Spheres Without Number

by Kamebit

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Spheres without number


Wildspace, the final frontier... until you hit the wall of your crystal sphere, and figure out how to open a hole into the infinite expanses of the Phologiston.

Everything you know about space is wrong.

Imagine a universe where square worlds spin around gemstone suns. Where planets lie cradled in the roots of an oak tree so vast its leaves twirl around brightly burning suns. Where ships of wood sail the void between worlds and do battle with catapult and ballista, spell and sword, where an asteroid may be a safe harbor, a slaver's den, or a hungry creature eager to devour any that pass by. Where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars. Where terrifying beasts with the power to destroy whole planets roam. Welcome . . . to Spelljammer!

Feel & Tone

Spelljammer is a very anachronistic setting, best clasified as Sword and Planet, or Sci-Fantasy. Generally it is Victorian in feel, with some Wild West, Post World-War-I, and of course plenty Age of Sail influences, meaning a chronological swath stretching from the 16th century to early 20th century in our Earthly reckoning. Some might think of it as steampunk, however it is not gritty and technology plays second place to magic and high fantasy.


The spacefarer population across the known spheres is rather small considering the vastness of space, there are probably not more than 30 to 40 million brave souls dedicated to spelljamming. For comparison that is about the population of modern Poland, Morocco or Angola.

Spelljamming Adventurers

Most spelljamming adventurers, spacefarers, are very adventurous, that includes the NPCs, and means there really aren't many peasants or commoners in space. That is role typically reserved for what spacefarers derogatorily call groundlings, people unaware or uninterested in space travel.

The drive of this adventurous spirit, combined with the fact that there is no king of space, sphere spanning empires, and groundling laws hold no value up here, the position and power of an individual are the result of their exploits, and not their birth. This has created a very cosmopolitan and meritocratic society of flamboyantly dandy folk, where one's "word" is all that can be trusted, and one's demeanor and appearance are of utmost importance.

Also of note is that most spacefarers are not fanatics ready to die for honor, king, prophet, or profit. They understand the infinity of opportunities that have been laid before them by Lady Fate, and although many groundlings would call them cowards or spineless, most spacefarers have a respect for life that might be surprising at first, especially considering how prevalent preening, trickery, insults and threats dominate their lives. Many battles are settled by proxy, such as combat to first blood, foul-mouthed insulting, or good old drinking matches.

In reality few people will fight to the death, and killing someone in cold blood is considered an act of true evil. Most spacefarers would prefer to willingly surrender, or work for a foe that has bested them over choosing death. For that reason taking prisoners is common, as are ransoms, and well... very unlikely alliances.

Character Creation


We will be using a mash-up of Stars Without Number, and Worlds Without Number, which we'll be colloquially calling Spheres Without Number.

The major differences are a curated list of relevant backgrounds, skills, and foci. Also Background skill lists are more limited, and you get one predetermined background growth. That means we are not using the option to roll for background skills and growths.

The biggest modification of all, is the introduction of a bonus focus (foci) at level 1 representing your species, even Humans have a specific species-focus.

Another note is that in Spelljammer Magic is the norm, however some species may have Psychic adepts, which means you may take a specific partial Psychic focus as an Adventurer.

If you are unfamiliar with the system, and not sure what the above information means, don't fret, the GM will help you create the character from all the existing options that fits your vision.










Codex of the Black Sun
Is a supplement that Contains optional Magic rules for Stars Without Number, we will be using this as well, but it is a dense book. When in question ask the GM for help creating the perfect spellcaster or arcane adventurer you envision.

Link: Codex of the Black Sun

How to create a character

  1. Use the array of 16 (+1), 14 (+1), 11, 10, 9, 7(-1) and assign values to your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as you wish.

  2. Pick a background from the curated list, and note down any particular details you decide for it. You gain a choice of two skills from the free skills listed under the background, and a specific background growth.

  3. Pick a species, which grants you a free species-focus. Also some species allow you to take a partial Psychic class, consult with the GM on specifics.

  4. Choose your class representing those talents you have that are most relevant to an adventurer’s lifestyle. If your hero isn't well described by Warrior, Expert, or Mage, you can choose Adventurer and mix classes the GM can help you mix the correct partial classes. *Only some species can choose to be partial Psychic.

  5. Choose your starting focus, representing the side talents or particular specializations of your hero. You can pick one level of a focus of your choice. Characters with the Expert class or the Partial Expert feature of the Adventurer class get one level of a non-combat Focus for free in addition to this. They can spend both levels on the same Focus, starting with level 2 in it if they wish. Characters with the Warrior class or Partial Warrior feature of the Adventurer class can do the same in choosing one level of a combat-related Focus.

  6. Now pick one skill of your choice to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal development.

  7. If you are a Mage, partial Mage or partial Psychic work with the GM on sorting out the details for your character's powers.

  8. Choose a name, and a goal. Every hero needs to have a goal when they set out adventuring. This goal might change, but your PC should always have some reason to go out and interact with the world before them.

  9. Are there interesting facts or rumors about your character you want to share? Who are the people in your life who are important to you? Are there locations that are meaningful to you? Items you carry of personal significance? Your ideology and beliefs?

Backgrounds

Ace

An ace is a broad role. The most glamorous and talented likely ride skiffs or celestial beasts and serve as highly skilled tactical forces protecting larger ships, as champions in stellar races.

  • Growth: +2 among Dexterity or Charisma
  • Skills (choose two): Sail, Connect, Persuade, or Any-Combat

Artisan

Your hero is an artisan, whether a blacksmith, painter, tinkerer, or more exotic goods. While an artisan’s Craft skill is chiefly applicable to their particular background, they know enough to improvise at other types of work.

  • Growth: +2 among Strength or Intelligence
  • Skills (choose two): Craft, Education, Trade, or Exert

Asteroid Wrangler

You have wrangled space beasts among the asteroids, you are hardy and resourceful, accustomed to living among the stars and traveling without the aid of larger ships.

  • Growth: +2 among Constitution or Wisdom
  • Skills (choose two): Survival, Exert, Administer, or Exert

Barbarian

Standards of barbarism vary when many worlds are capable of spaceflight, but your hero likely comes from a savage world.

  • Growth: +2 among Physical
  • Skills (choose two): Survive, Notice, Exert, Any-Combat

Clergy or Monk

Faith is nigh-universal among civilizations, and your hero is dedicated to one such belief. Some clergy are conventional priests, while others might be cloistered monastics or nuns, or more martial warrior-monks.

  • Growth: +2 among Mental
  • Skills (choose two): Persuasion, Education, Lead or Connect

Cook

Spacefaring cooks are extremely creative, constantly working with unknown ingredients. Moreover, no flame can be used during long phlogiston trips. However a skilled cook keeps the crew’s morale and health in top shape.

  • Growth: +2 among Constitution or Charisma
  • Skills (choose two): Craft, Heal, Connect, or Know

Courier

The expedite transport of goods and information is hard, and it requires an equally hard breed of heroes to carry it out. Couriers might be independent shippers or messenger riders risking grave peril to deliver small packages.

  • Growth: +2 among Physical
  • Skills (choose two): Navigation, Sail, Notice, or Trade

Criminal

Whether thief, murderer, smuggler, spy, or some other variety of malefactor, your hero was a criminal. Their ability to deal with the most desperate and dangerous of contacts make them attractive associates.

  • Growth: +2 among Physical
  • Skills (choose two): Sneak, Connect, Notice, or Persuade

Dilettante

Your hero never had a profession, but spent their formative years in travel, socializing, and a series of engaging hobbies. By the time your hero’s adventures start, they’ve run through the money that once fueled their lifestyle.

  • Growth: +2 among Mental
  • Skills (choose two): Connect, Know, Persuade, or Perform

Gambler

Some gamble out of necessity, others become addicted to the thrill. And for some, it is less a matter of chance and more a matter of seeking every advantage to ensure an outcome. Regardless Lady Luck is your hero's muse.

