Heroic space opera, a fractured galaxy
Starfall
Fly fast, run hot, and keep the crew alive in a galaxy that fell apart and never stopped falling.
The world
Where it happens
A generation ago the Star Throne shattered, and what rose in its place is a hundred fractured things at once: warlord domains run on fear — five warlords with names, fleets and appetites carving up the rest — the Combine syndicate taxing every cargo that moves, free worlds declaring sovereignty with no fleet to back it, and the True Throne remnant still wearing the crest and calling the chaos temporary. Between them all is the Drift, a free-port station that belongs to everyone and no one, with forty years of history and a chart of named places a crew can walk straight into.
Starfall plays like a fast ship and a reason to fly. Your crew takes the jobs that pay, navigates the powers that want to own you, and keeps the Heat low enough that the galaxy does not close in. Threading it all is the Tide, the galactic current that runs through living things and the void between stars. A few can reach into it and bend what it touches: the Adept who listens for the hum, the Sentinel who channels it through a wakeblade, the Oracle who dives so deep the dark edge is always close.
Eight of a thousand faces — the seeds collide and twist: a frozen hive slowed to one heartbeat a minute, perfect orchards with the tables set and no people, a drowned foundry whose one running machine is below the waterline. An hour after landfall you can name what a world smells like, what it eats, and who runs it — and none of the three match the last world.
And where you begin is your choice. Nine anchors across the fractured galaxy — the free port where every lane and job crosses, a Combine marker come due, an honest port the blockade is strangling, a warlord’s checkpoint, the old Throneworld’s mile-deep descent, the rim archive that sells the future, a garden world’s standing bounty, the salvage belt, the hunted Order — each opens on a different power and pressure of the Fall. You pick where your crew’s first campaign opens (The Drift is the default); your ship carries you to the rest. Nor does the cargo have to stay honest: fly outlaw and the road runs to a pirate, a warlord, or an oracle who draws too deep on the Tide — offered, never forced, and paid for twice: in the Heat that closes ports behind you, and in something further in that no bounty can be bribed off. Nor is the crest only something the other side wears: sign with the True Throne, the Combine or the Lane Captains and you fly their colours and take rank in their house — the blockade strangling that honest port is yours now, the bounty on the free captain countersigned by your officer, and the crew you hunt is the one you used to be. That commission is offered too, and it can be resigned; the day you hand it back, every port you know is a place someone remembers the colours you wore.
The work between the stars
The lanes live off the corpse of the Fall
The Fall put more tonnage adrift than every yard since has managed to cut, and the lanes have been living off the corpse for a century. Salvage is not treasure hunting; it is an INDUSTRY with a law: a claim-chit filed at the Roost names one hull, the registrar’s tenth goes back through the Lane Captains, and jumping a claim is theft the whole lane can read. A dive is a heist where the mark is dead and the building is trying to kill you — every loud thing wakes the wreck, and the fields are not empty.
What drives it
Heat, the galaxy hunts you
Heat runs from 0 to 10 and tracks how much attention the powers are paying your crew right now: every open firefight, every stolen manifest, every defied patrol pushes it higher. At Heat 10 the powers converge and the GM resolves the consequence. The Tide cuts both ways too: reaching for the current through calm focus is the path of the Order, but dark use through anger or fear nudges Heat upward as inquisitors and witnesses register something they cannot explain.
Heat runs 0–10 — what each band costs you
- 1–3: flagged — your name or ship surfaces in reports; port authorities pull you aside, informants take note
- 4–6: wanted — an active notice circulates; bounty hunters check their boards and warlord checkpoints run your details
- 7–9: hunted — a specific party is coordinating the search; friendly ports get pressure to turn you away
- 10: Heat hits 10 - the powers converge. The GM resolves it (a bounty kill-team, a blockade, a faction crackdown that ends the run).
The dark draw is always offered — the faster way, reached through anger, fear or hunger. It works, every time. And it is paid twice, every time: once where the galaxy can see, and once on a count kept inside, where no contact and no clean ident can reach. The way back is slower than the way down — and at the end of the count, the current takes the wheel.
How it plays
The systems you can ask for
These mechanics are original to Starfall — you will not know them from any rulebook. Read them here, then simply ask your gamemaster for any of them at the table; the engine owns every tracked number, and your gamemaster plays out the rest.
What playing here costs: a fight you lose is a fight you lost — winding the story back at all spends Starfall’s own Echo Buoy, and there is no other way to undo it. Beyond that, what you carry is weighed, a night away from a roof eats a ration, breaking off from a fight gives your enemies a free swing, and a camp in the open is exposed. You never have to shop for food, though: passing through anywhere that sells it, your gamemaster tops the packs up for you and pays for it out of your own purse — so the coin moves without you asking, and the ledger always says where it went. None of that can be switched off, which is what makes the numbers here worth anything - the sprawl's rent and the Lifeline contract are the only two things you choose.
Every role commits to a discipline as it grows — Void Duelist, Iron Rampart, Drift Runner, Deep Diver, and more. See every path ↓
“A ship is a hull. A crew arguing inside it is a home.”
Running the chain
Read the blockade run
What play actually feels like — one scene of a real session, gamemaster and player, every number the engine’s own.
The current
Something moves between the stars
Not the void, not gravity, not the radiation that warms dead worlds. The mystics call it the Tide: a current that flows through all living things, through the dark between systems, through the moment of every death and every birth. Most people feel nothing. A rare few feel everything — a pressure against the inside of the skull, a warmth in the chest when two strangers are about to meet, a cold certainty when a gun is about to be raised in a corridor they have not yet entered.
The Tide has a grain. Moving with it — patient, costly, sure — is the natural path. Moving against it, from fear or fury, is faster and heavier, and it is priced. The Undertow preaches the faster way: not an army but cells, three or five souls around one voice that promises it. The dark current is patient and cells are cheap — what ends is never the current. What ends is this voice.
Against it stands the Order of the Tide, which does not recruit; it recognizes. Behind the sanctum door it keeps the Mysteries — deep readings of the current, and the records it saved from the purges, each one priced, because the galaxy notices those who know. And it teaches the rites of stillness, the slow way back: a full night-cycle standing another’s watch in silence, wanting nothing; naming aloud, to one witness, the fear that opened the dark draw; an hour with still water, until the reflection stops moving first.
Who you can be
8 species
Where you commit
Every path your role can take
Every role here is original to Starfall, and each one commits to one of two disciplines at level 6 — an earned milestone, not a starting pick. You pick the path you want, and its features unlock as you climb (levels 6, 10, 14, 18). Committing also grants a signature gift — a piece of gear, and some Credits to go with it, that marks the path. This is every path in the world, so the moment you start you already know where you can be headed.
And a second road, if you want one: from level 2 you may spend any level-up on a second role instead of your first, and keep climbing both. It asks something of you: 13+ in the deciding ability of the one you hold and the one you take, checked by the engine at the moment you ask — a refusal is a refusal, not a suggestion. It is a trade, not a bonus: your levels split between the two, so at character level 6 you stand at 3 and 3, not 6 — and the deep features of each road (the ones at 6, 10, 14 and 18) come far later, or never. Breadth now, paid for in depth. Blending two is a Premium feature; a single road is free and complete.
The features are named here; ask your gamemaster what each does in play — and the signature gift most paths grant carries a real, counted charge: spend it and the dice remember until it comes back.
Gunslinger Void Duelist · Deadeye Scout
Void Duelist
A shootist who lives inside the killing distance — close enough to read an opponent's breath, dancing through point-blank fire and turning a one-on-one exchange into a foregone conclusion no one walks away from but them.
