Skills
Listed by Associated Ability Score
-
Strength (STR)
Athletics
-
Dexterity (DEX)
Acrobatics
Slight of Hand
Stealth
-
Constitution (CON)
-
Intelligence (INT)
Electronics
Engineering
Extradimensional
History
Investigation
Science
-
Wisdom (WIS)
Animal Handling
Insight
Medicine
Perception
Survival
-
Charisma (CHA)
Deception
Intimidation
Performance
Persuasion
Race/Species
** indicates you may choose 3 of the highlighted ability scores to increase by +1
* indicates you may choose 1 of the highlighted ability scores to increase by +1
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Just your run of the mill human beings, lost in another galaxy... |
English, Mandarin, French |
Medium |
** |
** |
** |
** |
** |
** |
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
A race of industrious gnomes freed from tyranny |
Trian |
Small |
|
* |
|
+2 |
* |
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Bipedal catfolk bent on colonization for the homeworld |
Proper Felnagese, Rustic Felnagese |
Medium |
|
+2 |
|
|
+1 |
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Near-indestructible orcish folk, but much more civilized |
Republican, Imperial, Nomadic |
Medium |
|
|
+3 |
|
|
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
A variety of bird folk with elvish airs about them |
Hoot, Song, Caw |
Small or Medium |
|
* |
|
+1 |
+1 |
* |
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Hive mind collectives that function as a single organism |
n/a |
Small or Medium |
|
|
+1 |
|
+2 |
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
A variety of lizardfolk that pervade the Independent systems |
Hiss, Snap |
Medium |
+1 |
+1 |
* |
* |
* |
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Human-sized ant folk, deeply passionate about family and lineage |
Ancient, Upper Colonial, Lower Colonial |
Medium |
+2 |
|
* |
* |
* |
|
Brief Description |
Languages |
Size |
STR |
DEX |
CON |
INT |
WIS |
CHA |
Tall, bipedal insectoids rarely able to leave their homeworld. |
Clicker, Luminescent, Pheromonal |
Medium |
+1 |
|
+1 |
* |
* |
|
Class
Largely Unpowered
Generally Accepted by Civilized Society
Possibly the most diverse class of characters, fighters can come from a wide variety of backgrounds and might pursue adventuring for a wide variety of reasons. Soldiers on a mission, aggressive gang leaders, royal champions, special operative forces, hardened mercenaries, local vigilantes - as fighters, they all share an unparalleled mastery with weapons and armor and a thorough knowledge of the skills of combat. They are also well acquainted with death, both meting it out and staring it defiantely in the face.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
STR or DEX |
CON
(possibly INT) |
5 |
1d10 |
Heavy + Shields |
0 |
WIP rough summary: You use drugs to physically enhance your body. Some juicers use symbiote-laced drugs to gain additional powers (these juicers face the same severe social stigma as Academics, Protégés, and Zealots). Picture Bane from Batman and you've got the basic idea.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
STR |
CON |
4 |
1d12 |
Medium + Shields |
~ |
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. Often a product of a shady upbringing, but not always, 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.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
DEX |
INT or CHA |
5 |
1d8 |
Light |
114 |
Powered Tech
Generally Accepted by Civilized Society
Whatever their origin or their mission, Heavies are the people you call in when you need an armored vehicle that you can reason with. A Heavy’s specialized training with heavy weapons, armor, and sym-tech make them capable warriors and sturdy adventurers. While masters of a variety of weapons and armor, their martial skills are secondary to the symbiotic power Heavies wield with their various sym-tech items and armour upgrades. They can skillfully use these devices to provide rapid healing of injured allies, to pump some extra damage into their enemies, and to protect the innocent and/or those who join them on their path.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
STR |
CHA |
7 |
1d10 |
Heavy + Shields |
50 |
Although there are many fields or engineering, Sym-Tech Engineers rise above their more mundane colleagues as they are masters of integrating symbiotic gel into pieces of equipment and technology as a means of safely harnessing a Symbiote's reality-bending capabilities. These individuals understand the practical science of extradimensional powers and have the means and skill to program these complex instructions into their symbiotic-gel-integrated gear.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
INT |
CON or DEX |
4 |
1d8 |
Medium + Shields |
112 |
Powered Individual
Generally Feared by Civilized Society
Academics, as an adventuring class, are more than your average university's scholar or scientist as they have bonded to a symbiote, whether by accident or design, and have gained access to reality bending powers. These individuals are able to leverage their deep knowledge of their fields of study into clear, precise instructions to their symbiote on how to alter the fundamental building blocks and processes on which the universe appears to run which enable an unparalleled level of control, scope, and/or power over their symbiotic abilities when compared to other symbiotic hosts.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
INT |
CON or DEX |
9 |
1d6 |
None |
401 |
A Protégé is a type of symbiotic host with far less formal training than an Academic or other more professional classes. Instead, a Protégé is host to a Symbiote that has been imprinted with a copy of the consciousness of a previous, highly skilled and otherwise very powerful individual. Somewhat at the mercy of what the embedded individual is willing to share with them, a Protégé's abilities can range from minor but permanent alterations to their physiology (such as enhanced night vision or enhanced linguistic capabilities) to access to high level symbiotic abilities without requiring the vast education that most Academics would need to achieve the same results. Unlike Academics, a Protégé will often supplement their use of symbiotic powers and abilities with the use of some sort of weapon. They are comfortable in light armor and know how to use simple weapons.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
CHA |
CON |
5 |
1d8 |
Light |
115 |
Through intense training and conditioning, sometimes tied to personality cults, political movements, or similar, a Zealot's deep rooted and unwavering beliefs about how the universe should function are what activates their powers. Rather than using the intricate formulae of an Academic or Sym-Tech Engineer, a Zealot is simply convinced that they can bend a symbiote to their will and do, in fact, use this faith and determination as a shortcut to communicate to their symbiote about how to warp reality. Although their powers are considered to be less refined or sophisticated than those rooted in more scientific backgrounds, they are by no means less effective. Case in point, since they are not bound by such rigid scientific systems, a Zealot is able to willfully employ their more narrow power set in more creative ways than traditional Academics.
Suggested Primary Stat |
Suggested Secondary Stat |
Number of Subclass Options |
Hit Dice (i.e. health per level) |
Max Armor Proficiency |
Potentially Available Powers |
CHA |
CON |
6 |
1d6 |
None |
165 |
Background
Click here for the full list of backgrounds.
Healing - Reference
Resting and Healing
Item List - Reference
Reskinned basic items from 5e. Not exhaustive.
Item List
Comments