  • Growth: +2 among Dexterity or Charisma
  • Skills (choose two): Connect, Perform, Persuade or Sneak

Helmsman

You mastered spelljamming helms, and fulfill an essential role on providing propulsion and sensory information about your ship. *You need some magic or psychic ability.

  • Growth: +2 among Mental
  • Skills (choose two): Arcana, Notice, Sail, or Navigation

Hunter

Your hero might be a hunters of wild beasts, treasure or bounty hunter. Either way you excel at getting what you set yourself.

  • Growth: +2 among Physical
  • Skills (choose two): Shoot, Sneak, Notice or Survive

Marine

Your hero is a professional fighter, whether a professional marine or veteran mercenary. Your skillset and ability to stay calm in the face of danger is an asset to any party.

  • Growth: +2 among Physical
  • Skills (choose two): Any-Combat, Exert, Survive, or Lead

Master-at-arms

In charge of security and operating siege weapons on a ship. A skilled Master-at-arms affects the accuracy of weapons being fired under their command, and maintaining a ship safe.

  • Growth: +2 among Mental
  • Skills (choose two): Any-Combat, Administer, Lead, or Craft

Merchant

Your hero was or is a trader. You might be sales person, smuggler, or a merchant specializing in the transport of goods across the stars.

  • Growth: +2 among Mental
  • Skills (choose two): Trade, Administer, Connect, or Persuade

Navigator or Astronomer

The Navigator or Astronomer is a student of the Known Spheres. He studies the spheres, the stars, the phlogiston, and the worlds of space. They typically server as navigator is determining the fastest and safest routes of travel.

  • Growth: +2 among Mental
  • Skills (choose two): Navigation, Education, Notice, or Arcana

Noble or Politician

The nature of a political career varies from world to world. Whatever the details, your hero was a noble or politician, in space you likely don't have much power, but your skills are valuable and your style enviable.

  • Growth: +2 among Mental
  • Skills (choose two): Lead, Connect, Persuade, or Education

Performer

Poets, dancers, actors, musicians, sometimes spies or assassins. Your hero was a dedicated entertainer, one likely focused in a particular form of art.

  • Growth: +2 among Dexterity or Charisma
  • Skills (choose two): Connect, Perform, Notice or Sneak

Chirurgeon

Your hero was a healer, trained to cure the maladies of the body or the afflictions of the mind. Some healers might be military medics, missionary healers, or dubious witch doctors. The skills of a physician are always welcomed.

  • Growth: +2 among Mental
  • Skills (choose two): Heal, Education, Notice

Quartermaster

The quartermaster and boatswains (bosun) are the leaders of the crew members in charge of maintaining the basic operations of the ship, provides technical advice to the captain, plans travel and maintenance efforts.

  • Growth: +2 among Strength or Wisdom
  • Skills (choose two): Sail, Administer, Exert, Any-Combat

Salvager or Junker

You likely are a daring soul risking life and limb to explore ruins, or salvaging goods from derelict ships, to take them back for repairs and trade. Salvagers and junkers tend to get caught up in adventure, whether they like it or not.

  • Growth: +2 among Physical
  • Skills (choose two): Survival, Craft, Notice, or Trade

Scholar

Mages, sages, and professors all qualify under this career. However sometimes that search of understanding takes you beyond your familiar surroundings, and for one reason or another, you now venture the stars.

  • Growth: +2 among Mental
  • Skills (choose two): Education, Connect, Administer, Arcana

Spellwright

Spellwrights combine arcane knowhow with crafting. Maybe you are an alchemist, or maintain and repair spelljamming vessels. Eitherway you create magical artifacts, and juryrig faulty systems

  • Growth: +2 among Strength or Intelligence
  • Skills (choose two): Craft, Arcana, Education, or Exert.

Sailor or Pirate

Your hero might have been captain of a ship of their own, or an expert crew mate willing to work on any ship that would hire him. Whatever their usual berth, sailors are accustomed to lives of sudden peril and hard labor.

  • Growth: +2 among Physical
  • Skills (choose two): Any Combat, Sail, Notice or Exert

Vagabond or Stowaway

You are a free soul that roams space. Some heroes find this life satisfying, with its constant novelty. Others long for a more stable arrangement, either way their pragmatic talents are useful where ever they go.

  • Growth: +2 among Physical
  • Skills (choose two): Survive, Sneak, Notice, Any-combat

And more!

Although an extensive list, if none of these backgrounds suits your concept, work with GM to find one that does. If you want an original background, just make sure it has an adventurous streak, and can be a great team player.

Skills

  1. Arcana: Understanding metaphysical properties of the universe. Perform magical rituals, or analyze and repair magical effects and artifacts. Be familiar with the gods, eldritch entities, and magical creatures.

  2. Administer: Keep an organization running smoothly, scribe things well, plan out logistics, identify incompetent or treacherous workers, analyze records or archives, or otherwise do things that an official or quartermaster would need to do.

  3. [COMBAT] Brawl: Fight unarmed, with natural body weaponry, on improvised weapons. Punch, kick, grapple, or otherwise brawl without weapons.

  4. Craft: Craft or repair goods and technology. The Craft skill can be used for a wide range of artisan pursuits, though a GM is within their rights to keep the PC from building complex things that are too far away from their past background and experience.

  5. Connect: Find or know people who are useful to your purposes, make friendships or social acquaintances, know who to talk to get favors or services, and call on the help or resources of organizations you belong to.

  6. Education: Know matters of history, religion, law, chemistry, zoology, botany, and other academic fields appropriate to a sage or scholar. Most learned sages in this age have a broad range of understanding, and will rarely be unable to attempt to answer a question relevant to this skill.

  7. Exert: Run, swim, climb, jump, labor for long periods, throw things, or otherwise exert your physical strength, stamina, and coordination. Even a PC with poor physical attributes might have a good Exert skill reflecting concentration and athletic training.

  8. Heal: Treat wounds, cure diseases, neutralize poisons, diagnose psychological health issues, and otherwise tend to the wounds of body and mind. The Heal skill cannot cure lost hit points directly, but it’s a vital skill in stabilizing Mortally Wounded allies or ensuring clean recovery.

  9. Lead: Inspire and manage subordinates and keep them focused, loyal, and motivated in the face of danger or failure. A successful leader will keep their subordinate’s faith and confidence even when reason might make the leader’s plan appear questionable at best.

  10. [COMBAT] Melee: Fight with melee weapons or throw a hurled weapon. Maintain and identify weaponry.

  11. Navigation: Use it to navigate using the stars, or currents of phlogiston, chart a safe course, knowing how to deal with cosmic hazzards, as well as general astronomy, astrology, and cartographic principles in general.

  12. Notice: Notice small details, impending ambushes, hidden features, or concealed objects. Detect subtle smells, sounds, or other sensory input. Notice cannot be used simply to detect a lie, but keen attention can often discern a subject’s emotional state.

  13. Perform: Sing, act, dance, orate, or otherwise perform impressively for an audience. Compose music, poems, writings, or other works of performance art. Most performers will have some particular fields they excel at.

  14. Persuasion: Persuade a listener that something you are saying is true. Naturally, the more implausible the claim or more emotionally repugnant it is to them, the more difficult it is to persuade them. Furthermore, how they act on their newfound conviction is up to them and their motivations, and may not be perfectly predictable.

  15. Sail: Sail or repair a ship, build small craft, navigate by the stars, manage sailors, and otherwise conduct the business of a professional sailor.

  16. [COMBAT] Shoot: Use it as a combat skill when using ranged weaponry, whether hurled rocks, bows, starwheel pistols, hand cannons, or ship’s artillery.

  17. Sneak: Move silently, hide in shadows, avoid notice, pick pockets, disguise yourself, pick locks, defeat traps, or otherwise overcome security measures.

  18. Spelljamming: Operating a spelljammer helm effectively, to power the movement of a vessel, perceive it's surroundings, extend your magic and power through its weave.