- L6 Trick Shot — When you hit a creature with a ranged attack while it is within 10 feet of you, you may spend a reaction to execute a Trick Shot. The attack deals an extra 2d6 damage and the target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Reflex modifier) or be knocked off-balance until the start of your next turn — its next attack roll is made at disadvantage. Usable a number of times equal to your proficiency bonus per fight, recharging on a short or long rest.
- L10 Blur Step — When a creature makes a melee attack against you, you may use your reaction to step out of the pocket — moving up to 10 feet without provoking opportunity attacks and forcing the triggering attack to be rerolled; you take the lower result. Until the start of your next turn, ranged attacks you make against that creature ignore half cover and three-quarters cover. Usable once per fight, recharging on a short or long rest.
- L14 Point Blank Mastery — Being within 5 feet of an enemy no longer imposes disadvantage on your ranged attack rolls. In addition, whenever a creature within 5 feet of you misses you with a melee attack, you may make one ranged attack against it as a bonus action. The bonus-action attack deals an extra 1d10 damage if it hits. This counter may trigger only once per turn.
- L18 Last Round Standing — When you are reduced to 0 hit points but not outright killed, you may declare Last Round Standing as a free action on a turn you would otherwise fall. You stay conscious with 1 hit point, your movement doubles until the end of the scene, and for the next 3 rounds your ranged attacks score a critical hit on a roll of 18-20. When the scene ends — or if you take any further damage during it — you fall unconscious and must make a death saving throw as normal. Once used, this feature cannot be used again until you finish a long rest.
Unlock gift (L6): Dueling Sidearm — A balanced void-pistol; once per short rest, reroll one damage die in a one-on-one exchange. (+70 Credits)
Deadeye Scout
A patient hunter of the long horizon who picks a target a kilometer out, marks it, and fades into the dim — the unseen shot from the edge of the light that ends a fight before anyone knows it began.
- L6 Long Lane — Your effective attack range with ranged weapons doubles (a blaster rifle's normal range becomes 300 feet, long range 600 feet). In addition, when you attack a target beyond its weapon's normal range, your attack does not suffer disadvantage so long as you have not moved this turn. Both benefits require you to be stationary; if you move on your turn before attacking, neither applies.
- L10 Mark and Move — As a bonus action, you designate one creature you can see as your Mark. The first time you hit your Mark on each of your turns, you deal an extra 1d8 damage. After you hit your Mark, you may move up to 15 feet without provoking opportunity attacks. The Mark lasts until the end of the current fight or until the target is reduced to 0 hit points, at which point you may immediately re-designate a new Mark as a free action. Only one Mark is active at a time. You may designate a Mark a number of times equal to your proficiency bonus per long rest.
- L14 Ambush Predator — When you attack a creature that has not yet taken a turn in this combat, or when you attack a creature that is unaware of your position, the attack deals an extra 4d6 damage and the creature cannot take reactions until the start of its next turn. In addition, you may spend one minute in a stationary position to go dark — creatures have disadvantage on Instinct (Perception) checks made to detect you for as long as you remain still and do not attack. Once you fire, the effect ends. The extra damage applies once per fight, recharging on a short or long rest.
- L18 Ghost Shooter — At the start of your turn you may declare Ghost Mode, provided you are in dim light, behind cover, or have succeeded on a Stealth check this turn. While in Ghost Mode, you are invisible to all creatures that have not already located you this turn, you do not produce sound from weapon fire, and your attacks ignore all cover. Ghost Mode ends immediately if you move more than 5 feet from your starting position or at the end of your turn. Usable a number of times equal to your proficiency bonus per long rest. Any creature you hit while in Ghost Mode that fails a Reflex saving throw (DC 8 + your proficiency bonus + your Reflex modifier) is also frightened of you until the end of your next turn.
Unlock gift (L6): Marksman's Optic — A smart scope; once per long rest, your first shot of a fight is made at advantage. (+70 Credits)
Vanguard Iron Rampart · Shock Trooper
Iron Rampart
The immovable body between the crew and the dark — one soul who plants their boots, becomes a wall of plating and will, and simply refuses to let the line break or a friend fall.
- L6 Stand Your Ground — When you are hit by an attack and have not moved this turn, you may use your reaction to brace — halving the damage after applying resistances. While braced in this way, you cannot be forcibly moved (pushed, pulled, or knocked prone) by any effect until the start of your next turn. You may use this reaction a number of times equal to your proficiency bonus per long rest.
- L10 Fortress Stance — At the start of your turn you may enter Fortress Stance as a free action. While in Fortress Stance your speed becomes 0, you gain a +3 bonus to your Armor Class, and any ally who starts their turn adjacent to you gains the benefit of three-quarters cover until the start of your next turn. Leaving Fortress Stance costs your bonus action. You may remain in Fortress Stance for a number of rounds per fight equal to your proficiency bonus; the count resets on a short or long rest.
- L14 Covering Fire — When an ally within 30 feet of you is targeted by an attack, you may use your reaction to lay down covering fire at the attacker — rolling one ranged attack against it. If your attack hits, the original attack against your ally is made at disadvantage. If your attack misses, the original attack resolves normally. You deal no extra damage on the covering-fire hit, but the attacker must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Brawn modifier) or be unable to target that same ally on its next attack this turn. Usable a number of times equal to your proficiency bonus per fight, recharging on a short or long rest.
- L18 Unbreakable Wall — When you are reduced to 0 hit points while in Fortress Stance or adjacent to an ally, you may make a Grit saving throw (DC 15). On a success you are instead reduced to 1 hit point, you push your pain threshold to the absolute limit — you gain temporary hit points equal to your Vanguard level + your Grit modifier — and every enemy within 10 feet must succeed on a Brawn saving throw (DC 8 + your proficiency bonus + your Brawn modifier) or be knocked prone and stunned until the end of their next turn. Once you succeed on this save, you cannot attempt it again until you finish a long rest.
Unlock gift (L6): Bulwark Plating — A reinforced armor plate that makes you the line (+1 AC). (+60 Credits)
Shock Trooper
A breach-and-burn warrior who crosses the open ground first, hits like a falling ship, and pours everything into one glorious all-or-nothing surge when the door comes down.
- L6 Breach and Clear — When you move at least 15 feet in a straight line toward a creature and then hit it with a melee or point-blank ranged attack, the attack deals an extra 2d8 damage and the target must succeed on a Brawn saving throw (DC 8 + your proficiency bonus + your Brawn modifier) or be shoved up to 10 feet in a direction of your choice and knocked prone. In addition, after the breach hit you may make one bonus-action attack against any creature within 5 feet of the target's new position. Usable a number of times equal to your proficiency bonus per fight, recharging on a short or long rest.
- L10 Combat Surge — On your turn, as a bonus action, you push past your limits and surge — you gain one extra attack as part of your Attack action this turn, and your weapon attacks score a critical hit on a 19 or 20 until the end of the turn. When the surge ends, if you used the extra attack, you gain one level of exhaustion that clears on a short or long rest. Usable once per fight.
- L14 Suppression Expert — As an action, you lay down suppressive fire — choose a 10-foot-wide corridor or a 15-foot cone within your weapon's normal range. Every creature in the area must immediately make a Reflex saving throw (DC 8 + your proficiency bonus + your Brawn modifier). On a failure it is frightened and its speed is halved until the start of your next turn; on a success its speed is only halved. Creatures that fail are also pinned — they cannot willingly move toward you while frightened by this effect. You may maintain suppression as a bonus action on subsequent turns without making fresh attack rolls; each additional round of suppression costs one use of this feature. Usable a number of times equal to your proficiency bonus per long rest.
