The Players Handbook of Sojourner

## **Attributes**

Your attributes are a measure of how well your character performs at generalized tasks. Some characters are physically stronger than others while other characters must use their wits. Other characters may be able to take more damage than others while still other characters must rely on stealth in order to avoid character death.

The typical method of rolling for your stats is to roll six sets of stats using 4d6; rerolling on any 1 and keeping the highest three numbers. The minimum score for any character using this method is 6 while the highest possible score (without cybernetics, genetic modification and similar boosts to these attributes) is 20.

A sense of scale is important in these attributes. A score of 10 is considered average in the Sojourner universe. Most average citizens will have scores of 10 in all attributes. A Strength score of 12 however denotes a particularly strong individual; still within the realm of easy possibility for the average person but exceptional nonetheless. A person with a Strength score in the realm of 18 to 20 however is more comparable to a professional body builder or Olympian athlete.

**Strength**

Strength is a measure of a character’s overall physical capabilities. Characters with higher Strength scores hit harder in melee combat, can carry, drag and lift more weight as well as use specific weapons and armors that others cannot.

**Vitality**

Vitality is a measure of how much physical punishment (damage) a character can take before being in danger. Characters with more Vitality can also endure poisons, drugs and other effects more easily than those who cannot. Additionally, characters with higher Vitality will also gain more health per level compared to those who have lesser Vitality.

**Dexterity**

A character with a higher Dexterity is more skilled at hitting targets at range with firearms then others with lesser Dexterity. They are also better at, when unarmored, avoiding damage and evading area of effect weapons. These sorts of characters are also better at remaining undetected, picking locks and other specific skills.

**Aptitude**

The primary characters that make great use of Aptitude are those using Psionics. This attribute defines characters that are, generally, smarter than others though it does not entail by default that they make better life decisions than other characters. Characters that have higher Aptitude scores are also better at resisting psionic effects (specifically Telepathy) and are incredible investigators.

**Observation**

Observation describes how well a character perceives the world around them. This does not entail that a character with low Observation has issues with their senses but instead shows an aptitude for taking note of what others may miss. An example could be that a detective at a crime scene might notice the body of a victim is in a different position than when they were actually killed; hinting that someone tampered with the evidence. Observation uses all senses available to a character rather than any specific sense.

**Charisma**

The Charisma attribute defines a character’s likability and their force of will. It does not define how attractive a character might be or might not be. Characters with higher Charisma are often diplomats, envoys, corporate leaders and other such high profile jobs.

## **Skills**

Skills are a measure of how well a character performs certain actions. While characters may not be Trained or Specialized in certain skills, all characters can perform skill checks in any skill. A character is always Untrained, Trained or Specialized in a skill. If a character is **Untrained** in a specific skill their roll adds only the attribute to the total result. Being **Trained** in a skill denotes that a character has dedicated a significant portion of their time to learning that skill. Being **Specialized** in a certain skill means that a character has dedicated extensive portions of their life to that specific skill and learned to master it far beyond what most people will learn in their entire lives.

For any skill that a character is Trained in they add their Training bonus to their roll as well as the relevant attribute modifier. This signifies their training playing a part in the action that they are attempting. A character that is Specialized in a specific skill adds their Training Bonus to their roll twice to signify that their character is an exceptionally well versed individual in what they are attempting.

**Acrobatics**

Acrobatics is a measure of a character’s capability to escape a grapple, move through the air with their body, jump and otherwise maneuver. This particular skill may also be used for certain climbing checks. Skill checks with this skill are made using the Dexterity modifier from your attributes.

**Athletics**

Athletics is not a measure of raw physical strength (such as that of the Strength attribute) but instead a character’s training in Athletic sports and techniques. It is used primarily to initiate and escape grapples, perform physically demanding tasks that require a lot of endurance and similar tasks such as climbing. Skill checks with this skill are made using the Strength modifier from your attributes.

**Charm**

The Charm skill is used when a character wants to persuade an individual to do what they need them to do or to gain information from that character in a manner that does not involve violence or deception. It is exceptionally useful in social situations where the NPC in question is not outwardly hostile to the character involved and wants to help them though this does not prevent it from being useful in other situations. Skill checks with this skill are made using the Charisma modifier from your attributes.

**Deception**

Deception is used when a character is attempting to actively lie to an NPC. If a character is misinformed, however, Deception checks need not be made since the character’s intention is not to lie. Skill checks with this skill are made using the Charisma modifier from your attributes.