  19. Survive: Mitigate environmental hazards, identify plants and wildlife, and craft basic survival tools and shelter. The basic principles can be applied in all but the most alien environments.

  20. Trade: Buy and sell at a profit, identify the worth of goods or treasures, deal with merchants and traders, find black-market goods and services, and know laws regarding smuggling and contraband.

Langugages

Characters begin with the knowledge of the language of their species, 'Sailors Cant', and fluency in additional ones based on their Connect and Education skill levels. Level-0 in either grants one more language and level-1 grants two. Increasing Connect or Education skills later can allow them to learn one more language for each level they gain.

Language Rarity Spoken Written Associated Skill * Origin Notes
Aartuk Rare - N/A Leafspeak
Arcane Rare Arcana-2 Primordial Used in magic
Beholder Exotic - N/A Far Realms Each group has different dialects
Dohwar Common Trade-2 Wavesong Heavy influence on Trade
Dwarven Common Connect-2 Stonelore
Elven / Sylvan Common Education-0 Leafspeak Many refined terms of the arts come from Elvish
Forerunner Exotic - Arcana-4 / Education-4 Forerunner Dead Language no one really knows
Fraal Rare N/A Primordial
Giff Common Connect-2 Creole Includes complex sign-language
Gith Common Sail-2 Far Realms
Gnome Common Craft-2 Leafspeak
Grell Rare - N/A Far Realms Written only, telepathy takes place of verbal
Hadozee Common Sail-2 Leafspeak Full of insults included from all languages
Human Common Connect-0 Creole Each group has different dialects
Illithid Rare - N/A Far Realms Written only, telepathy takes place of verbal
K'r'r'r Exotic N/A Kreen Hard to enunciate
Lizardfolk / Draconic Common Arcana-2 Primordial Used in magic
Marut Rare Arcana-2 Primordial Writtern form is based on Mathematical codes
Nadezhda Rare Sneak-2 Kreen Hard to enunciate
Neogi Rare Trade-2 Kreen Heavy influence on Trade
Plasmoid Rare - - Connect-2 Wavesong Visual language based on shapes and colors
Reigar Rare - Craft-2 Creole Each reigar has their own original scripts
Rock Hopper Rare Survival-2 Stonelore Uses ad hoc pictographs as written form
Sailors Cant Common Free Creole Sail-0, adds Morse Code
Scro / Goblin Common Connect-2 Creole
Slaad Rare - Arcana-2 Primordial Uses ad hoc pictographs as written form
Syllix Rare N/A Stonelore
Thieves Cant Rare Sneak-0 Creole Uses ad hoc pictographs as written form
Thri-kreen Rare N/A Kreen Hard to enunciate
Trade Tongue Common Trade-0 Creole Trade creole of Neogi, Dohwar, Arcana
Umberhulk Rare - N/A Stonelore Umberhulk typically understand Neogi
Wiggle Rare Arcana-2 Wavesong
  • Languages with an associated skill, levels in the skill grants passing familiarity with that language

Foci

Alert

You are keenly aware of your surroundings and virtually impossible to take unaware.

Level 1: Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result.

Level 2: You always act first in a combat round unless someone else involved is also this Alert.

Armored Magic

Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Focus reflects special training in channeling magic through the hindering materials of conventional armor.

Level 1: You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing.

Level 2: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.

Armsmaster

You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock.

Level 1: Gain Melee as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Melee skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.

Level 2: The Shock from your melee attacks always treats the target as if they have AC 10. Gain a +1 bonus to hit with all thrown or melee attacks.

Assassin

You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 44.

Level 1: Gain Sneak as a bonus skill. You can conceal an object no larger than a knife from anything less invasive than a strip search. You can draw or produce this object as an On Turn action, and your point-blank thrown or melee attacks made during a surprise round with it cannot miss the target.

Level 2: You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards.

Authority

You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent magical powers or an ancient bloodline of sorcerous rule. Where this Focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.

Level 1: Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not significantly harmful or extremely uncharacteristic.

Level 2: Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers and henchmen will not act against your interests unless under extreme pressure.

Close Combatant

You’ve had all too much practice at close-infighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.

Level 1: Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion.

Level 2: The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.

Connected

You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.

Level 1: Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.

Level 2: Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.

Die Hard

You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.

Level 1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You automatically stabilize if Mortally Wounded, provided you have not been incinerated, dismembered, or otherwise torn apart.

Level 2: The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from large-scale, instantly-lethal trauma.

Deadeye

You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsmaster Focus at the same time as Deadeye.

Level 1: Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.

Level 2: You can reload crossbows or other slow-loading weapons as an On Turn action, provided they don’t take more than a round to reload. You can use ranged weapons of any size in melee without penalty. Once per scene, as an On Turn action when target shooting at an inanimate, non-creature target, you automatically hit unless you roll a 2 on your Shoot skill check or the shot is physically impossible.

Dealmaker

You have an uncanny ability to sniff out traders and find good deals, licit or otherwise. Even those who might not normally be disposed to bargain with you can sometimes be persuaded to pause and negotiate, if you have something they want.

Level 1: Gain Trade as a bonus skill. With a half hour of effort you can find a buyer or seller for any good or service that can be traded in the community, legal or otherwise. Finding a marginally possible service, like an assassin willing and able to target a king, or some specific precious ancient artifact, may require an adventure if the GM allows it at all.

Level 2: Once per session, target a sentient who is not just then trying to kill you or your allies and make a request of it that it can comprehend. If it’s at all plausible for it to make such terms, it will do so for a price or favor it thinks you can grant, though the price for significant favors might be dear.

Diplomat

You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.

Level 1: Gain Persuade as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.

Level 2: Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.

Gifted Chirurgeon

You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care.

Level 1: Gain Heal as a bonus skill. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.

Level 2: Your curative gifts count as magical healing. You can heal 1d6+Heal skill in damage to an adjacent wounded ally as a Main Action, potentially reviving them without any lingering Frailty. Each such application of healing adds 1 System Strain to the target, and the gift cannot be used on targets already at their maximum System Strain.

Gunslinger

You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.

Level 1: Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.

Level 2: Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.

Henchkeeper

You have a distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this Focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.

You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.

Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen from a civilized society will be treated as Peaceful Humans from the bestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.

Level 2: Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Veteran Soldier from the bestiary section.

You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.

Impervious Defense

Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply.

Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up.

Level 2: Once per day, as an Instant action, you can shrug off any single weapon attack or physical trauma inflicted by a foe. Environmental damage, falling damage, or other harm that couldn’t be forfended by strong armor cannot be resisted this way.

Lucky

Some fund of remarkable luck has preserved your life at least once in the past, and continues to give you an edge in otherwise hopeless situations. This luck does not favor the already-blessed; this Focus can only be taken by a PC with at least one attribute modifier of -1 or less.

Level 1: Once per week, a blow or effect that would otherwise have left you killed, mortally wounded, or rendered helpless somehow fails to connect or affect you. You make any rolls related to games of chance twice, taking the better roll.

Level 2: Once per session, in a situation of need or peril, you can trust to your luck and roll 1d6. On a 2 or more, something fortunate will happen to further your goal, provide an escape from immediate peril, or otherwise give you an advantage you need, if not immediate victory. On a 1, the situation will immediately grow much worse, as the GM sees fit.

Master Artisan

You have remarkable gifts as a crafter and can often improvise techniques even in fields unrelated to your usual background. You are able to create mods for equipment even if you are not an Expert, as per the rules on page 56.

Level 1: Gain Craft as a bonus skill. Your Craft skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of arcane salvage, down to a minimum of one. Your Craft skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty.

Level 2: The first mod you add to an item requires no Maintenance and only half the silver piece cost usually required. This benefit is in addition to the benefits of installing a mod in masterwork gear you build. You automatically succeed at any attempt to build masterwork gear, and once per month you can reduce a created mod’s salvage cost by one further unit, down to a minimum of zero.

Nullifier

Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages.

Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.