- L18 Death or Glory — Once per long rest, when you take the Attack action you may declare Death or Glory. Every attack you make this turn automatically hits and deals maximum damage instead of rolling. After the turn resolves, you take damage equal to half the total damage you dealt this turn (ignoring your own resistances). If that self-inflicted damage reduces you to 0 hit points, you fall unconscious and must make a death saving throw as normal. If you survive, you gain 1 level of exhaustion. This feature cannot be used while you have 2 or more levels of exhaustion.
Unlock gift (L6): Breach Carbine — A door-kicker's rifle; once per short rest, reroll one damage die when you charge. (+60 Credits)
Ace Drift Runner · Ship Killer
Drift Runner
A smuggler-pilot who knows every shadow-lane and sensor-gap between the stars — outrunning blockades, ghosting the bounty boards, and pulling miracle burns from a hull that should already be wreckage.
- L6 Hot Entry — When you come out of a jump or break atmosphere directly into a contested zone, you can declare a Hot Entry as part of the move — no action required. All enemies that can see your arrival must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Reflex modifier) or be rattled until the start of your next turn, giving their first attack roll disadvantage. Your ship or vehicle takes no collision damage from the entry approach, regardless of angle. Once you use this feature, it recharges on a short or long rest.
- L10 Smuggler Lane — You keep a mental map of every shadow-route, debris corridor, and low-sensor gap in the systems you travel. When attempting a challenge to escape a blockade, evade a patrol, or run contraband past a checkpoint, you add twice your proficiency bonus to your piloting checks instead of once, and the authorities' trace on your run is already two stages behind by the time you clear the lane. If the run succeeds, your Heat does not increase from that job even if it otherwise would. Usable once per scene; recharges when you begin a new run.
- L14 Emergency Burn — When your ship or vehicle is hit by an attack that would reduce it to 0 HP, you can use your reaction to throw every drop of reserve thrust into a last-second burn. The hit is reduced by 3d10 + your Reflex modifier before it applies to the ship's HP — if this brings the damage to 0 or below, the hit is negated entirely. If the ship survives, its speed is doubled until the end of your next turn as the burn carries you clear. After using this reaction the ship's engines are strained: it has disadvantage on piloting checks until you complete a short or long rest. Usable once per fight.
- L18 Ghost in the Lane — Your runs have become legend among the smuggler guilds: no port authority remembers your transponder, no bounty board holds your current registration. At the start of each session your Heat does not increase from jobs completed in the previous session that were rated as successful runs. In a chase or dogfight, once per combat encounter, the first attack targeting your ship automatically misses as the targeting locks on the wrong vector. This passive misdirection ends if your Heat reaches the hunted band.
Unlock gift (L6): Drift Yoke — A custom flight grip; once per long rest, gain advantage on a piloting check in a tight maneuver. (+60 Credits)
Ship Killer
A void-gunner who reads a warship like a wound and opens its hull from a thousand kilometers out — lining up the broadside, the killing system-strike, the shot the whole battle was built toward.
- L6 Targeting Grid — As a bonus action, you overlay your ship's sensor grid on one target within 1,000 ft of your vessel. Until the start of your next turn, attacks made by your ship's weapons against that target score a critical hit on a roll of 19 or 20, and you ignore up to 3 points of the target's hull armor value. If the target uses a reaction to evade (such as a course-change or point-defense activation), the grid updates automatically — the bonus still applies. Usable a number of times equal to your proficiency bonus per fight, recharging at the end of each fight.
- L10 Broadside — When your ship makes a ranged attack during combat, you can call a Broadside: as a single action you fire every available weapon hardpoint at one target, making one additional attack roll per hardpoint beyond the first (minimum one additional roll, maximum three). Each roll after the first suffers a cumulative -2 penalty. After a Broadside the ship's weapons overheat and cannot fire again until the start of your next turn. Usable once per fight.
- L14 Void Predator — When your ship destroys or forces the surrender of a target during a fight, you may immediately reposition your vessel up to its full movement speed as a free action — drawing a bead on a new enemy in the same breath. The first attack your ship makes against that new target has advantage, and if it hits, it deals an extra 2d10. If you are on foot at the moment a kill triggers, the bonus instead applies to your next personal ranged attack made before the end of your next turn. The repositioning move and the bonus apply only to the first eligible strike after each kill.
- L18 Hull Breaker — Once per fight you may call a Hull Breaker shot — a sustained targeting solution you have been calculating since the engagement opened. Declare the target and make one ship attack roll with advantage. On a hit, the attack deals maximum damage with no roll (treat every damage die as its highest face), and the target ship must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Reflex modifier) or gain the Disabled condition until repaired — it cannot use its own weapons or special systems for the remainder of the fight. A target immune to the Disabled condition takes an additional 4d10 instead.
Unlock gift (L6): Targeting Suite — A munitions lock; once per long rest, your first attack run on a vessel strikes a critical system (GM adjudicates). (+60 Credits)
Cracker Deep Diver · Mech Warden
Deep Diver
A ghost in the machine who jacks body and mind into hostile systems, seizes their turrets and doors as her own, and for one blazing hour becomes the most dangerous presence on any network for miles.
- L6 Deep Dive — As an action you jack fully into a networked system — a security hub, a mech control relay, a station AI — and spend one uninterrupted round inside it. While submerged you are unaware of your physical surroundings and have disadvantage on Reflex saves. When you surface, you extract one piece of precise intelligence (layout, codes, personnel, weapon specs) without a roll, and you may immediately attempt one free slice check against any single system on the network at advantage, the GM setting the difficulty against your intrusion total (your Intellect modifier + proficiency bonus). If the dive is interrupted by damage, you are ejected without the intelligence but are not locked out. Usable a number of times equal to your proficiency bonus per long rest.
- L10 System Puppet — When you successfully slice a system that controls a device, door, turret, or mech, you may seize active control of it rather than simply unlocking it. As a bonus action each subsequent turn you can command one puppeted system to take one action: a turret fires at a target of your choice (treat as a ranged attack using your Intellect modifier), a blast door slams shut or opens, a mech makes one attack at your direction, or a sensor array is blinded. The puppet connection lasts until the end of the scene, until you are incapacitated, or until the target system takes damage (a hit breaks the signal). You may maintain puppet control over a number of systems equal to your proficiency bonus simultaneously. This affects only machines and systems, never living minds.
- L14 Black Ice Counter — When a hostile system or AI retaliates against your intrusion — hitting you with a neural shock, lock-out, or counter-program — you can use your reaction to throw a counter-routine back through the signal. The retaliating system must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Intellect modifier) or the counter-strike is nullified entirely and the system takes 3d6 ion damage, potentially triggering its own Disabled condition if that reduces it to 0 HP. Whether or not the save succeeds, you learn the system's current vulnerability threshold (its remaining HP and any resistances), which the GM provides immediately. Usable a number of times equal to your proficiency bonus per fight, recharging at the end of each fight.
- L18 Sovereign Node — Once per long rest you may declare yourself a Sovereign Node: for the next hour you are the most dangerous presence in any connected network within a 1-mile radius. All hostile slice checks against systems you are actively controlling automatically fail with no roll. Any mech or automated system that enters your range must succeed on an Intellect saving throw (DC 8 + your proficiency bonus + your Intellect modifier) or treat you as a friendly unit until the Node expires or until it takes damage from you. Once per activation, you may issue a simultaneous system-wide command to every system you have puppeted during this Node's one-hour window, making them all act in unison on the same initiative count. When the Node expires you take one level of exhaustion.
Unlock gift (L6): Combat Deck — A hardened cracking rig; once per short rest, your next intrusion in a fight resolves at advantage. (+70 Credits)
Mech Warden
A handler who goes to war beside a beloved war-machine — priming it, overcharging it past its limits, and in time fielding a whole loyal squadron of drones that fight as her own hands.