**Engineering**

Engineering is used to repair most objects, construct certain objects or to use certain ship systems. It is a measure of how knowledgeable a character is of mechanical systems and their function such as hydraulics, pneumatics and other similar mechanical devices. Skill checks with this skill are made using the Aptitude modifier from your attributes.

**History**

The History skill is used to recall established knowledge about a place, individual or event that happened. It is a measure of a character’s knowledge about the history of the aforementioned and denotes their book learning on the subject matter. Skill checks with this skill are made using the Aptitude modifier from your attributes.

**Intimidation**

The Intimidation skill is used to bully or threaten others into giving up information or potentially even surrendering in niche combat scenarios. Skill checks with this skill are made using the Charisma or your Strength modifier from your attributes.

**Medicine**

Medicine is the generalized knowledge of fixing the wounded of any species. This skill can be used to stabilize a dying individual, perform specialized medical surgeries or identify certain poisons and drugs. Skill checks with this skill are made using the Aptitude modifier from your attributes.

**Perception**

The Perception skill is used to find hidden targets, traps and sometimes even hidden or cached equipment and loot. Skill checks with this skill are made using the Observation modifier from your attributes.

**Programming**

Programming is the generalized knowledge of computers and how to operate them. It is most often used to hack into computers to perform an action or stop a computer from performing an action. Programming is not useful against drones that are not automated, other than shutting down certain systems in the drone, but automated drones are more susceptible to hacking attempts as their systems rely entirely on programming. Skill checks with this skill are made using the Aptitude modifier from your attributes.

**Skullduggery**

Cracking safes, picking pockets and generally performing morally questionable acts are usually Skullduggery checks. These skills are often used by thieves and those of similar professions to ferret out that which others might miss when it comes to criminal activity. Some Skullduggery checks unrelated to actively performing a criminal act can be to test your knowledge of local criminal elements. Skill checks with this skill are made using the Dexterity modifier from your attributes.

**Sleight of Hand**

Sleight of Hand is a generalized concept for fast hand movement or precise movement of the digits of the hand. This skill affects picking locks, reloading quickly and sometimes even avoiding damage from traps. Skill checks with this skill are made using the Dexterity modifier from your attributes.

**Stealth**

Stealth is the art of remaining unseen. A character must be obscured or in darkness (night vision removes the ability to hide in darkness alone) or behind an object in order to take a Hide action. A character in plain sight, without a feat or class feature, cannot hide. Skill checks with this skill are made using the Dexterity modifier from your attributes.

**Survival**

The Survival skill is used to identify plants that are known to you, identify tracks of creatures and to track said creatures. It is exceptionally useful in bounty hunting and other such activities. Skill checks with this skill are made using the Observation modifier from your attributes.

## **Armor Proficiencies**

**Heavy Armor**

Heavy armor often sacrifices mobility for protection while also being generally bulkier than other armor types. This armor type is typical of classes that are intended to soak up damage or wade into enemy lines and wreak havoc. Anyone who wears Heavy armor without a proficiency has disadvantage on saving throws, attack rolls and skill checks made while wearing this armor.

**Light Armor**

Light armor is typically worn by Psions and other classes that rely on other techniques to remain undamaged. This armor offers mobility at the cost of protection. Users with this proficiency can wear light armor. Anyone who wears Light armor without a proficiency has disadvantage on saving throws, attack rolls and skill checks made while wearing this armor.

**Medium Armor**

Medium armors attempt to strike a balance between mobility and protection. These are typically worn by classes whom fight from the middle of the battlefield lines that need extra protection without sacrificing their mobility. Anyone who wears Medium armor without a proficiency has disadvantage on saving throws, attack rolls and skill checks made while wearing this armor

**Power Armor**

As the pinnacle of armor, Power armor offers no sacrifice in mobility for protection. Extremely expensive and requiring extensive cybernetic modification as well as training merely to operate the armor on a basic level, this type of armor is generally seen in the use of shock troops that intend to soak up damage as well as push the front lines despite the extreme cost to their body and time.

**Shields**

Shields offer protection where armor cannot. They take extra damage from EMP weapons but offer solid protection against energy weapons while armor offers extensive protection against projectile weaponry. Almost anyone can equip a personal body shield and most spacefaring ships, especially those with FTL capabilities, have shielding to protect them from at least the elements of space when in transit between star systems.