Level 2: Once per day, as an Instant action, you are simply not affected by an unwanted magical effect or supernatural monstrous ability, even if it wouldn’t normally allow a saving throw. Immunity to a persistent effect lasts for the rest of the scene.

Polymath

You have a passing acquaintance with a vast variety of practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill purchase discount. Only Experts or Partial Experts can take this Focus.

Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely.

Level 2: You treat all non-combat skills as if they were at least level-1 for purposes of skill checks.

Savage Fray

You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.

Level 1: Gain Melee as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.

Level 2: After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.

Sniper

You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.

Level 1: Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.

Level 2: A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.

Specialist

You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.

Level 1: Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.

Level 2: Roll 4d6 and drop the two lowest dice for all skill checks in this skill.

Star Captain

You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.

Level 1: Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.

Level 2: A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.

Tinker

You have a natural knack for modifying and improving equipment, as given in the rules on page 100.

Level 1: Gain Craft as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.

Level 2: Your Craft skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.

Spirit Familiar

You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you.

Level 1: Choose a form for your familiar no smaller than a cat nor larger than a human. It has the traits and abilities of an entity created by Calculation of the Evoked Servitor on page 68, but may be summoned or dismissed as a Main Action, appearing within melee range of its owner. It cannot carry objects with it during its vanishment aside from the clothing natural to its shape. It has no need for food, water, or sleep. If killed, it vanishes and cannot be re-summoned for 24 hours. Once per day, it can refresh one point of Committed Effort for you.

Level 2: Pick two benefits from the list below for your familiar. This level may be taken more than once, adding two additional options each time.

  • It has hit points equal to three times your level
  • It gains the ability to attack with a hit bonus equal to half your level, rounded up, doing 1d8 damage on a hit with no Shock
  • It gains a +1 skill check bonus and can apply it to a range of situations equivalent to one normal human background
  • It gains another shape of your choice which it can adopt or discard as an On Turn action
  • It can hover or fly at its usual movement rate
  • It can communicate freely with others in any language you know

Unarmed Combatant

Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so.

Level 1: Gain Brawl as a bonus skill. Your unarmed attacks become more dangerous as your Brawl skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Brawl-1 or better, they have the Shock quality equal to your Brawl skill against AC 15 or less. While you normally add your Brawl skill level to any unarmed damage, don’t add it twice to this Shock damage.

Level 2: Even on a miss with a Brawl attack, you do an unmodified 1d6 damage, plus any Shock that the blow might inflict on the target.

Valiant Defender

You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them.

Level 1: Gain Melee or Brawl as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill.

Level 2: The first Screen Ally skill check you make in a round is always successful. Gain +2 AC while screening someone. You can screen against foes as large as ogres or oxen.

Well Met

You have a striking ability to charm and pacify people and creatures you’ve just met. Once they get to know you, however, their opinions are more likely to be based on experience; this Focus works only once on a target.

Level 1: Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence.

Level 2: Once per game session, when a reaction roll is made, cause the subject to be as friendly and helpful to you and your party as it’s plausibly possible for them to be. It’s up to the GM to decide why the creature becomes so; it might be mistaken about your nature, or find you hilarious, or perhaps want a favor from you and your allies.

Whirlwind Assault

You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat... assuming you survive being surrounded.

Level 1: Gain Melee as a bonus skill. Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range, assuming they’re susceptible to your Shock.

Level 2: The first time you kill someone in a round with a normal attack, either with its rolled damage on a hit or with the Shock damage it inflicts, instantly gain a second attack on any target within range using any Ready weapon you have.

Species

Dohwar

Dohwar are telepathic space penguins that live to trade and climb the corporate ladder. They are frivolous, love to enjoy themselves and to treat others with utmost respect as potential clients, even when it might seem unreasonable at first.

Dohwar society is an oligarchy ruled by several trading houses and cartels. They are shameless and sly merchants, always looking for an opportunity to turn a profit. Dohwar pass on fortunes as heritage, but they do not believe, and find ludicrous, any form of castes and birthrights other people believe in.

The dohwar society is peculiarly religious. They worship powers associated with commerce, profits and wealth. However the power's race or alignment is unimportant. Though they love money, the dohwar are especially generous with religious contributions. Seeing such tithes as "investments", with the powers in return for divine advantage in future bargaining sessions.

Focus, Level-1 Gain Trade as a bonus skill. You can swim, are adapted to the cold, immune to alcohol, but get inebriated with sugars instead. You can read the surface thoughts of any target you can see within sixty feet; the target gets a Mental saving throw to resist this.

You can take the partial class of Precognition or Telepathy Psychic.

Dwarves

Dwarves are stoic and hardy miners, craftsmen, sailors, or anything else they put their mind to, including drinking. All dwarves are extremely conscious of family ties, and duties, and can almost always figure out the relationship with another dwarf in a few minutes. This occasionally leads to dwarves monopolizing crafts and forming mafia-like groups, that will do anything to protect family interests.

Many consider the sturdy crafts and repair work of Dwarves to be the best and most reliable in Wildspace, so many of these citadels become active trading points.

Focus, Level-1: Gain Exert as a bonus skill. You have the dwarven vision, and can see out to twenty feet in complete darkness. You also have a superior sense of smell, that can smell out minerals like gems and metals. You can even track anyone with such materials by scent alone. You have a natural resistance to poisons and diseases, gaining a +2 bonus on all pertinent saves.

Elves

All Elves in space are, or were, part of the Imperial Elven Armada. Unless expelled by military court, all elves are considered members of the armada from the day they are born. The armada is the closest thing space has to a civilization that actually is able to maintain some degree of control across the spheres. However after the recent wars, their forces and control have dwindled a bit.

The elves live in a very militaristic society, where rank, and formalities are of utmost importance, and things like race and religion, which are points of conflict for their groundling cousins, are not even considered. And thanks to their long lifespans they have adapted especially well to life in wildspace, and have perfected the art of spelljamming.

Other species consider elves snobbish, and try to stay out of the way of the armada when possible. But they also strive to imitate elvish arts, elegance and culture.

Focus, Level-1: You have extremely sharp senses, gaining Notice as a bonus skill, and being able to see clearly in anything short of complete darkness. You don't age past 30 years of age. You don't need to, and can't, sleep, but enjoy deep meditation as a form of rejuvenation. Elves can't be charmed or put to sleep.

Fraal

The fraal are thin humanoids, averaging about five feet in height. They can be distinguished by their large eyes, their pale, almost luminous skin, their socket like ears and nose, and their rounded heads. Fraal do not have hair, and some individuals draw complex geometric shapes upon their heads as a form of self expression.

Fraal are a dying species, they have very long lifecycles, like the elves, but they can only produce offspring every hundred years. Luckily the Fraal lack biological gender, but two individuals are required to create a new fraal, that must later need to be incubated in special breeding vats, as they cannot develop naturally without the aid of psychic energy.

Focus, Level-1: You gain a +1 to all your Mental stats, but suffer a -1 to all physical stats. You have a natural resistance to magic, gaining a +2 bonus on all saves against hostile magical effects.

You can take the full or partial of any Psychic class.


Illithid find Fraal a delicacy unlike anything else, but to avoid the extinction of the Fraal they created a breed of degenerate Fraal called Oortlings, which are nearly blind, mute, and lack any sense of self preservation, however they are equally powerful psions that require little care and reproduce quickly as livestock. Fraal frequently organize and fund raids to free Oortlings.

Giff

It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoid attired in gaudy military uniform, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives.

Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war.

Giff refuse to fight other giff and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their own kin.

Focus, Level-1 Gain Shoot as a bonus skill. Giff enjoy explosive violence, and gain a +1 bonus to their normal attack bonuses. Giff are also hardy, and whenever they roll their hit dice to determine their maximum hit points, the first die they roll always counts as the maximum. Further hit dice that roll less than average (1,2,3) are rerolled.