- L6 Prime the Unit — When you field your combat Drone Companion at the start of a fight or as a bonus action on your turn, you may run a combat prime: your drone immediately gains advantage on its first attack roll and deals an extra 1d6 on a hit. Priming also loads one of three combat sub-routines you have pre-configured into your drone — Suppressor (it forces a Grit save, DC 8 + your proficiency bonus + your Intellect modifier, on hit or the target is rattled until your next turn), Breacher (it ignores up to 3 points of target armor on its first hit), or Medic-Frame (it can stabilize a downed ally as a bonus action instead of attacking). Each sub-routine persists until the end of the fight. Usable a number of times equal to your proficiency bonus per fight, recharging at the end of each fight.
- L10 Combat Protocols — Your Drone Companion acts on its own initiative count rather than your turn, giving it a full action each round independent of your own. You may spend your bonus action to issue a Priority Command that overrides its autonomous routine: it either makes one extra attack with advantage, disengages and repositions up to its full speed without triggering opportunity strikes, or sacrifices its next turn's action to shield an ally — imposing disadvantage on the next attack against that ally. Additionally, once per turn your drone's first hit deals an extra 1d6 damage, and your Drone Companion's HP maximum increases by an amount equal to your Intellect modifier times your proficiency bonus.
- L14 Overcharge Frame — As an action you trigger a full-frame overcharge on your Drone Companion, pushing its power cells beyond rated limits. Until the end of your next turn your drone gains 20 temporary HP, its attacks score critical hits on a roll of 19 or 20, and it can make one additional attack as part of its action each turn. At the end of the overcharge your drone drops to 1 HP and is stunned until the end of its next turn as it reroutes emergency power — it cannot be killed by the overcharge itself. If your drone is already at 1 HP when the overcharge ends, it shuts down until you spend an action to reboot it with a tech check (DC 12). Usable once per fight.
- L18 Mech Vanguard — You maintain a standing force of up to three Drone Companions simultaneously — each recruited as a companion. One drone of your choice acts on its own initiative each round; the other two act on your turn when you spend a bonus action to command them (if not commanded, each Dodges instead of attacking). All three share the benefits of Prime the Unit and Combat Protocols, but each must be primed individually. Once per fight, as a single action, you may issue a Vanguard Surge: all three drones converge on a single target simultaneously, each making one attack roll. If two or more of those attacks hit the same target, the target must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Intellect modifier) or be knocked prone and have its movement reduced to 0 until the end of its next turn. If all three drones are destroyed in the same fight, you gain one level of exhaustion — the neural feedback of losing an entire vanguard is not trivial.
Unlock gift (L6): Warden Controller — A slaved mech uplink; once per long rest, your mech takes an extra action on your turn (GM adjudicates). (+70 Credits)
Adept Drifting Current · Sunken Flame
Drifting Current
A serene channeler of the gentle Tide who bends its shape mid-cast, sweeps allies clear of harm on the pull of the current, and washes battered companions clean of fear and pain.
- L6 Tide-Shift — When you cast a Tide power of 1st level or higher, you may reshape its form as part of the same action: either change its damage type between kinetic and radiant, or extend its range by 30 ft, or change its area from a cone to a line of equal length (or vice versa). Choose one alteration; it applies only to that cast. You may use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
- L10 Drawn Current — Once per turn when you cast a Tide power that moves, lifts, or restrains a creature, you may pull one additional willing or unwilling creature of the same size or smaller within 30 ft of you along the same current — it is affected by the power's secondary effect (movement or restrained condition) though not by any damage. An unwilling target may resist with an Instinct save (DC 8 + your proficiency bonus + your Instinct modifier). You do not need to spend an additional slot.
- L14 Mind of Still Water — You have learned to hold the current so gently that the mind it touches feels nothing but calm. When you cast a Tide power with a mind-affecting component, the power flows with unnatural stillness. In addition, you can maintain concentration on two Tide powers simultaneously; if you take damage while holding both, you make one concentration save (DC 10 + half the damage taken) for each held effect separately.
- L18 The Current Flows — Once per long rest, as an action, you release the Tide freely through a 30-ft sphere centered on you. Each creature of your choice in the area is cleansed of one condition from the following list: charmed, frightened, or stunned. Each ally in the area also regains hit points equal to 2d8 + your Instinct modifier. Finally, until the end of your next turn, your Tide powers do not require concentration — any power you cast during this window holds without a check, though it ends the moment you cast another held effect or take a hit that would normally break concentration.
Unlock gift (L6): Tide-Worn Focus — A current-smoothed stone; once per long rest, recast a 1st-level Tide power without a slot. (+60 Credits)
Sunken Flame
One who reaches through fear and anger into the dark vein of the Tide — riding the burning current to scorch enemies through their own terror, balanced always on the edge of being consumed.
- L6 Dark Draw Discipline — You have learned to ride the surge of the dark current without being consumed by it — for now. Whenever you reach through fear or anger for power (gaining advantage on a Tide roll or +1 effective slot level), you may choose to accept the standard cost (your Heat rises by 1) or instead spend one 1st-level Tide slot to absorb the worst of the draw: the deeper fall is held back for now, though your Heat still rises by 1. You cannot use this absorption if you have no 1st-level slots remaining.
- L10 Edge of the Current — You have learned to channel the dark current directly through a target's fear. As an action, you lash one creature you can see within 60 ft with a blade of compressed dark Tide energy: make a power attack (your Instinct modifier plus proficiency bonus to hit), and on a hit deal 3d8 psychic damage. If you reach through fear or anger to fuel this attack, the target must also pass an Instinct save (DC 8 + your proficiency bonus + your Instinct modifier) or be frightened of you until the end of its next turn. Each use of this feature raises your Heat by 1, whether you reach for the dark current or not. You can use this feature a number of times equal to your proficiency bonus per long rest.
- L14 Burning Tide — The dark current burns in you now, not merely flows. Once per turn, when you hit a creature with a Tide power that deals damage, you may push the draw further: the power's damage increases by 2d10, and the target must pass a Grit save (DC 8 + your proficiency bonus + your Instinct modifier) or take 1d6 ongoing fire damage at the start of each of its turns (a new Grit save at the end of its turn ends it). Each time you use this feature, your Heat rises by 2 and the dark edge bites a little deeper. You may use Burning Tide a number of times equal to half your proficiency bonus (rounded down) per long rest.
- L18 The Flame Between — Once per long rest, as an action, you open yourself fully to the darkest vein of the Tide. For 3 rounds you enter the Sunken State: your Tide power damage dice are doubled, you ignore all damage resistance on creatures you target, and you may cast any Tide power you know as a bonus action (it still costs a slot). While in the Sunken State you radiate visible, unsettling dark energy — impossible to conceal, and every creature within 30 ft that can see you must pass an Instinct save (DC 8 + your proficiency bonus + your Instinct modifier) at the start of each of their turns or be frightened of you until the end of that turn. When the Sunken State ends, your Heat rises by 4 and the dark edge takes a great bite at once. If that fills the dark edge, the fall scene begins immediately after the state expires.
Unlock gift (L6): Emberglass Focus — A focus that wreathes you in faint heat-haze (+1 AC). (+60 Credits)
Sentinel Tide Duelist · Bulwark of the Order
Tide Duelist
A lightblade dancer who fuses steel and current into one flowing motion — parrying a blow and answering it in the same breath, untouchable when the Flow finally takes her.