## **Tool Proficiencies:**

Armor Bench

Smith Bench

Weapon Bench

## **Ship Skills:**

Command

Gunnery

Piloting

Shields

## **Vehicle Proficiencies:**

Atmospheric

Land

Water

## **Weapon Proficiencies:**

Electrokinesis

Explosives

Heavy Weapons

Melee Weapons

Pyrokinesis

Small Arms

Telekinesis

Telepathy

## **Classes**

### **Combatant**

As the gun smoke settles a single figure walks forward, victorious. His companions hoist their guns in victory as they let out cheers while a handful of them pepper their retreating enemies with gunfire and grenades. Nearby, a figure barks orders to coordinate the assault to route their enemies.

A Balalonian in heavy armor slams his fist into an enemy’s face to render what would have been a deadly blow to his companion merely a distraction. That companion, an Anubian wearing a light armor, slams the stock of his rifle into the face of that enemy to render him unconscious and leave him lying on the battlefield; left for dead.

A human fights for his life in an illegal fighting ring as his foe slashes at him with a dagger. All of these heroes are combatants; a class that is a Jack of all trades but master of none. Elite soldiers, warlords, champions of the people, and hardened mercenaries are all combatants. They share an unparalleled focus on martial mastery of the body and hone their craft into a deadly set of skills that can massacre foes whom underestimate them. As a type of person they are often well versed with death; staring it down defiant of all as they met out punishment to those that oppose them.

**Jack of all Trades**

Combatants learn all combat styles to pick the optimal weapon for the optimal situation. All of them know how to swing a blade, fire a pistol in close combat and use a rifle at extreme distances. Most combatants, however, also specialize in a certain style of combat. Some focus on attacking at extreme distances while others learn how to fight in close quarter and some even augment themselves to fight with melee weapons in a world where firearms are prevalent and plentiful. Combatants are superior to most other classes when it comes to dealing damage; even to a group of targets.

**Trained for Combat**

Most security guards, police officers and militia members are not combatants. These are trained soldiers, certainly, but they are not nearly on the level of the combatant class. Elite soldiers, well trained mercenaries and special forces are generally considered ‘combatants’.

Many combatants become combatants because of their skill set which is generally not marketable in civilized and stable space. There are greater risks with becoming a Spacer on the fringes of civilization, naturally, though the potential for far greater rewards also exists. Some combatants become Spacers as a result of orders handed to them from commanders or from an oath which demands that they find someone out in the Black, chase down a wanted criminal or to strike deep behind enemy lines.

**Creating a Combatant**

When building a combatant think about the relative elements of your character’s background: Why were you chosen to receive this training and what set you apart from the other soldiers around you? Were you exceptionally dedicated? Were you taught that you would have to fight and do so often as a child? Perhaps you were chosen because you were naturally gifted and thus your trainer decided to focus on you more than others? What drives you to keep training? Threats to your way of life, revenge, a need to prove yourself or simply money may have been factors.

Perhaps you enjoyed formal training in the military and decided to continue your investment into these skills. You could also be self-taught or following a tradition set forth by your people or family. Was your equipment military issue or family heirlooms? Perhaps you were frugal and saved for years to purchase this equipment.

As a combatant your weapons, armor and training will be all that stand between you and death as well as the death of your comrades in many moments.

**Quick-Build**

To quickly put together a combatant make Dexterity your highest attribute if you wish to focus on firearms or Strength if you wish to focus on melee weaponry. Your next highest score should be Constitution to improve your health. Take the soldier background.

**Class Features**

As a combatant, you gain the following class features.

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 4d6x1,000 Credits

**Combat Focus**

You adopt a particular style of combat as your specialty. Choose one of the following options. You can't take a Combat Focus option more than once, even if you later get to choose again. Choose from the table below. You gain an additional Combat Focus at 3rd level and another at 11th level.

 Close Quarters Combatant
 Commando
 Defense
 Duelist
 Gunslinger
 Protection
 Vanguard

**Adrenaline Rush**

You have an impressive amount of willpower to keep going despite your injuries; shaking them aside when you need to most. As a bonus action on one of your turns you can expend up to half your combatant level (rounded down, minimum of one) hit die and regain that many hit points. You cannot use this feature again until you finish a long rest.

**Assault**

Starting at second level you can push yourself beyond what most would consider normal or practical limits. On your turn you may take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. If the action you take is an attack action, Extra Attack applies.