Gith

Gith are of the oldest races in the spelljamming community, they used to serve as slaves to the Illithid even before most of the other races began exploring wild space. Their societies had already been traveling among the stars even in the oldest records of the elven armada.

Gith can develop powerful psychic abilities with proper training. They are in general are control freaks, very meticulous, never letting anything to chance.

Gith are common in Wildspace, however most dedicate themselves to Piracy and Bounty Hunting.

Focus, Level-1 Your Wisdom increases by +1. You can exert force as if with one hand and their own strength using your telekinetic powers at will. You have an iron will, gaining a +2 bonus on all saves against mental effects, including fear and charms.

You can take the partial class of Telekinesis or Teleportation Psychic.

Gnome

Gnomes are relentless tinkerers, inventing as many problems as they can so they can create complex gadgets to solve them.

To the dismay and great worry of most other races the Arcane and Reigar oddly seem welcoming to tinker gnomes and their "masterpieces."

Focus, Level-1 Gain Craft as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods; this stacks with Tinkerer focus. Both ship and gear mods cost only half their usual price for you; this doesn't stacks with Tinkerer focus.

If you roll a natural-1 on an attack using a modded weapon, or snake-eyes (two 1s) on a skill check using a modded device, your efforts suffer an embarrassing, and potentially hazardous, set back as determined by the GM.

Hadozee

The Hadozee, also colloquially called "deck apes", are simian humanoids with a membrane of skin between their arms and legs that allows them to glide. Hadozee originate from lands of lush jungles, and have a deep respect for nature and it's beauties. However they love traveling and visiting ever more exotic locations. Hadozee now inhabit many far reaches as they frequently serve as mercenary crew members for the Imperial Elven Armada.

Despite being friendly and hard working, hadozee are rude, and foulmouthed. For the hadozee this rudeness is a way to express camaraderie. So much that they also invariably give blunt nicknames to everyone they interact with, and will only use proper names and rank when there is a serious problem, or they are dead serious about a topic.

Focus, Level-1 Gain Exert as a bonus skill. You can climb as easily as you can walk, and your feet are as dextrous as your hands. You can also glide with the membranes between your limbs, moving 2 feet forward for each foot you descend
















Gnomish creations: Despite what most people would want to believe; many of the small commodities spelljamming crews enjoy today actually started out as failed gnomish inventions that lacked the flair their creators were aiming for.

Humans

Humans are hardy and adventurous creatures that rely on grit and teamwork. Humans also are highly social, and excel in a variety of social arenas.

Focus, Level-1 Gain Connect, and Persuation as a bonus skills. Humans have grit and persist where many others would give up, once per scene humans can re-roll, and take the higher result, on an attack, save, or skill roll if they previously tried and failed at that same roll.

Illithid

The illithid, also known as a mind flayer or mindflayer, is a hostile, spacefaring humanoid creature. Illithids are infamous for their grotesque eating habits, which involve grabbing prey with their tentacles, then tearing the prey's brains out to eat. Cruel and sadistic, they often trade slaves. However because of the astronomical distances involved in space faring, many Illithid spend a larger portion of their life away from direct contact with their elder brain, and thus develop hobbies and more of a personality of their own.

Illithid traders though ruthless, know well enough that eating the brains of those it trades with is not good for business. So generally it is safe to be around Illithid in public, and civilized areas. However, raiding an Illithid colony, or being stranded on an asteroid alone with an Illithid is another story...

Illithid outcasts

Illithid character are a thing. However you are an outcast, and serve no elder brain colony. In Wildspace where distances are huge, this is not an uncommon incident. There are also other ways to sustain oneself without fresh brains, although from an Illithid's point of view, for example visiting a morgue for a snack is gross, it might be more acceptable to your party members.

Focus, Level-1: You can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

You can consume the fresh brain and sense the mire of it's fleeting emotions and thoughts. While consuming a fresh brain you can learn information from the brain. The brain only knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive. The brain can't maintain a conversation, and it can't speculate about future events.

You can take the full or partial of any Psychic class.

Lizardlords

Lizardlords, are what spaceborn lizardfolk call themselves. Lizardlords are smarter and way more clever than their groundling brethern, however this is apparently an result of lizardfolk eggs hatched in space near suns. There is no racial divergence besides the rearing aspect of eggs among lizardlords and lizardfolks.

For the lizardlords charity and compassion for the weak is unknown, and not expected. A lizardlord that can no longer provide for themselves will hold a living-funeral ceremony, give up their name, lose all social rights, and will go on to live the rest of it's days at the fringes of their society.

Focus, Level-1 Gain Survive as bonus skills. Your unarmored Armor Class is 13, and if you wear better armor you get a +1 bonus to its AC. You need only half the usual amount of food, water, and air if you are not exerting yourself.

Nadezhda

Nadezhda are a species of evolved space roach. The Nadezhda are stubborn, and take it to heart to never give up hope. But they do believe equally to live another day, retreating and hiding, waiting for the correct moment to strike.

Other species tend to have an irrational fear and repulsion of the Nadezhda visage. The few Nadezhda that do interact with other races for this reason tend to keep their identities veiled in secret using dark robes and masks.

Focus, Level-1 You gain Exert as a bonus skill. You can double your movement by crawling on all limbs, you can squeeze through tight places, and can sense surroundings in complete darkness out to twenty feet, able to distinguish solid objects as if you were using your sense of sight. When trying to succeed at a skill through the use of fear or causing others to be unsettled you may reroll a failed skill check once per day.

Rock Hoppers

The rockhoppers are small yet surprisingly sturdy humanoids, with feathered manes, large eyes, and soft beaks. They are not avian, but many find them somewhat similar to owls. They live among the stars, traveling on skiffs between asteroids, hunting and living off of wildspace behemoths to feed their people.

Although small, rock hoppers are very rugged, active, and have muscles of steel, leading rock hoppers to be much stronger than their appearances would ever suggest. Many a rock hopper enjoys competing in feats of strength with unsuspecting larger humanoids.

Focus, Level-1 You have Exert as a Bonus Skill, and can readily traverse jagged terrain, or anything that would benefit from jumping, like an arena consisting of pillars. You can wield weapons as a medium sized creature, despite being small. You are accustomed to hunting large beasts, and gain a +2 to AC when fighting large beasts and monsters. Additionally Once per scene you can reroll an attack, or save against large beasts.

Plasmoid

Plasmoid are highly intelligent and extremely dextrous oozes, able to manipulate every fiber of their being. Plasmoids can alter the fibers of their bodies to form interior pouches for carrying items, limbs to use as legs, arms, tails, heads, etc., and air pockets that can be squeezed to produce sound to talk.

Plasmoids love treasure and power. Thus adventuring has attracted their attention, particularly space with its endless possibilities. Plasmoids enjoy philosophical debates, storytelling, and they are commonly employed in the political arena because of their near-tireless ability to speak about nothing at great length.

When plasmoids sleep or lose consciousness, they lose their rigidity and ooze to conform to the area they are in. This can be a very dangerous thing for plasmoids, thus they select their sleeping chambers with great care.

Focus Level-1: You are an amoeboid blob that can manipulate objects with extruded pseudopods and flow through small spaces. Constitution modifier by +1. You need an atmosphere to keep your shape indefinitely, but do not need fresh air.

You can take the partial class of Biopsionics or Telepathy Psychic.

Scro

Scro are large goblinoids characterized by prideful ruthlessness and brutality. Scro practice feudalism, and have an honor based warrior caste. However they also practice complex cultural customs, full of symbolic ritualism, enjoy poetry and the art of weapon care.

Scro live in a regimented society, based on a complex system of laws and customs that call for unswerving loyalty and obedience. Each scro is a valued member of society and has a duty to fulfill. Leaders are elders respected and obeyed unless they show obvious cowardice in battle. In that case, it is the strongest scro's duty to overthrow the coward's authority and lead the troops in glorious battle.

Focus, Level-1 Gain Education, and one Any-Combat as bonus skills. You are fearless, and non magical fear and shocks don't affect you. Magical effects still function as normal. You gain a +1 bonus to their normal attack bonus.