- L6 Blade and Current — Drawing or stowing your wakeblade never costs an action or bonus action. Once per turn, immediately after hitting a creature with your wakeblade, you may spend a bonus action to unleash a point-blank Tide pulse: the target takes kinetic damage equal to your Instinct modifier (no roll, no save), and you may shove it up to 10 ft in any direction as part of the same bonus action. You may use this bonus-action pulse a number of times equal to your proficiency bonus per fight, regaining all uses at the end of combat.
- L10 Flowing Guard — The current reads a strike before it lands. When a creature you can see hits you with a melee or ranged attack, you may use your reaction to flow with the blow: reduce the damage by 1d8 + your Instinct modifier. If the reduction brings the damage to 0, you redirect the force and immediately make one wakeblade attack against the attacker as part of the same reaction (use your normal attack roll). You may use this reaction a number of times equal to your proficiency bonus per long rest.
- L14 Tide-Parry — You have learned to turn the current of an incoming blow back on its source. When a creature within 5 ft of you hits you with a melee attack, you may use your reaction, dropping any Tide effect you are concentrating on, to make a contested melee attack roll against the attacker: if your roll equals or exceeds theirs, the attack deals no damage to you and the attacker takes kinetic damage equal to 1d10 + your Instinct modifier as the deflected energy snaps back. On a failure the attack lands normally. Usable once per turn; no resource cost beyond the dropped concentration.
- L18 The Unbroken Line — Once per long rest, as an action, you enter the Flow for one minute. While in the Flow: your wakeblade attacks score a critical hit on a roll of 19 or higher, you may make one additional wakeblade attack as part of the Attack action on each of your turns, and whenever a creature within 60 ft of you is reduced to 0 HP you may immediately teleport to any unoccupied space within 10 ft of them as a free action. The Flow ends early if you are incapacitated or if you willingly end it. When it ends normally you do not suffer exhaustion; if it was cut short by incapacitation, you gain one level of exhaustion.
Unlock gift (L6): Tideblade — A blade that drinks the current; once per short rest, a parry grants advantage on your next strike. (+60 Credits)
Bulwark of the Order
A sworn guardian of an ancient creed who shields one chosen ward and the fallen alike — crossing the field on a wave of the Tide to stand over the dying and refuse death its due.
- L6 Guardian Stance — As a bonus action, you may activate Guardian Stance, designating one ally you can see within 15 ft as your ward. While the stance is active and your ward is within 15 ft of you, the first attack against your ward each round has disadvantage, and when your ward would take damage you may use your reaction to interpose — you take the damage instead (transfer after any resistances the ward has). Guardian Stance lasts until you move more than 15 ft from your ward, you designate a different ward (as a bonus action), or you are incapacitated. There is no limit to how long you can maintain it, but you may only protect one ward at a time.
- L10 Shield the Fallen — When an ally within 30 ft of you drops to 0 HP, you may use your reaction to rush to their side: you teleport up to 30 ft to the nearest unoccupied space adjacent to them (the Tide carries you), immediately stabilize them (they are no longer dying), and grant them temporary hit points equal to your Instinct modifier + your proficiency bonus that last until the start of your next turn. The next attack made against that ally before the start of your next turn hits you instead, as you stand between them and harm. You may use this reaction a number of times equal to your proficiency bonus per long rest.
- L14 Last Wall — Once per long rest, as an action, you call the Tide around you and your allies in a 20-ft radius centered on yourself. For one minute: all allies in the area gain a bonus to AC equal to half your proficiency bonus (rounded down, minimum +1); ranged attacks that would hit an ally in the area must first pass through you (the attacker rolls against your AC instead — on a miss the bolt is deflected harmlessly, on a hit the damage comes to you); and any ally reduced to 0 HP within the area is immediately reduced to 1 HP instead (once per ally per activation, and this revival can trigger at most twice per activation, regardless of party size). Last Wall ends early if you are incapacitated or move outside the radius.
- L18 The Order Endures — Once per long rest, when you or an ally within 30 ft of you would be reduced to 0 HP by an attack or effect, you may activate The Order Endures as a reaction with no action cost. If the triggering damage would reduce the target to 0 HP, they instead drop to 1 HP and the remaining damage is negated; otherwise the damage is reduced by 10 + your proficiency bonus + your Instinct modifier. You project a shimmering barrier of focused Tide energy around every ally within 30 ft: each gains temporary HP equal to 15 + your Instinct modifier that lasts for one minute. For the duration of that minute, any creature that strikes one of your shielded allies with a melee attack takes radiant kinetic damage equal to your proficiency bonus as the barrier snaps back. The barrier drops on any ally who falls to 0 HP, drops unconscious, or moves more than 60 ft from you.
Unlock gift (L6): Order's Aegis — A medallion of the sworn Order; it steadies your defense (+1 AC). (+60 Credits)
Oracle Veilseer · Tide-Breaker
Veilseer
A seer who lives a heartbeat ahead of the present, glimpsing each blow before it lands and steering fate sideways so the strike meant for a friend simply misses.
- L6 Threads of Tomorrow — At level 6, the current whispers what has not yet happened. Whenever you or an ally within 30 ft would be hit by an attack you can see, you may spend your reaction and one Tide slot of any level to impose disadvantage on that attack roll before it resolves. In addition, once between long rests you may declare, before any single skill check or saving throw made by you or a creature you can see within 30 ft, that you saw this moment coming — the roll is made with advantage. The two uses are separate.
- L10 Unseen Passage — At level 10, you read the lanes of fate well enough to steer fate sideways. When you cast a Tide power, you may simultaneously shroud yourself in foreseen misdirection: until the start of your next turn, ranged attacks against you have disadvantage and you may move through occupied spaces without provoking opportunity attacks. This lasts only until the start of your next turn and costs no additional slot — it is woven into the casting. You may use this feature a number of times equal to your proficiency bonus, and you regain all uses on a long rest.
- L14 The Tide Reveals — At level 14, you hold threads of three possible futures at once. At the start of each of your turns during combat, the GM secretly rolls a d6; on a 4 or higher, you gain a Glimpse — a flash of the next ten seconds — and may immediately spend it as a free action to either impose disadvantage on one incoming attack before it rolls, OR reroll any one of your own attack rolls or saving throws before the result stands. You may hold only one Glimpse at a time. When you finish a short or long rest, you gain a Glimpse automatically, banked until used.
- L18 Oracle of the Drift — At level 18, you live one heartbeat ahead of reality. You cannot be surprised. At the start of each combat, before initiative is rolled, you may spend a 5th-level Tide slot to trigger Precognitive Cascade: for the first round of that combat, all attacks against you miss automatically, you act first regardless of initiative, and you may cast one Tide power of 3rd level or lower as part of that first turn without expending a slot. Once used, Precognitive Cascade cannot be triggered again until you finish a long rest; the slot is consumed whether or not the full round unfolds.
Unlock gift (L6): Veil Lens — A monocle that sees a heartbeat ahead; once per long rest, gain advantage on one save by glimpsing the danger. (+70 Credits)
Tide-Breaker
A mind-shatterer who drags jagged threads of the dark current through an enemy's sense of self — fracturing wills, stealing their next breath of action, and at the last turning them against their own.
- L6 Fracture the Current — At level 6, you learn to shatter a mind's sense of itself by dragging jagged threads of the Tide through it. As an action, spend one Tide slot of 1st level or higher and target one creature within 60 ft you can see: it makes an Instinct saving throw (DC 8 + your proficiency bonus + your Instinct modifier). On a failure, it is rattled — it loses its reaction until the end of its next turn and has disadvantage on the next attack roll or ability check it makes before then. On a success, the effect is wasted. Casting this power raises your Heat by 1; note it on your sheet the moment the slot is spent, regardless of whether the target saved.