**Combatant Style**

At 3rd level, you choose a style that you strive to emulate in your combat styles and techniques. The style you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

**Attribute Improvement**

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one attribute of your choice by 2 or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

**Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

### **Engineer – “tech” Artificer kinda**

**Guardian – “psionics and combat” paladin**

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 4d4x1,000 Credits

**Combat Focus**

You adopt a particular style of combat as your specialty. Choose one of the following options. You can't take a Combat Focus option more than once, even if you later get to choose again. Choose from the table below.

 Close Quarters Combatant
 Commando
 Defense
 Duelist
 Gunslinger
 Protection
 Vanguard

**Psionic Blast**

Starting at 1st level you have learned how to focus your psionics to attack your enemies and deal devastating blows to them. When you hit a creature with a weapon attack you may deal an additional 2d8 psychic damage by expending a psionic energy point.

**Psionic Versatility**

Starting at 3rd level you have gained enough knowledge to incorporate more psionic capabilities into your repertoire. You pick an additional psionic weapon skill and gain the ability to use psionics from that school.

**Attribute Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

**Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

**Psionic Presence**

At 6th level you gain a small aura which you can use to psionically bolster your nearby allies. Any ally within 10 meters of you gains a bonus to their saving throws. This bonus is equal to your Charisma modifier (minimum of 1).

**Wrathful Presence**

At 10th level you can bolster yourself to perform incredible feats of psionics. When an enemy hits you and only you with a psionic attack you can use your reaction to attempt to reflect the attack back at the caster. Roll a Charisma saving throw. The DC is equal to the psionic save DC of the caster. If you succeed, the caster is hit with their own attack normally. If you fail you take damage normally. You must be wielding a melee weapon to make use of this feature. You may use this ability a number of times equal to your Charisma modifier (minimum of one) and regain all expended uses on a long rest.

**Improved Psionic Blast**

Starting at 11th level you are so attuned with your psionic prowess that any time to deal damage to a creature they take an additional 1d8 damage. You do not need to expend a psionic point to use this feature.

**Overwhelming Psionic Presence**

Starting at 14th level you can use your action to end a psionic effect on yourself or one creature that you touch. At 18th level you may use your action to end a psionic effect on yourself or any creature that you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain expended uses on a long rest.

**Indomitable Will**

At 17th level when an enemy succeeds a saving throw (legendary resistance does not apply) you may force them to roll at disadvantage. You may use this feature once. You regain the use of this feature on a long rest.

### **Infiltrator**

Signaling for her companions to wait, a Quinexstalks forward through the starship corridor. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. She gives a nod to her combatant companion whom slams the door open with his foot as they enter. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Infiltrators rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

**Skill and Precision**

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

**Living in the Shadows and on the Edge**

Infiltrators live life on the edge of a razor; perfectly balanced lest they fall to ruin. Once an infiltrator’s true identity is known to anyone who wishes to do them harm they often die soon after or are forcibly retired. Some manage to relocate though they are few. Many of these types of people work for governments to perform legal assassinations on pirate captains, infiltrate gang hideouts and collect information and much more.

**Creating an Infiltrator**

As you create your character, consider the character’s relationship to the law. Do you have a criminal past? Are you a criminal now? Did you used to work for a government?What drives you?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Or perhaps your government sent you on this new mission? Maybe you’re an independent infiltrator instead and merely seek to met out justice on the frontier as you see fit.

**Quick-Build**

You can make an infiltrator quickly by following these suggestions. First, Dexterity should be your highest attribute. Make Observation your next-highest if you want to excel at Perception to find traps and hidden enemies. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the spy background.

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 3d4x1,000 Credits

**Critical Strike**

At first level you gain the ability to attack your opponents where they are weakest, not paying attention or while you are hidden. You take a -5 to your aim on your next shot. If the shot hits the damage is counted and additionally the target takes 1d4 bleeding damage at the start of each of its turns for 1 minute. At 17th level the target makes a Constitution saving throw against 10 + your training bonus + your Dexterity modifier. If the target fails it is stunned for until the end of its next turn.

**Deathly Blow**

Striking from the shadows is your specialty. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a melee or a ranged weapon that you are trained with.The amount of the extra damage increases as you gain levels in this class, as shown in the Deathly Blows column of the Infiltrator table.

**Specialist**

At 1st level, choose two skills you are trained it, or one of your skills and your training with lockpicks. Your training bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your skills that you are trained in (in skills or with thieves' tools) to gain this benefit.

**Thinking Fast**

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Sprint, Retreat, or Hide action.