Starforged

Artificial automata that need neither sleep, eat, nor drink. They are immune to vacuum and don't require air. They cannot be poisoned or diseased by normal forms of toxin. VIs can be healed with spare parts and the work of someone with Craft-0 skill. VIs can always repair themselves, even without the requisite skill. Each unit of spare parts heals lost hit points equal to the VI’s character level and takes fifteen minutes to apply.

VIs reduced to zero hit points but not entirely smashed are incapacitated and Badly Damaged. Removing this quality requires 24 hours of work by a technician and at least one unit of spare parts, after which damage can be repaired as normal. As a field expedient, a tech can jury-rig a Badly Damaged VI in the field, healing it with spare parts at the normal rate and speed. If such a bot is reduced to zero hit points again while Badly Damaged, however, it must make a Physical save or be permanently destroyed.

Focus, Level 1: Gain a bonus skill related to your intended function. Choose an attribute associated with your work and gain a +1 bonus to its modifier, up to a maximum of +2. You have all the usual traits and abilities of a VI robot.

Thri-kreen

Spelljamming kreen are gifted hunters and surgeons. And it is practically their religion to adorn and augment their bodies through surgery, which they consider temples. Many kreen warriors go as far as replacing limbs with weaponry and tools.

Thri-kreen minds, behavior, and physiology often seem bizarre to members of other races. But despite their fierce appearance, the insectlike humanoids can be loyal and courageous companions. Thri-kreen have most of the same needs and morals as do other races; they simply prioritize those needs and morals differently. Most important, thri-kreen judge others solely on physical and mental ability. The lazy and weak deserve contempt, regardless of race; likewise, strength and cleverness merit respect no matter who demonstrates these qualities.

Focus, Level-1 Gain Exert as bonus skills. And can perform standing jumps upto 20 feet. Your unarmored Armor Class is 13, and if you wear better armor you get a +1 bonus to its AC. You need only half the usual amount of food, water.

You can take the partial class of Biopsionics or Precognition Psychic.

Wiggle

The hurwaeti or Wiggles as they are colloquially called, were once a great spacefaring race that had colonized many systems, spreading art, civilization, morality, and an philosophy favoring altruism and discipline throughout the spheres. But an ancient war broke up their empire. The remaining spacefarers became impoverished wanderers, content to simply earn a living for themeselves and their tribes.

The Hurwaeti never surrender to beholders, illithid or neogi. It is said that their ancient interstellar empire fought all three enemies at the same time, which lead to their fall. If that is true they are lucky to have survived at all. In this era, they tend to work as skilled sailors and mercenaries, they normally get along quite well with the Giff and Hadozee as crewmates.

Don't mature or age until they are ready to go to the spawning stone to reproduce then die

Focus, Level-1 Gain Survival as bonus skills. You can breath in water or air, and are an excellent swimmer. You have a natural resistance to magic, gaining a +2 bonus on all saves against hostile magical effects.

Other playable species

Aarakocra, flying Bird folk.

Halflings, Goblins, small folk.

Kobolds and Dragonborn.

Felid-folk.

Vodoni, Canid-folk.

Other species

Arcane

The Arcane, also known as mercanes, are a race of spacefaring mystics and merchants, especially interested in dealing in spelljamming equipment. And have the monopoly on the trade of spelljamming helms.

The Arcane look like tall and slender blue-skinned giants with long, delicate fingers that have an additional joint. They have narrow shoulders and a sunken chest. Their skulls are narrow and double-domed, with a slight bulge over their brows and their dark eyes sunk into their heads.

The entire Arcane race have a type of collective telepathy. They became immediately aware if a member of the race was harmed, which made it impossible for an aggressor to conduct business with any other Arcane until amends were made.

Beholders

Beholders resemble floating orbs of flesh with a large mouth, single central eye, and lots of smaller eyestalks on top with deadly magical powers.

Beholders in the Spelljammer campaign are common antagonists, like the deadly neogi and sadistic illithids. However, one thing prevents them from being the most dangerous faction in wildspace: the beholders are engaged in a xenophobic civil war of genetic purity.

There are a large number of variations in the beholder race with some sub-races having smooth hides and others chitinous plates. Other noticeable differences include snakelike eyestalks or crustacean-like eyestalk joints. Some variations seem minor such as variations in the size of the central eye or differences in skin colour. Each beholder nation believes itself to be the true beholder race and sees other beholders as ugly copies that must be destroyed.

K'r'r'r' and Clockwork Horrors

The K'r'r'r' are an arachnid species, that actually evolved in wildspace. They have no homeworld, and consider themselves superior to all other groundling races. They also created the artificial Clockwork Horror nemesis, that escaped their control, and now is a disease of wildspace that consumes worlds as the army of mechanical spiders strip worlds for resources.

Neogi

Neogi look like an over sized spider with an eel’s neck and head. However nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.

Reigar

The reigar are a near-legendary race, only rarely encountered by the average spacefaring adventurer. They are famed for their artistic prowess and fabulous command of craftsmanship.

As a people, the reigar are androgynous. Their men are very beautiful and their women are extremely handsome. They are of tall human proportions, willowy of build, with reddish-blond hair. Their natural beauty is augmented by the halo or glory surrounding each reigar. This glory is a cloud of twinkling, glittering motes that change color in random patterns.

Reigar spend their lives in artistic pursuit, and will dedicate all their efforts towards their current masterpiece, however the reigar would never waste time mass producing or even making more than once the same piece of art. Their mottoes are "Art for for art's sake" and perhaps frighteningly "The ends always justify the means."

Wildspace


Wildspace is what comes to mind when we talk of "Space." It is the vast emptiness that lies between the planets and the stars. All the celestial bodies within a Crystal Sphere float in the airless void called Wildspace. Conventional (meaning "those that take place on the material plane") interplanetary journeys around a solar system take place within Wildspace. The regions of Wildspace are primarily airless vacuums, but the cosmos is large and vast with plenty of exceptions to the rules. Wildspace is not truly a void, although it is often referred to in that way. There is plenty to explore and conquer. Adventure is the only constant.

Temperature

Wildspace is typically not extremely hot or cold unless in proximity to a star, where temperatures can raise or even drop suddenly. The temperature within the air envelope is 70 degrees Fahrenheit.

Special Wildspace

A Crystal sphere may not be a vacuum. Sometimes the environment is very different


Shadow Space. There are expanses where the bleakness of the Shadowfell leaks into wildspace. In these area light is quenched. Bright light becomes Dim light, and Dim light becomes total Darkness. Temperatures also drop to extreme cold (DMG Chapter 5.). Finally undead gain advantage on saves in shadow space.


Blue Oasis. Not all wildspace lacks atmospheres, there are entire stretches that have enough air for millions of planets. These areas normally are blue like the sky, and have winds, clouds and even rain and snow.


Aquatic Spheres. The crystal sphere is a ball of water, resembling an ocean.

Air as a resource


The void of wildspace tends to force things together, that is why planets can sustain quantities of air large enough to sustain life, and spelljammer ships can hold enough air for their crew. Even a creature that jumps into the void will typically carry with them a thin air envelope that will allow them to survive momentarily in the voids of wildspace. Note this is the reverse of our known space, in which void pulls things apart.

Air envelopes

The air envelope of a ship extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space.

Just like ships, creatures and objects carry air envelops with them in wildspace. When a creature leaves an atmosphere of fresh air it carries enough air with it to sustain itself for something like 10 minutes. A creature that suddenly is ejected into the void carries only a poor air envelope that will last only a minute or two at best.

If two creatures physically interact in the void, the air envelopes of both will merge and be redistributed equally in among both creatures.

Foul air

Living creatures consume air, and produce foul air. Once an air envelop is mostly consumed the air is no longer suitable and creatures in foul air become progressively exhausted until they die. After a day of rest or an hour of physical labor, such as exploring or manning a ship, a creature must make a Physical saving throw or suffer system strain.

