. You gain 4 proficiency points to spend on skill or weapon class proficiencies. 

Strength of Being (Requirement One Stat 14+): When you make a choice you are that choice. You gain an ASI in a single stat and gain proficiency in that stat’s saving throws. 

Secure the Perimeter (Requirement Ordnance 3+): Nothing is safe if the perimeter isn’t secure. You are an adept trapsmith capable of making traps out of anything and everything. When you have access to supplies you can create a killfield and defensible positions for defense. All attackers have disadvantage on initiative rolls and stealth rolls to cross your killfields. Defensible positions create areas of ? to Full cover for defenders to fire from. Each position can protect two defenders completely or three in ? cover. 

Flight Training (Requirement Dexterity 14+): You are a pilot, born and bred to fly through the air at incredible speeds. You have training in flying a spacecraft in realspace and unlock the Flight skill for assigning proficiency points to it. When you are captaining a ship all rolls that the ship makes gain a +2 for each point you have in the Flight skill to a maximum of 10. 

Navigator (Requirement Psionics 1+): You are a navigator. A creature born with an innate connection to subspace. When you are in a ship you can act as the navigator and unlock the Navigation skill for assigning proficiency points to it. When you are navigating a ship you can add your Navigation skill to any rolls made to navigate subspace.

Never tell Me the Odds (Requirement Level 7): When the odds are stacked against you, you outperform all expectations.When you roll a natural one on an attack roll, saving throw, or ability check you can instead choose to reroll the d20 and must use the new roll. You can do this a number of times equal to your proficiency bonus. 

Combatant (Requirement Any Two Weapons 4+ & Level 6): You are a soldier. When you take the attack action you can attack an additional two times. 

Striker (Requirement Any Weapon 4+): You excel at hitting the weak points on an enemy. Once per turn when you roll damage for an attack that uses a weapon you have expertise in you can reroll damage and use either total. Additionally once per long rest you can take 10 on a weapon attack. 

Spacefarer (Requirement Flight 3+): You are used to the strange shifting gravity of spacecraft, you are used to the warping influence of subspace, and you are inundated with the rush that comes with leaping into subspace. When you make an attack roll in zero gravity you can ignore the zero grav penalty. Additionally when you make an attack roll with a ship’s weapons you can ignore shields once per long rest. 

Hardened Pilot (Requirement Flight 1+): You are a trained pilot and a veteran of many long space journeys. You’ve picked up a few things that others overlooked. You learn a number of Maneuvers equal to 1+Your Flight Skill when you take this feature. You can take this feature multiple times choosing different maneuvers each time.  

Improved Critical (Requirement Level 3): You are luckier than most and things tend to swing your way more often than seems normal. You score a critical hit on a d20 roll of a 19 or 20.

Psionic Talent (Requirement Psionics 3+ & Level 8): You are trained not only in controlling your reality warping powers but in utilizing them for destruction. When you take the attack action you can cast a spell in place of one of your attacks. In addition when you cast a leveled spell on your turn you can cast a cantrip as part of that action. You can do this a number of times equal to your proficiency bonus.

With Great Power (Requirement Psionics 3+ & Level 5): You are beginning to understand your skills and abilities. When you cast a cantrip you can cast a second cantrip as a bonus action on that turn. 

Psionic Impact (Requirement Psionics 3+ & Level 2): You learn how to twist your spells to do more damage. You can add twice your psionics skill, to a maximum of 8, to your damage when you roll damage for a spell. 

Blood Cost (Requirement Psionics 3+ & Level 6): You are able to spend your blood to fuel your powers. In place of a spell slot you can roll a number of d6’s equal to the spell’s level and take that amount of damage to cast the spell. 

Cunning Hand (Requirement Dex 14+): You are a fast thinker. When you take a bonus action you can take the Disengage, Hide, Or Dash Actions as a bonus action. 

Psionic Adept (Requirement Psionics 1+): You are an adept, meaning that when you shout into the void it speaks back. You gain the ability to cast sending at its lowest level at will and learn the message and mind sliver cantrips.