**Attribute Improvement**

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

**Dive for Cover**

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

**Grenade!**

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a grenade or rocket. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally you can move up to 1 meter away from where you were previously if you choose to do so provided no effect of the attack forces you to move.

**Reliable Specialist**

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your training bonus, you can treat a d20 roll of 9 or lower as a 10.

**Awareness**

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Attuned

By 15th level, you have acquired a knack for seeing the world around you and noticing things others would miss. You gain proficiency in Observation saving throws.

**Elusive**

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you are aware of the attacker’s location.

**Perfect Planning**

At 20th level, you have an exceptional ability to plan for events even if you cannot foresee them. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an attribute check, you can treat the d20 roll as a 20.Once you use this feature, you can't use it again until you finish a short or long rest.

### **Investigator**

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 3d6x1,000 Credits

**Observant**

A keen eye can notice even the slightest chink in a man’s armor or even the slightest slip of a man’s grip of their weapon. With a trained eye to notice the tiny details, the enemy’s weak point could be deduced in mere moments.

Grant a creature a 1d6 to their ability check, attack roll, or saving throw. Increasing to d8 at 5th, d10 at 10th, and d12 at 15th

**Studied**

Beginning from 2nd level, you add half of your training bonus rounded down to ability checks that don’t already use your proficiency bonus

**Blending In**

With a particular style and a silver tongue, it can be quite easy to blend in with the crowd. Starting at 2nd level does a player have advantage when making deception rolls.

**Specialized**

Taking interest in some skills over others, one can hone their abilities to become an expert in a particular field. Choose two skills to gain expertise.

**Cry of Alarm**

Requires flavor text (Alerting against attacks allows players to have advantage against being frightened or seduced.)

**Patch Job**

During a short rest at the 9th level, the user can take their rest to tend to their comrades allowing their allies to regain 1d8 health points in addition to all expended hit dice. This increases to 1d10 at 13th level and 1d12 at 16th. You may not expend your own hit dice when you use this feature.

**Deep Jobs**

At 14th level you have performed so many jobs that your specialization may as well be just another facet of your job. You gain Specialization in two more skills to at 14th level and another 3 skills at the 18th. You must already be trained in these skills to become Specialized in them.

**Mastermind**

At 20th level your level of planning rivals that of Infiltrators. When you roll for initiative and have no Observant uses left you regain one use.

### **Junkie**

While battle rages a short man sprints through the center of the field and slams an axe into his enemy; toppling him without remorse as his eyes go bloodshot. Another snarls as he hefts his exceptionally large machinegun and lays waste to a large swath of the battlefield. With a slight twitch and a ferocious look in his eye another grabs an enemy by the throat before shooting him in the head at point blank range with a large pistol.

Different as they may or may not be, all Junkies use drugs to enhance their combat performance. Some of them are gained from military service, others use street drugs with serious side effects and yet more may have had some sort of experiment on their body go wrong to flood them with adrenaline on command.

**Killer Instinct**

Most people in civilization pride themselves on remaining drug free and living lives that others would be proud of. Junkies, however, pride themselves on becoming nigh invincible after taking their drugs in combat. Some junkies only take drugs when they need them most while others take them nearly constantly.

Regardless, they are most exceptional in the chaos of combat. All junkies take drugs which make them shrug off wounds that would decimate others and enhances their strength. While they can only use these a few times without overdosing and therefor dying, it is usually more than sufficient to destroy their foes.

**A Lonely Life of Peril**

Not all drug addicts are considered junkies. The class junkie denotes someone with exceptional fighting skill who uses drugs to enhance that skill. These individuals are not often sanctioned by local governments but instead arise from local cults who view drugs as a method of communing with their gods, black operations committed by local government institutions or private research centers or simply rose above the addicts around them to become something more. Many of them wander the cosmos searching for a place where they will fit in though this also makes them exceptional spacers as they are already used to the hardship and danger.

**Creating a Junkie**

When you create a junkie think about how they discovered this drug use. Were they initiated into a gang that uses drugs often for gang warfare? Perhaps they were part of a clandestine project involving drugs to improve soldier survivability. Or perhaps your junkie was simply raised on the street and found a combination of drugs that allowed them to become more powerful in combat. What drives them to keep using these drugs to enhance their combat performance?

Or maybe their origins are less traditional. Perhaps your junkie was a soldier once and in a life or death situation chose to take combat enhancing drugs to survive? You could have also simply started experimenting with drugs recreationally and stumbled across these enhancements, then decided to hone your combat abilities to become a spacer.