Air Units, Vaati

The typical air unit is the vaati (named after Wind Dukes of Aaqa). One vaati is the amount of air a small or medium creature requires to survive for one day. This table shows the amount of air a creature consumes.

Paying to breath

Inhabited wildspace ports and citadels charge an air tax of 1 gp per medium or small creature upon docking, and an additional 1 gp for each additional week. These fees are used by authorities to replenish air and other resources.

Creature
Size
Required
Vaati
    Creature
Size
Required
Vaati
Tiny 1/2 Large 4
Small 1 Huge 8
Medium 1 Gargantuan 16+

Gravity


A fact most ground lovers are not aware of is that all objects create equivalent gravity pulls. However gravity fields of larger objects override any gravity pull of lesser bodies within their fields. This is why the crew of a ship will have their gravity aligned with that of the ship.

The gravity field of a ship in the void of space creates a gravity plane, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam.

As most ships are designed to have a flat gravity plane, the crew can work normally on the ship's deck. However, surprisingly to many groundlings, it is possible to walk perfectly fine on the underbelly of a ship as well

Zero gravity

Outside of any significant gravity fields combat can become chaotic, and difficult. Because of the difficulty of building momentum to combat effectively all attacks made in zero gravity suffer disadvantage to hit.

In the void, outside of any significant gravity planes combat can become chaotic, and difficult. Because of the difficulty of building momentum to combat effectively all attacks made in zero gravity suffer disadvantage to hit.

Gravity as a weapon

Ship pilots tend to align their ships to the larger gravity planes before entering their area of effect, to reduce the effects of gravity change as much as possible. Even then many groundlings feel the switching of gravity nauseating.

However these changes in gravity are occasionally exploited by larger ships attacking smaller ships by running in close enough to change the smaller ship's gravity and cause the crew to fall and tumble, many times directly onto the larger ship.

Phlogiston


Phlogiston is a turbulent, unstable, multicolored, fluorescent gas-like medium, however it is not a form of matter and cannot be contained physically, even walls of force can only slow down phlogiston and it will shortly flow through and disappear. In phlogiston the very flow of time and space changes and it alters the magical weave so there is very little is known for certain about the Phlogiston.

Phlogiston and the Weave

When in an area dominated by phlogiston, any spell or magical effect that triggers the weave produces a wild surge (a secondary random effect). Constant magic items like magical swords and armor do not trigger surges, but wands, scrolls, potions and other newly activated effects do.

Volatility

Phlogiston is extremely volatile, any source of fire will cause phlogiston to erupt into a radiant explosion if there is enough air to allow for combustion. Luckily Phlogiston doesn't mix well with matter, including air, so typically the air envelop of a spelljammer is enough to keep it's crew safe.

An accidental spark, or stray ember, near the edge of an air envelope can be enough to burn the whole air envelop of a ship in a second, such explosions deal 8d6 fire damage to everyone and everything within the air envelope, on a successful save damage is halved and the creature will have been lucky enough to have maintained a minute or two of air in their personal air envelope.

Calcification

Travelers unlucky enough to be stranded in phlogiston soon become calcified after their air envelope goes foul, any creature in phlogiston is affected by a flesh to stone effect shortly there after.


Calcified creatures and organic objects can be restored normally with stone to flesh magic, or when they are placed within an envelop of fresh air again.


Salvager's Pact


Being rescued from calcification is a matter of fate, the probabilities of being rescued are stacked against ever being rescued in the infinity of phologiston. However thanks to the streams and travel routes, every now and then someone is rescued, after who knows how much time. Anyone rescued in such a manner is bound by the sailor's code, to serve their rescuer to the best of their capacity for a year and a day.


Time dilatation

Phlogiston actually slows down time considerably, thanks to its effect on the flow of time, travel through phlogiston becomes near instantaneous when compared to the time flow of the world outside. It might feel, and be an entire month of travel in the phlogiston, but outside only a few minutes might have transpired in the crystal spheres.

Streams and Rivers

Phlogiston streams are critical to spacetravel as navigating these streams allows ships and skilled crews to travel distances that would normally take years in just a few moments. However unlike travel through wildspace, these streams are directional, and seasonal, so having a skilled navigator that can actually navigate the streams is critical for the success of any enterprise through the phlogiston

Travel

Distances in wildspace

When traveling through wild space vessels travel at extreme speeds which are hard to measure, but most crews and navigators have settled upon the SU, a Spelljamming Unit. One SU is the distance that a vessel can travel during 24 hours while powered by a 1st level spell. This speed is doubled at every spell level increase. So a vessel may travel at 4 SU when powered by a third level spell.

However a vessel drops out of the weave's influence if an object of around a ton or more comes within a few miles of it (typically at a visual distance), causing it to drop safely to tactical speeds.


Reckoning of Time

There is no concept of seasons, however the Phlogiston streams do follow certain rythms, making travel between certain spheres easier or hard at specific times. The "seasonal behavior" of most primary routes is well known, but some expert navigators study in depth these cycles, and might be able to calculate specific routes that take advantage of these to get places faster than expected. It goes without saying that most navigators of such skill treat the secrets of their methods as trade secrets, most are willing to chart out a specific travel route for an enterprise, but few will share how they do it, and keep their notes encoded and hidden.

Language

The Trade Tongue

Is a harsh language, of words and idioms from many cultures. It is highly influenced by Arcane, Neogi, and Dohwar languages, as they are the some of the most mercantile species. Anyone trained in Trade knows the language.

The Elven Tongue

The Elven tongue is a very refined and flamboyant language that most spacefarers like to use to show how dandy they are. It is also the language typically used to chronical travel, handle documentation, and to create poetry and refined speeches. Anyone trained in Education knows the language.

One downside of elvish, is merchants assume anyone who only knows the elvish and not trade, has more disposable income than they need. Bargaining in Elvish is futile.

Spelljamming Terminology

Despite the variety of languages, all spacefarers more or less agree on words for the mundane and arcane terminology involved in Spelljamming. This means that any sailor or traveler, can communicate simple concepts related to travel, such as asking for passage, informing someone the ship's helm is damaged, a threat is approaching from the starboard side.

Other Languages

There are countless languages, and many dialects. Spacefarers tend to form stronger bonds with those with whom they share languages, and knowing the language of someone, even with just passing competence, or just placing a properly used idiom, might quickly lubricate a deal or an alliance, so polyglots are highly valued, despite the fact that magic can be used to translate information.

SpellJamming Helms


A Spelljamming Helm is a magical seat or throne designed to magically propel vessels through the sky, wild space, and even phlogiston. Some however look like a crown, or another device.

It is said that the original invention of Spelljamming helms is the work of the legendary race called the Reigar. However the art of creating Spelljamming helms has been furthered by powerful archmages and artificers. These days a great variety of helms exist, each unique, and with a 'personality' of its own.

Installing a Helm on a Vessel

The actual cost of a helm tends to be compounded by the cost of arcane rituals and labor required to prepare the vessel to work seamlessly with the helm.

To properly and safely install a helm onto a vessel the skilled labor proficient in the Arcana and Craft skills is required. A skilled arcane artisan can finish an installation in a week of work for approximately 5,000 gp in materials and rituals components.

Makeshift installations

It is technically possible to haphazardly install a helm into place in much less time, and without paying any installation costs. A makeshift installation of this kind can be performed in 10 minutes by passing an Arcana and Craft skill check. On a success the helm is precariously installed, on a failed check the helm has not yet been installed yet, and further attempts to quickly install the helm are made at increasing -1 penalties until the third failure, at which the helm becomes damaged and will need repair.

Until properly installed there is a 50% chance the helmsman has disadvantage on mental saves to maintain spells and physical saves to avoid Jammer Shocks, described below, while attuned to a helm that has not been properly installed.

Attuning to a Helm

To move a ship with the power of a Spelljamming helm a creature capable of casting spells must attune to the helm. The sensation of being attuned to a typical helm is akin to being immersed in warm water. Although some helms are designed to provide other pleasant and unpleasant sensations.