Another Happy Landing (Requirement Flight 3+): You don’t crash. You land hard. When your ship would be destroyed it is instead crippled and set adrift if it is in space or if it is within the gravity well it crash lands on the planet capable of being salvaged.

Advanced AI Interfacing (Requirement Weapons 2+ or Access to a Biomechanic): Your mechanical side has begun to outweigh your flesh. You gain one ASI in a single stat. When you make an attack you choose to instead add your Intelligence modifier to your attacks instead of Strength or Dexterity. In addition choose on effect from the wounds table. You are now immune to this effect. You can take this feature multiple times choosing a different effect each time.

Maneuvers

Afterburner- Bonus Action- The ship can move twice its movement on its turn with half as many turns rounded up. Cooldown 4-6

Power to Shields-Action- The ship’s weapons suffer a -15 penalty to damage but the ship’s shields now block a flat 50% of incoming damage for a turn. Cooldown 6

Disabling Strike- Reaction- When you hit a target and deal a critical hit you can choose to cripple a ship. A crippled ship cannot jump into subspace and can take only half their attacks. Cooldown Long Rest

Evasive Action- Movement- The ship moves half its movement but can make twice as many turns. This movement does not provoke attacks of opportunity. Cooldown 4-6

Detonating Impact- Reaction- When you hit a target with a critical hit you can choose to detonate the ship if it has 150hp or fewer. A detonated ship deals the remainder of its hp in piercing damage to ships within 200ft. Cooldown Long Rest

Shield Hit- Attack Action- Aiming for the critical infrastructure that generates the shield you reduce that shield’s effectiveness by half. Cooldown 5-6

Do A Flip- Bonus Action- A ship using this maneuver can return to a space it has occupied during this turn This movement does not trigger Trigger Happy. Cooldown 4-6

Shadow Jump (Requirement Psionics 3+)- Bonus Action- You cloak the ship and open a localized subspace anomaly jumping to point up to three times the move distance of the ship. Cooldown Long Rest

Trigger Happy- Reaction- A ship using this maneuver can make an attack when a ship moves out of engagement with it. Cooldown 5-6

Broadside- Attack Action – A capital ship maneuver that allows the ship to take a 50% damage reduction but instead of rolling an attack the opposing ship makes a dex save with a DC equal to 10+twice the captain’s Flight skill. Cooldown 4-6

All Hands on Deck- Action- A maneuver that allows a ship to recover up to 20% of its hp. When you use this maneuver roll 1d20, this is the percentage the ship heals. Cooldown Long Rest

Damn the Torpedoes- Reaction- Putting all energy to the engines a pilot using this maneuver can move up to half its movement when it is targeted by an attack, causing the attack to miss and resetting position to neutral. Cooldown 5-6

Ramming Speed- Action- Pumping energy from weapons to shields and engines a ship using this maneuver can ram another ship dealing a percentage of the ramming ships movement in damage to both ships and resetting position. (Gargantuan Ships-200%, Huge Ships-100%, Large Ships-75%, Medium Ships-50%, Small Ships-25%, Tiny Ships 10%) Cooldown Long Rest

Common Sense Be Damned- Bonus Action- Rerouting power from shields and engines to weapons a ship using this maneuver sacrifices movement and shielding to increase the damage of their weapons initial impact to a critical hit. Cooldown Long Rest

Overload Engines- Bonus Action- Forfeiting attacks for a round a ship using this maneuver shoots out of position with another ship and forces a reroll of position as it moves up to twice it’s movement. Cooldown 5-6

Flash Fire- Action- Pumping power into forward weapons a ship using this maneuver can fire its forward weapons all at once, using a single attack roll for the attack and dealing the damage of all the weapons all at once. Cooldown 6

Humanity’s Gambit- Bonus Action- Charging ahead a ship using this maneuver gains position for the purpose of firing a missile and moves through an enemy ship’s space, causing both ships to lose position. The DC to dodge the missile is increased by 3. Cooldown 5-6

Take Control- Free Action- Taking direct control of the targeting computers the gunner can add their Proficiency bonus to attack rolls instead of the ship’s. Cooldown Long Rest

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