As a junkie, the only thing standing between you and death are your drugs which in turn are at once your greatest strength and sometimes also your greatest weakness.

**Quick-Build**

To quickly put together a junkie make Dexterity your highest attribute if you wish to focus on firearms or Strength if you wish to focus on melee weaponry. Your next highest score should be Dexterity or Strength in order to wield heavy weapons. Take the colonist background.

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 5d4x1,000 Credits

       **Combat Drugs**

           As a Junkie you can take drugs to enhance your combat capabilities. While under the influence of drugs you gain resistance to Slashing, Piercing and Bludgeoning damage and have advantage on Strength and Constitution saving throws. Additionally while using your combat drugs you ignore movement penalties from heavy weapons and heavy armor. Your Combat Drugs lasts for 1 minute and you can use this ability twice at 1st level, three times at 3rd level, four times at 6th level, five times at 12th level and when you reach 20th level you are constantly using your Combat Drugs.

           **Unload**

           Forsaking personal safety you emerge from cover and stand in the open. All attacks you make when you use this feature have advantage. However all enemies have advantage to hit you until the start of your next turn. You must be using your Combat Drugs to make use of this feature and you can use it a number of times equal to your Vitality modifier. You regain all expended uses on a long rest.

           **Heightened Reflexes**

       You have advantage on Dexterity saving throws against effects that you can see such as traps, grenades and psionics. To gain this benefit you cannot be blinded, deafened or incapacitated.

####    **Drugs of Choice**

       **Attribute Improvement**

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

       **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

       **Drug Rush**

       Your base movement speed increases by 5 meters at 5th level.

       **Killer Instincts**

       By 7th level, your instincts are so honed that you have advantage on initiative rolls.Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you use your Combat Drugs before doing anything else on that turn.

       **Brutality**

       Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack.This increases to two additional dice at 13th level and three additional dice at 17th level.

       **Tenacious**

       Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Vitality saving throw. If you succeed, you drop to 1 hit point instead.Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

       **Devastation**

       At 17th level your Combat Drugs enhance not only your ability to take punishment but also to met it out. As a bonus action, so long as you are under the effects of your Combat Drugs, you may throw one grenade. The grenade you throw uses the Scatter Dice ruling for the point of impact you choose. You may use this feature a number of times equal to your Vitality modifier (minimum of 1) and regain expended uses on a long rest.

**Junkie Strength**

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

       **Kingpin**

           While you are under the effects of your Combat Drugs you may select a number of willing allies equal to your Vitality modifier (minimum of 1) that you can touch. Those allies gain resistance to Slashing, Piercing and Bludgeoning damage for 1 minute after which they take a level of exhaustion.

### **Medic**

As the gunfire chatters in the distance a human’s boots stomp across muddy ground as he runs to his downed friend and pushes against a recent bullet wound. He signals his drone to come help him which dutifully putters over and applies a syringe to the wounded man’s arm; stabilizing him for the time being as he gets back up to fight another day. A Yotai extends his arm to point at his dying comrades as they lay broken and beaten on the ground while his drone tends to them; stabilizing them while he prepares his rifle to fight again. A Havina spreads her wings as she reaches down and pats the scrapes and bruises of a beaten woman whom was recently pulled away from an abusive relationship; mending her wounds with gentle care and precision while her comrades take the other woman into custody.

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 6d4x1,000 Credits

**Medical Domain**

At 1st level you choose a medical domain shaped by your knowledge of medicine. This domain offers you certain abilities that other medical domains will simply not have. Your choice grants you additional ways to use these abilities when you gain that feature at 2nd level as well as 6th, 7th, 8th and 17th levels. Each domain has a list of abilities that you gain at the medic levels noted in the domain description. Once you gain an ability, you have it until you lose classes in medic or if you change classes.

**Stroke of Genius**

At 2nd level, you have become noteworthy in your capabilities. As per your domain, you can create a number of effects based on which domain you selected at 1st level.

When you use your Stroke of Genius, you choose which effect to create. You must then finish a short or long rest to use your Stroke of Genius again.

Some effects require saving throws. When you use such an effect from this class, the DC equals your medicability save DC; which is 10 + your Aptitude modifier + training bonus.

Beginning at 6th level, you can use your Stroke of Genius twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.

**Combat Drone**

Starting at 1st level you have created a drone to assist you in combat performing your medical duties. The drone can fly up to 60 meters in the air, can maneuver in vacuum and travel underwater. You also have Medic points which you use to heal others. You have a number of Medic points equal to your level in this class.