Jammed Helms

Occasionally in a crash or other accident a helm becomes jammed, and while attuned to the helm you cannot expend your own spell slots.


The Arcane

The trade of Spelljamming Helms is highly regulated by a mysterious race of huge lanky blue giants known as The Arcane. The Arcane seem to have some form of omnisentience, and are capable of just knowing where and when the trade of a helm is taking place, many times arriving just in time, or shortly after, to provide "their services" to register any trades, or "assist" with negotiations, or helm installations. Of course all for nothing more than their just share of the profits.

It must be noted that The Arcane are not a belligerent race, preferring to the Planeshift away at the first sign of violence. However precisely because The Arcane greatly dislike violence, they typically have a number of powerful bodyguards at their service that are more than glad to deal with any rowdy customers. Even if an Arcane is forced to temporarily put negotiations on hold, they will never just let a "customer" go.

A Brief Wildspace Menagerie

Aartuk

Plant like humanoids, they only know war and hunting. They sense can magic and spelljamming helms. And thus will try to attack and steal ships or leave seeds whenever they can to propagate their race.

Astral Titans

Astral titans are entities so large that they are typically larger than planets, and many of them actually carry and house several of the mayor planets. Gargantuan turtles, hominids, fish, and others. Astral titans are so big that they completely ignore most spacefarers.

Scavvers

Scavvers are long, fishlike creatures of space, dominated by a since huge, humanlike eye at the leading edge of the head, and a wide, sweeping mouth. General body size, and details such as number of fins vary depending on the origin of the creature, but they range from small to gargantuan sizes. Generally not a threat, they will eat supplies and helpless spacefarers found in wildspace.

Astereaters

These gargantuan beholders are not as smart as their brethern, but they are large enough to pass as asteroids and attack spelljamming vessels. Other beholders find them to be abominations and hunt them down, keeping the number of astereaters low enough to keep wildspace safe.

Buzzjewel

These spacefaring insects glitter like gems, and form beautiful spectacles. However they can sense and feed on gems, so many races find them to be a pest. However the Dohwar cultivate them for their beauty as prised pets.

Chattur

These small primates have racoon like black facial marking, and have been dubbed "Space Bandits". They are sneaky and playful, and considered good luck by spelljamming crews. Some spellcasters bind them as familiars.

Clockwork Horrors

The clockwork horrors are a feared and loathed self replicating colonial spider like constructs that consume all forms of resources and has been known to decimate entire planets.

Focoids

Are transparent gelatinous creatures that lurk near suns and stars and can focus the light into lethal radiant beams. They are very dangerous, and most spelljamming ports will pay rewards for the carcasses of focoids.

Giant Space Hamsters

Giant space hamsters are exactly what they sound like-cute but brown-bear-sized rodents with thick fur.

Gnomes have found that the meat of giant space hamsters is quite tasty. Space hamster meat is called "spaham", and many gnomes eat large quantities of spaham with every meal. Many hamster ranches simply breed giant space hamsters as livestock.

Gossamers

Gossamers are the spacefaring cousins of the jellyfish. They travel in groups known as shoals. Gossamers usually drift among the rocks of asteroid fields and the junk of space sargassos, though they occasionally venture into open space. They scavenge leftover prey, cleaning areas of organic junk.

Grell

The grell are intelligent floating brains, masters of alchemy, and lightning. They form large colonies that hunt travelers unlucky enough to land near asteroids where they lurk. The grell colonies have spread in recent centuries as they raid and feed on farms created by the Illithid. Grell patriarchs are the size of spelljamming vessels and transport entire colonies of grell in their search for prey. Patriarchs can somehow travel under space, in dimensional pockets, allowing them to travel enormous distances without spelljamming.

Infinity Vines

Are serious threats to spelljamming vessels. An infinity vine is, bright green plant with an extremely rapid rate of growth. It consists of an enormous number of thin, interwoven stems, all part of the same plant. Numerous bright blue flowers appear throughout the plant. These flowers draw nutrients and moisture for the plant directly from the air itself. The plant thrives so long as it is kept within exposed to both breathable air and to light of any kind. An infinity vine grows very rapidly, seeming to create plant material out of thin air.

Jammer Leeches

Resembling the barnacle-like immature krajens, jammer leeches are unwittingly attracted by the spellcasters who power ships through wildspace and the phlogiston. They can be very dangerous if mishandled, and they always cause the ships they infest a great deal of trouble.

Kindori

Kindori are called space whales, and they are among the largest living creatures found in space. They resemble aquatic whales in general shape and are mammals as well. However, they lack any noticeable mouth, and the leading edge of their fishlike bodies is dotted with small eyes. Rock hoppers and other people tend to hitch rides or use kindori as means of travel as they can reach spelljamming speeds.

Krajens

The krajen develops in three stages: small spaceborne spores, a barnaclelike immature stage, and the huge, adult krajen that is the bane of the shipways. In its adult stage, the krajen can grow longer than most ships, and resembles a gargantuan aquatic squid. Its tubelike body is dominated at one end by a thick central tentacle, the base of which is surrounded by a cluster of smaller tentacles.

Maruts

A marut are incarnations of order and universal laws. They resemble massive statues made entirely of onyx, gold, diamond, or other materials, they tend to be humanoid in form but some look like suns or planetoids. Maruts are impervious to magic, and can bind entire regions to laws, gaining immediate awareness when one of their laws is broken, which causes them to take relentless action.

Q'nidar

The q'nidar are bat-like creatures that frequent the warmer areas of wildspace in search of food. They appear as gigantic bats with a semi-crystalline hide (not unlike that of the radiant dragon in appearance). The q'nidar feed on heat and light, which can be seen constantly arcing around and through them; from afar, these heat and light patterns streak behind them, resembling a vaporous trail.

Slaadi

Are creatures that frequently look like toads of different colors, shapes and sizes. The more powerful ones can change their shapes to anything they like however. Slaadi are creatures born from the primordial chaos, they are not metaphysically evil, but they enjoy violence, bullying anything weaker than themselves, and generally causing chaos and confusion as they strive to increase the entropy of the universe.

Slinkers

Slinkers are small, vaguely bird-like creatures. They stand approximately eight inches high on two hind legs. Their forelegs are short and usually held close to the body when the slinkers move, but these are also used to hold bits of food and handle small items.

Although not a danger in combat, but they are known to invade food supplies and multiply rapidly, draining supplies and air from unsuspecting spelljamming ships.

Space swine

The space swine are a species of boar, custom-bred by the mercantile dohwar for a variety of uses. They serve primarily as trackers, since they have uncanny senses.

Starfly plant

This colorful butterfly-shaped plant drifts slowly through wildspace, much to the delight of spelljammer crews – its fruit is delicious! Spelljammers consider the starfly plant an omen of good luck, since it not only ends hunger but also symbolizes wealth and happiness.

It is said that elves created their first organic ships through magically breeding Starflies over millenia of work.

Syllix

The syllix is a highly developed invertebrate, resembling a cross between a worm and a salamander. The syllix's body is segmented, tapering to a pointed tail and a worm-like head with a pair of wide, unblinking eyes. It has a long, forked tongue that is often slipping in and out of its mouth.

Umber hulks

Umber hulks looked somewhat like a cross between a gorilla and a beetle, they have four-eyes capable of causing unrest and confusion to anyone that looks into them. Their massive claws tunnel through rock with ease and their thick armor was as strong as full plate. These underdark titans would seem out of place in wildspace if not because Neogi praise them as servants and slaves. Meaning that they are very common anywhere neogi can be found.

Zeikune

The Zeikune a mysterious floating starfish that, like the grell can apparently travel under space, as they seem to appear out of nowhere even in enclosed areas. They hunt animals and devour their organs, leaving only the empty carcass. How they travel is a mystery as they normally crawl out of impossible places, and while observed they never just "leave" as easily as they arrived.