- L10 Shatter-Mind — At level 10, you can crack another will open long enough to cost them their next action. As an action, spend one Tide slot of 2nd level or higher and target one creature within 30 ft you can see: it makes an Instinct saving throw (DC 8 + your proficiency bonus + your Instinct modifier). On a failure, the target is incapacitated until the end of its next turn — it cannot take actions or reactions, though it can still move. The effect ends immediately if the target takes any damage. On a success, the effect fails. Shatter-Mind raises your Heat by 1 every time you cast it, win or lose. You may use Shatter-Mind a number of times equal to your proficiency bonus per long rest; any further casts in the same rest still cost the slot and still raise Heat, but they deal 1d6 psychic damage to you instead of incapacitating the target.
- L14 Void Surge — At level 14, you seize a single mind with a blade of pure dark current, forcing it to act once against its own. As an action, spend one Tide slot of 3rd level or higher and target one creature within 30 ft you can see: it makes an Instinct saving throw (DC 8 + your proficiency bonus + your Instinct modifier). On a failure, you seize partial control: the creature immediately uses its reaction to make one melee or ranged attack against a target of your choice within its normal attack range — if the target has no reaction available, the power fails and the slot is wasted. The forced attack cannot be directed at you. After that one attack resolves, the seizure snaps — the dominated act lasts no longer than that single attack, never a full turn, never a minute. On a success, the effect fails. Casting Void Surge raises your Heat by 2 and the dark edge bites deeper; both costs are paid the moment the slot is spent regardless of the save result. You may cast Void Surge at most twice per long rest.
- L18 The Dark Tide Unleashed — At level 18, you open a channel to the deepest current and fracture the minds of everyone around you at once. As an action, spend a 5th-level Tide slot: every creature of your choice within 20 ft must make an Instinct saving throw (DC 8 + your proficiency bonus + your Instinct modifier). Creatures that fail are frightened of you for up to 1 minute; at the end of each of their turns they may repeat the save, ending the effect on a success. Creatures that succeed take 2d8 psychic damage and shake it off. This power raises your Heat by 3 and the dark edge takes a great bite — both costs are immediate and unavoidable. If the dark edge is already most of the way fallen when you cast this, you must also make an Instinct saving throw against your own DC; on a failure, you have disadvantage on attack rolls and ability checks and cannot willingly move for one round. You may use The Dark Tide Unleashed once per long rest.
Unlock gift (L6): Breaker's Sigil — A sigil that cracks minds; once per long rest, a creature you target has disadvantage on its next save against you. (+70 Credits)
Operator Combine Fixer · Lane Captain
Combine Fixer
A syndicate fixer who works the quiet channels of every port — trading on secrets, debts, and held favors until the galaxy’s whole attention slides off the crew like rain off a hull.
- L6 Back-Channel Deal — At level 6, you can open a line to a Combine contact in any port you have visited before and arrange a favor no market will officially offer. Once per scene, as an action or during a non-combat scene, you may invoke Back-Channel Deal: name a service or commodity (a forged manifest, a buyer for hot cargo, a name that matches a ship's registration, a quiet bed out of sight) and the GM determines its Credits cost — typically 50 to 500 Credits depending on how hot the job is. Paying the cost delivers the goods within the scene, no roll required. In addition, once per long rest, when you succeed on a social check using persuasion or deception against a faction operative (Combine, True Throne, Lane Captains), you may immediately bank a piece of leverage on that NPC, noted with the GM, usable once to impose disadvantage on their next action that directly harms you or your crew.
- L10 Leverage — At level 10, you maintain a dossier of secrets, debts, and held favors on the factions that run the lanes. Whenever you would fail a social check (persuade or deception) against an NPC tied to any faction you have dealt with before, you may declare you are cashing leverage: the check becomes a success instead. This does not work in open combat and does not compel suicidal or self-destructive actions from the target. Once you cash leverage on a particular NPC or faction, you cannot use it on them again until you have done another piece of real business with that faction — building new material to hold. You may hold leverage on at most three NPCs or factions simultaneously; gaining a fourth requires letting one go (the GM strikes it from the list).
- L14 Cut the Heat — At level 14, you have built the contacts, the ghost accounts, and the silence money to make the galaxy's attention slide right off your crew. Once per long rest, as a scene-length action (at least one hour of working phones, back rooms, and encrypted lines), you may spend 200 Credits and drop the crew's Heat by 2, or spend 500 Credits and drop it by 3. The credits represent bribes, data erasure, transponder smoke, and sealed lips — no single target, just the network doing what it does. While you are performing Cut the Heat, your crew cannot take any action that would raise Heat or the operation is interrupted and the credits are lost. After using this feature, the method is burned: the specific contacts tapped cannot contribute to another Cut the Heat until the crew takes a long rest.
- L18 The Fixer Always Knows — At level 18, nothing that moves through the Combine's lanes moves without you eventually knowing it. At the start of each session, name up to two things you want to know: the location of a specific ship, the identity of whoever put a bounty on your crew, what a rival faction is moving through a port, or any other fact plausibly in the Combine's reach. The GM must answer honestly — or tell you plainly if the Combine genuinely cannot know it yet. In addition, once per session, when your crew would be ambushed, intercepted, or walked into a trap set by a faction, you may declare you saw it coming: the ambush becomes a known threat instead of a surprise, your crew has one round to act before engagement, and you may immediately use Cut the Heat as a free action even if you already used it this rest (this free use costs no Credits but drops Heat by only 1).
Unlock gift (L6): Combine Comm — A back-channel to the syndicate; once per long rest, call in a favor or a quiet word. (+70 Credits)
Lane Captain
A legend of the free lanes whose very name opens docks and disarms strangers — running blockades by instinct, commanding a loyal drifter crew, his reputation arriving long before his ship.
- L6 Run the Blockade — At level 6, every nerve in your body knows the gap between a patrol ship's sensor sweep and its turn radius. When your crew attempts a blockade run (run as a 3-success piloting challenge) you may add your proficiency bonus to each of the first two piloting rolls you personally make during that challenge, even if you are already proficient. In addition, once per long rest when a checkpoint or patrol would force a full stop, you may declare a Blind Run: the crew makes a single Presence (deception) check using your modifier (DC set by the GM, typically 14 to 17) against a convincing false transponder and a fast story; on a success, you sail through without triggering the blockade-run clock and without raising Heat. On a failure, the run proceeds normally but Heat rises by 1 for the botched bluff.
- L10 Drifter Crew — At level 10, your name on the Captains' Roost board has drawn three loyal hands who know how this life works. You gain the Drifter Crew as ONE companion on your roster — three hands who work as a unit, not three separate followers: AC 12, HP 11, attack +4 (1d6+2 damage), Reflex save +4, all other saves +1; they can pilot, shoot, and haul cargo competently. Recruit them as a single companion (the crew is the companion, the way a ship is). They follow your orders, share your Heat rating, and will take risks a hired hand would not. If a crew member is killed they can be replaced between sessions at a cost of 150 Credits and a downtime scene recruiting at the Roost; the new member arrives with the same stats but no personal history yet. The crew do not act in combat unless you spend your bonus action to direct one of them; directed, they take one action of your choosing on your turn.
- L14 Notorious — At level 14, your reputation on the free lanes precedes you like a bow wave. When you arrive at any port where the Lane Captains have a presence, the GM notes your Heat to the local Captains' contact: if your Heat is 4 or lower, you are given docking priority and one free night's berth, no questions. If your Heat is 5 or higher, the Captains treat it as a badge rather than a warning: a senior Captain approaches with a job offer whose payout is at least 500 Credits more than the standard rate for that job type. In addition, once per session, your reputation alone is enough to open a door: you may pass one social gate (a bouncer, a checkpoint officer, a syndicate lieutenant) without a roll simply by stating your name and history — the GM decides if the NPC has heard of you (at level 14, most have).