Using a bonus action on your turn you can heal an ally that is no more than 60 meters away from you. For each Medic point you expend the target ally is healed 1d4 + your Aptitude modifier in hit points. You may expend as many Medic points as you desire and regain those points at the end of a long rest. You can only use this feature once per turn on one target ally.

At 3rd level the amount healed becomes 1d6 + your Aptitude modifier for each point. At 9th level the amount healed becomes 1d8 + your Aptitude modifier for each point. At 3rd level the amount healed becomes 1d6 + your Aptitude modifier for each point. At 14th level the amount healed becomes 1d10 + your Aptitude modifier for each point.

**Attribute Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

### **Psion**

As the team enters a small spaceship a human lifts his hand and with a single yank the blast doors come tumbling down from their moorings. An Anubian yanks an enemy closer to him before slashing out his throat with a sword and moving on to the next whom he bakes with lightning.

A Balalonian, an outcast among his kind, raises his hands seemingly in surrender as bullets plink off the barrier he has raised. Beside him a human closes his fist and slams it into the stomach of an incoming enemy; causing him to explode.

These people are psions; powerful people that can use telekinesis, pryokinesis, telepathy or electrokinesis to destroy their enemies with their minds before guns and knives are even brought out of their holsters. Psions are powerful and many people see them as wizards or even practitioners of the dark arts. In reality, they are merely well studied and incredibly smart as they bend reality to their whim and sew chaos in enemy lines.

**Students of the Universe**

Psions learn to bend the very fabric of space. While each of them are varied in form and function their power comes directly from their mind. All psions are remarkably intelligent though they are often physically frail. Some aspire to become gods, others aspire merely to learn as much as they can before they eventually die, and yet more merely wonder what their purpose in this universe is.

They live and die by their techniques. Everything else is a fleeting fancy as they seek to master their craft and grow. They can teach each other, learn from old books and the hastily scribbled notes of those who attempt to understand them and from merely spending long enough to reflect on the nature of the universe itself.

**The Lure and Corruption of Knowledge**

Many psions fall because they find themselves as more than their fellow man and, as a result, are hunted down and destroyed. Some pursue lives in the military, others prefer to teach their students the nature of the universe as they see it, some sell their services as hitmen or detectives and yet many more dozens rise in other places and fall just as quickly.

What binds them all is the pursuit of knowledge and their abundant intelligence. Every psion seeks to unlock the mysteries of the universe regardless of their field of study. Good or bad is irrelevant. When a psion rises, all people take notice as there are exceptionally few people capable of achieving that level of power.

**Creating a Psion**

Creating a psion requires that your character has at some point come into contact with psionic ability. How did you discover your capability for such feats? Did you have natural talent or did you study incredibly hard and practice until you achieved what others found naturally? Perhaps you found an old psion’s notes and studied them or encountered a psion who recognized your capabilities and began to teach you how to harness this gift.

And what was it that drew you to the life of a spacer? Did your first taste of power make you desire more? Perhaps you heard a rumor about a group of psions that live on the fringes of space waiting to teach new students whom can find them? Or perhaps you’re simply eager to test your newly found techniques to the test in real combat?

**Quick-Build**

To quickly create a psion make Aptitude your highest ability score followed by Dexterity if you want to avoid more damage or Observation to assist your group in finding hidden threats. Finally, take the Telekinetic technique Ward. Then take the Pyrokinetic technique Immolation. Then take the Electrokinetic technique Spark. Finally take the Telepathic technique Chaos.

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 4d4x1,000 Credits

**Attribute Improvement**

When you reach 4th level, and again at 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

**Psionics**

As a psion your power does not come from the body but from your mind. As a result, you have a specific number of techniques you learn at each level. The number is equal to your aptitude modifier plus one for your first level in psion. For each level afterwards you learn two additional techniques of your choosing.

Others who know techniques may teach them to you. Doing so requires 5,000 Credits per hour and requires two hours per tier of the technique. This time spent training teaches you the hand gestures, proper willpower concentration and specific lines of logical thought needed to use the technique.

**Psionic Meditation**

Since you rely on your psionics so much that without them you are essentially useless in combat you can regain psionic energy, the necessary energy required to use psionic techniques, on short and long rests. On a long rest you regain all your psionic energy. On a short rest you may regain a number of psionic energy points up to twice your psion level.

**Psionic Mastery**

At 18th level you have achieved mastery in your particular school of psionics that you specialized in. Choose any three tier one techniques and two tier two techniques. You may use those techniques without expending psionic energy. On a long rest you may exchange those techniques for another in the same school.

**Signature Techniques**

When you reach 20th level you gain an incredible understanding of your school of psionics that you mastered before. Choose any four tier three techniques that you know. These techniques cost no psionic energy to use once per long rest. When you use these techniques you may not do so again until you finish a long rest.

### **Stalker**

 Hit Dice
 Hit Points at 1st Level
 Hit Points at Higher Levels
 Armor
 Weapons
 Tool Proficiencies
 Saving Throws
 Skills
 4d4x1,000 Credits

**Ambusher**

Starting at 1st level you gain superiority over foes that would leave others in a brutal fight. If an enemy has not taken their turn in combat, or if you are not detected by an enemy, you may deal an extra 3d8 damage to them if you hit them with an attack. This damage increases to 4d8 at 9th level and 5d8 at 17th level. You may use this feature a number of times equal to half your Stalker class level rounded down.

**Guerrilla Movement**

Starting at 1st level you take no penalty to moving over rough terrain. At 6th level your movement speed increases to 12 meters without taking the Sprint action. At 10th level you may take the Hide action if you are in rough terrain even if you would otherwise be in plain sight.

**Stalker’s Mark**

Starting at 1st level you may mark an enemy mentally for death. You deal an extra 1d4 damage to that enemy each time you hit them with an attack. At 6th level this damage increases to 2d4. At 14th level this damage increases to 4d4. The damage type matches the damage of your weapon that you use. You may mark a number of enemies up to your Observation modifier (minimum of 1) but can only have one enemy marked at a time. You regain this feature after a long rest.

**Combat Focus**

At 2nd level you adopt a particular style of combat as your specialty. Choose one of the following options. You can't take a Combat Focus option more than once, even if you later get to choose again. Choose from the table below.

 Close Quarters Combatant
 Commando
 Defense
 Duelist
 Gunslinger
 Protection
 Vanguard

**Attribute Improvement**

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one attribute of your choice by 2, or you can increase two attributes of your choice by 1. As normal, you can't increase an attribute above 20 using this feature.

**Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

**Guerrilla’s Stride**

Starting at 10th level you may take the Sprint action as a free action on your turn. When you do so you may still take actions normally. You can use this feature up to a number of times equal to your Dexterity modifier (minimum of 1) and regain expended uses on a long rest.

**Stalker Rush**

Beginning at 13th level when you use Guerrilla’s Stride you may make two melee attacks against any enemy within range on the path you choose when you move. Since you have Extra Attack, that is four total attacks when using this feature. Additionally you do not take attacks of opportunity when moving in this manner.

**Combat Awareness**

Starting at 18th level you have an incredible awareness of the battlefield and enemies in it. When an enemy you are aware of attacks you may use your reaction to instead negate that attack; forcing the enemy to waste their attack against you. You may use this feature a number of times equal to your Dexterity modifier (minimum of 1) and regain expended uses on a long rest.

**Superior Stalker**

At 20th level you are a master of harassing your enemies and forcing them to submit your dominance. On your turn you may add your Observation modifier to your damage (minimum of 1) and your Training modifier for one attack on any enemy you have use your Stalker’s Mark on. You must declare your intention to do so before attacking. If your attack misses you may move away from the target without taking attacks of opportunity from any enemies nor can an enemy target you as a result of taking the Overwatch action. You may use this feature a number of times equal to your Observation modifier (minimum of 1) and regain all expended uses on a long rest.

## **Species:**

### Anubian

**Ability scores:** +2 to Dexterity, +1 to Vitality

**Size:** Medium

**Base Speed:** 20 meters

**Age:** Anubians age at generally the same rate; reaching adulthood at about 24. Their lifespan however, only reaches that of around 80 years old.

**Size:** Anubians vary between 5ft to 6ft tall. Males reaching 6’5” at average.

**General Traits:** The goodest boys/girls of sojourner. They are loyal to those they consider allies and are a generally friendly race

**Languages:** Anubians can speak and write Galatic Common and Anubian.

**Pack Tactics:** If two or more Anubians are within melee range of an enemy, they receive advantage with melee attacks.

**Canine Senses:** Anubians have advantage when making rolls that rely on either hearing or smells.

Balalonian

Havina

Human

Machina

Noobalians

Poidians

Quinex

Yotai

ZetThul