- L18 The Name Travels Far — At level 18, your legend has outrun your ship. Once per session, when you meet any NPC who is not actively hostile to Lane Captains, you may invoke The Name Travels Far: the NPC has heard of you, respects the legend, and will do one significant favor without a Credits cost — providing information, opening a closed port, calling off a hostile crew, or vouching for you with a faction they have standing with. The GM plays the NPC honestly (a coward will still balk at mortal danger) but the goodwill is real and the favor is genuine. In addition, your crew's Heat reduction from any source — Operator features, downtime, bribes, favors — is always 1 greater than it would otherwise be, because the Lane Captains quietly smooth the lanes for the captain the lanes are already talking about.
Unlock gift (L6): Captain's Beacon — A registry transponder of the free ports; once per long rest, your name opens a dock or a deal. (+70 Credits)
Sawbones Void Chirurgeon · Field Operator
Void Chirurgeon
A frontier surgeon who keeps the dying breathing where there should be no hope — slamming volatile stims into wounds, reading bodies at a glance, and dragging the fallen back from the edge mid-firefight.
- L6 Jury-Rig Stim — As a bonus action, you slam a field-synthesized stim into yourself or an adjacent ally, restoring 1d6 + your Intellect modifier hit points. The stim's compound is volatile — the recipient has advantage on their next attack roll or ability check made before the end of their next turn, then suffers one level of exhaustion unless they pass a Grit saving throw (DC 8 + your proficiency bonus + your Intellect modifier). You carry a number of charges equal to your proficiency bonus, replenishing all expended charges when you finish a short or long rest.
- L10 Combat Theater — When you stabilize a dying creature or restore a creature to consciousness within 60 feet of at least one hostile, you can simultaneously shout a terse field assessment that grants every ally who can hear you temporary hit points equal to your proficiency bonus + your Intellect modifier. These temporary hit points last until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
- L14 Xeno-Triage — As an action, you run a rapid multi-spectrum bioscan on up to three creatures you can see within 30 feet — allies, enemies, or both. For each creature, you learn its current hit point total, any active conditions, and whether it possesses any resistances or vulnerabilities. Against an enemy, the scan exposes a weak seam: the next attack that hits that creature before the end of your next turn deals an additional 2d6 damage of the triggering damage type. You can use this feature twice per short or long rest.
- L18 No One Dies Today — When a creature within 30 feet of you drops to 0 hit points, you can use your reaction to rush a crash kit into the wound — the creature is immediately reduced to 1 hit point instead of 0 and does not make death saving throws until the start of your next turn. The creature must have had at least 1 hit point when it dropped (this feature cannot affect a creature killed outright by massive damage). The creature's hit point maximum is reduced by 1d6 until it completes a long rest, representing the trauma of the intervention. Once you use this feature, you cannot use it again until you finish a long rest.
Unlock gift (L6): Field Surgery Kit — A spacer's trauma rig; once per long rest, your healing on a patient restores the maximum on one die. (+60 Credits)
Field Operator
A combat medic who runs his own chemistry into the fight — dosing the crew with battle-stims, sharpening as the wounds pile up, and refusing to stop functioning long after anyone else would drop.
- L6 Stim Dealer — At the end of every short or long rest you produce a number of combat stims equal to your proficiency bonus. As a bonus action, you administer a stim to yourself or a willing creature you can touch, granting it advantage on its next Grit or Brawn saving throw and adding 1d4 to its next damage roll made before the end of its next turn. Unused stims degrade after 24 hours. A creature that receives a second stim before the first wears off gains the bonus but must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Intellect modifier) or become poisoned until the end of their next turn.
- L10 Pain Threshold — When you drop to half your hit point maximum or lower, you cross a physiological threshold you have trained to exploit — your speed increases by 10 feet, and you gain a +2 bonus to attack rolls until the start of your next turn whenever you take damage during that condition. Additionally, you have advantage on death saving throws and on Grit saving throws forced by critical hits while you remain below half your hit point maximum. This state carries a cost: when you finish a combat in which the threshold triggered, you take one level of exhaustion unless you expend a hit die immediately after the fight ends.
- L14 Last Medic Standing — You have learned to keep functioning after wounds that would ground anyone else. Once per turn, when you are forced to make a concentration check or are affected by a condition that would prevent you from taking actions (stunned, paralyzed, incapacitated), you may spend your reaction to make a DC 15 Grit saving throw; on a success, the condition is suppressed until the start of your next turn and you can act normally. You can use this feature a number of times equal to your proficiency bonus per long rest.
- L18 The Sawbones Never Quits — The first time per long rest your HP drops to one-quarter of your hit point maximum or below, you enter a hardened field-surgeon's fugue. While in the fugue: you are immune to the frightened condition, you cannot be knocked prone by non-magical effects, and at the start of each of your turns you regain hit points equal to your Intellect modifier (minimum 1). If you deal the killing blow to an enemy while in this state, you regain 2d6 hit points. The fugue ends when you are reduced to 0 hit points, when combat ends, or when you exceed one-quarter your hit point maximum. These benefits do not re-activate — the frightened immunity, the prone immunity, and the regeneration all apply only on that first trigger per long rest and do not fire again until you finish a long rest.
Unlock gift (L6): Medic's Stim-Belt — Auto-injectors of combat stims; once per long rest, an ally you treat sheds one level of exhaustion. (+60 Credits)
Warden Bounty Hawk · Void Ranger
Bounty Hawk
A relentless hunter who names a quarry dead or alive and never lets it run — burning past every limit in the chase, marking the next the instant the last one falls.
- L6 Dead or Alive — When you designate a creature as your quarry (your Mark the Quarry target), you simultaneously declare whether the bounty is dead or alive. Dead: your first hit each turn against the quarry deals an extra 1d8 ballistic damage. Alive: once per turn when you hit the quarry, you may force a Grit saving throw (DC 8 + your proficiency bonus + your Reflex modifier) — on a failure, the quarry is restrained until the end of its next turn as your capture round or grab-lock finds purchase. Both modes apply only to the single designated quarry, and the bonus ends if you voluntarily drop the mark.
- L10 The Quarry Runs — When your quarry (your Mark the Quarry target) moves away from you or takes the Disengage action, you can use your reaction to move up to your full speed toward it without provoking opportunity attacks. If this movement brings you within melee range, you may make a single attack roll as part of the same reaction. You can use this reactive pursuit a number of times equal to your proficiency bonus per long rest.
- L14 Pursuit Burn — You have pushed your vessel, your boots, and your lungs past every rated limit. While chasing your quarry (your Mark the Quarry target) you ignore difficult terrain, and your movement speed increases by 15 feet. In a vehicle or ship chase, you have advantage on all piloting or athletics checks made to close distance. Each round you sustain the burn, your gear is pushed past its rating — after three consecutive rounds of the burn, your armor value drops by 1 (minimum 0) and your kit is overtaxed (no further benefit) until you finish a short rest. The speed bonus and terrain immunity persist regardless of the strain cost.
- L18 Nothing Escapes the Hawk — When your quarry (your Mark the Quarry target) drops to 0 hit points or surrenders, you may immediately mark a new quarry as a free action rather than waiting until your next turn. In addition, once per long rest you may declare an Apex Hunt — for one hour you cannot lose the trail of your quarry by any mundane means (darkness, crowds, derelict corridors, vacuum): you always know the quarry's exact direction and distance. During an Apex Hunt you deal an extra 2d6 damage on every hit against that quarry. When the Apex Hunt ends (quarry captured, killed, or one hour elapsed), you gain one level of exhaustion.
Unlock gift (L6): Tracker Beacon — A bounty-board uplink; once per long rest, gain advantage on a check to locate a marked quarry. (+60 Credits)
Void Ranger
A lone tracker of the deep frontier who reads any wild place at a glance, sees in the dark of dead hulls, and haunts the unmapped silence between stars unseen until it is far too late.
- L6 Frontier Read — You have catalogued a thousand worlds' signs in flesh and steel. When you enter a new environment — a planet surface, a derelict hull, a station district — you can spend one minute reading the space to gain one of the following, your choice: (a) you identify the most recent passage of any creature or person (species, number, direction, rough time elapsed); (b) you detect the presence of any active traps, alarms, or environmental hazards within 60 feet; or (c) you extrapolate the local weather or structural integrity for the next 8 hours with enough accuracy to plan around it. You can use each option once per short or long rest.
- L10 Derelict Sense — Haunting the edge of known space has sharpened something primal in you. While aboard a ship, station, or structure with no active life-support or power you gain darkvision out to 120 feet, and you cannot be surprised on the first round of any encounter in a derelict environment. You also have advantage on Instinct (Perception) checks and on saving throws against traps, environmental hazards, and ambushes while in such locations. If a trap would deal damage to you and you succeed on the saving throw, you take no damage.
- L14 Off the Map — You operate where no port authority has reach. You may designate a vessel, a building, or a coordinates patch as a Ghost Bolt — a location scrubbed from official registries. The Ghost Bolt provides your party full cover from any faction actively hunting you: while sheltering there, no Heat escalation checks are made against the group, and bounty hunters require a DC 18 Instinct (Survival) check to locate it (advantage if they have a tracker of your caliber or higher). You can maintain one Ghost Bolt at a time; designating a new one immediately unmasks the old. Establishing or re-keying a Ghost Bolt takes 8 hours of work and costs 200 Credits in materials.
- L18 Ghost of the Drift — In the silence between stars, no one knows you exist until it is far too late. While in a vacuum environment, an unlit or low-visibility area, or a derelict hull, you have advantage on Reflex (Stealth) checks and on your first attack roll each combat against a creature that has not yet acted. When you make a Reflex (Stealth) check to hide, on a failed Stealth check, creatures more than 30 feet away must succeed on a Perception check (DC 10 + your Reflex modifier) to pinpoint you. Once per long rest, you can vanish completely as a bonus action, becoming invisible until you attack, take a hostile action, or take damage; the invisibility also ends at the start of your fourth turn.
Unlock gift (L6): Ranger's Longarm — A frontier rifle; once per short rest, reroll one damage die against a marked target. (+60 Credits)
What you can do
10 roles
Whose flag holds
The powers on the lanes
The Fall broke the old Throne; what is left of the galaxy runs on whoever can hold a lane. Wear a power’s colors and the belonging is real — rank, backing, doors that open — and every one of them weighs its own coin.
And between the flags: warlords selling licenses none of them own, ferry syndicates everyone owes, scav dynasties in the still-lit blocks of dead worlds — and cells of the Undertow, three or five souls around one voice that promises the faster way.
The eleventh crew member
The ship is home, and home keeps score
Every campaign starts with a battered light freighter — leaking coolant, two payments behind, and home. The ship fights like a crew member: her turret fires every round of a dogfight, enemy hulls target her, and at zero she is ADRIFT, not destroyed — engines dark, venting, salvageable. Port time is how a hull heals. And a neglected ship keeps score: unpaid dock fees and reckless burns are remembered, and one day she fails you at the worst possible moment.
A pilot flies by a book of named tricks: break the lock; coast in cold and dark; thread the wreck-field so the pursuer breaks off — or follows you in, and your gunner gets the field as a gunsight; flip the turnover and face your chaser; tuck under a capital ship’s belly where the big guns cannot depress; vent and play dead, and let them come to board your ambush. The same trick pulled twice on the same foe gets priced — the enemy learns.
An adrift hull can be boarded, looted, or left for the void — and a killing blow on a hulk is a deliberate choice, with a price of its own. A towed prize pays a fifth of its list at a yard, because the tow, the registry, the cutting and the questions eat the rest. A crew that wants more keeps the hull — and inherits its history, because every hull has one.
The arsenal
Arms, and what they cost
Real rows from the engine's own tables: the dice are the dice, the prices are the prices. Your gamemaster cannot fudge them, and neither can you.
The galaxy's handshake. Holsters everywhere.
The Tide given an edge. It hums when you doubt.
Diplomacy, from a parsec's polite distance.
For when the door, and the wall, must go.
A worn energy screen that turns blows aside, +2 AC — a second chance on your belt.
Your ship's shield, soaking the first hits of a void fight — it comes home scarred, not gone.
… and 135 more catalogued pieces in play.
Past the edge of the chart
The galaxy is older and stranger than the Fall
Out past the lanes the instruments start lying: a star that is not there, gravity that pulls the wrong way, a stretch the old charts mark with a word and no data. And some things out there are the size of a moon and were MADE — rings, shells, a spike a hundred miles long, built by hands that predate the Throne, empty of the living and not entirely dead. The lights still cycle. Something inside still keeps a schedule nobody set — and the last functioning door was built to keep something IN.
A survey team stops reporting mid-sentence, with no distress call — which is worse than one. The camp is intact. The people are the question, and the three answers are all campaigns: they died; they walked into the world and became part of it; or they are still there, would very much like you to stay, and are no longer entirely the people who filed the first reports. And from past the edge, a genuine signal repeats — structured, patient, aimed — older than the Throne, to a galaxy that only just built the ears to hear it. It is not asking for rescue.
The Silent Yard lies past where the charts end: hulls nobody ever logged, in formations nobody ordered. The Deep does not answer hails — and one beacon out there does. Grave-beacons transmit. Some hatches were sealed from the inside. And sometimes the survey ends, the crew burns for port, and they are not alone — the unknown is not always out there. Sometimes the crew carries it home.
The opposition
What hunts you
Every foe is statted before the fight starts; what your party learns about them is recorded, hunt by hunt.
Fast, bored, and certain it owns your lane.
A treaty violation on legs; ballistic-armored, only an ion hit ends it.
The swarm is a body. This is the mind.
What a fall to the dark leaves behind.
A Tide-touched executioner — he feels you draw the Tide before you do, and he hunts the ones who can.
Old enough to remember when the lanes were quiet.
… and 56 more in the bestiary.
Going down
The sky is still right there
Some worlds are already somebody’s. The first-contact book is short and heavy: read first — smoke that repeats in patterns, forests that are tended — because the crew that lands blind writes the whole contact story with their engine’s shadow. Everything aboard is a lever: a knife changes a valley’s politics, a medkit changes its gods, a lighter changes who rules fire. Choose the first gift the way you would choose a first word. The crew’s contact protocol is the world’s future constitution. Act like it.
And sometimes a world does not let the crew leave clean — the drive is dead, the job turned into a life, and the campaign moves down the gravity well and stays: a world that settles everything by the formal challenge, where your guns are an obscenity and the etiquette is survival; a planet grinding a slow local war where a small ship is a strategic asset three cities would kill for; a world that is simply LATE, its seas gone to salt-flat, keeping forms its numbers no longer fill — and the strange grace of being the last outsiders to see a thing before the sand does.
A deep landfall is a choice the table makes, never a trap. When a world starts to matter more than the next port, follow it down — and keep the ship’s silhouette on the horizon the whole time, because the ache of it is that the sky is still right there, and leaving is always, painfully, an option.
Begin a Starfall campaign
Connect lorewend to your AI, make a character, and tell the gamemaster you want Starfall. The free tier plays a full campaign.
















