Starstrider 5E

by Sammythybunnie67

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Starstrider

-Welcome to Starstrider, where the vast expanse of space is your playground, and adventure awaits beyond every star. This unique compendium seamlessly blends the rich universes of iconic sci-fi franchises like Doctor Who, Star Trek, Star Wars, Alien, Cyberpunk, and Transformers into the beloved framework of Dungeons & Dragons.

Features:

Integrated Franchises:

  • Doctor Who: Journey through time and space as you encounter Daleks, Cybermen, and enigmatic Time Lords.
  • Star Trek: Boldly explore new worlds, seek out new life and civilizations, and engage in diplomacy or conflict among the stars.
  • Star Wars: Navigate the galaxy far, far away, but without Force abilities for now, as you encounter Jedi, Sith, and the vast array of alien species.
  • Alien: Face off against the terrifying Xenomorphs and navigate the horrors of deep space.
  • Cyberpunk: Immerse yourself in a gritty future where cybernetic enhancements and corporate intrigue reign supreme.
  • Transformers: Join the eternal struggle between Autobots and Decepticons as they battle for control over the fate of the universe.

Expanded Systems:

  • Base Management: Build and expand your own space station or planetary outpost, managing resources, defenses, and personnel.
  • City Management: Govern bustling metropolises or sprawling alien cities, balancing the needs of diverse populations and factions.
  • Army Command: Lead vast armies in epic space battles or ground skirmishes, coordinating tactics and deploying advanced weaponry.

Thrilling Adventures:

  • Explore uncharted planets, ancient ruins, and bustling spaceports, encountering strange alien civilizations and ancient artifacts.
  • Navigate political intrigue, corporate espionage, and interstellar conflicts as you carve out your place in the cosmos.
  • Embark on daring missions, from daring rescues and heists to diplomatic negotiations and scientific discoveries.

Get Ready to Explore the Cosmos!

With Starstrider, the universe is yours to explore and conquer. So gather your crew, prepare your ship, and set course for adventure among the stars. Whether you're boldly going where no one has gone before, facing off against Cybermen and Daleks, or joining the battle between Autobots and Decepticons and many original races like the mystisapiens. your destiny awaits in the infinite expanse of space. Are you ready to embark on the adventure of a lifetime?

Note: All elements from these franchises are meticulously crafted to coexist seamlessly within the Starstrider universe, ensuring a cohesive and immersive experience for all players.

Stats And Checks

  • In our game, we've introduced new mechanics involving checks and saves to enhance gameplay depth. Alongside traditional ability checks and saving throws, we've incorporated two new types: Time checks and Technology checks. we do plan to add more checks in the future.

  • Time Checks (Wisdom): These checks gauge a character's awareness, intuition, and attunement to temporal phenomena. They assess a character's ability to navigate through time-related challenges, such as detecting temporal anomalies, foreseeing future events, or understanding the intricacies of time manipulation.

  • Technology Checks (Intelligence): Reflecting a character's proficiency with technological devices, systems, and innovations, Technology checks measure one's capacity to interact with and manipulate advanced machinery, analyze complex technological schematics, or hack into electronic systems.

Doctor Who Races

Playable Races:

Daleks

Armor: Daleks have a base AC of 15, + Dexterity modifier. Due to a Dalek’s exterior, it is incapable of wearing armor or wielding rudimentary shields.

Racial Bonus: +2 Constitution, +1 Intelligence, -3 Charisma

Movement: 25 ft. walking. Unable to sprint.

Shields: When you take damage, roll a hit die. This does not subtract from your actual hit dice but rather from a pool of dice identical to your hit dice. Roll the die, add your Constitution modifier, and reduce damage taken by that much. When you run out of rolls, use your action to replenish your shields. You lose your bonus action, and your movement speed drops to 0, but you keep your reaction.

Weapon: A laser gun attached to your body that you can fire. Range: 60/120. Add your Dexterity mod to the attack roll. (minimum +0). Deals lightning damage: 1d10 at levels 1-4, 2d10 at levels 5-10, 3d10 at 11-16, and 4d10 at 17+. Proficient with this weapon.

Charged: Spend an action to begin charging your weapon. On your next turn, use your action to fire it. You have +2 to your attack roll. Make two attack rolls of your weapon. On a successful hit, add 5 + character level to your damage for each hit. If the target survives, they are paralyzed until the start of your next turn. (Con save 10 + prof)

Reputation: Advantage and proficiency on intimidation checks.

Disadvantage: Melee weapons.

Cybermen

Racial Bonus: +2 Intelligence, +1 Constitution, -2 Wisdom

Speed: 35 ft. walking. Unable to sprint.

Taser: Built-in hand taser deals 1d12 + proficiency bonus lightning damage. Damage increases at level 5, 11, and 17. Inflicts the paralyzed effect until the start of your next turn. Weapon has 5 ft range, target makes a Dex save. DC = 15 + Dex modifier.

Poor Insight: Disadvantage on insight checks.

Armor: Unarmored AC is 12 + Dex mod. Proficiency in all armor and shields.

Hack: Special wires in your wrist to interface with nearby tech. Make an Intelligence saving throw to interfere with tech.

Emotional Inhibitor: Vulnerable to lightning damage.

Sontauran

Racial Bonus: +2 Strength, +1 Dexterity

Speed: 35 ft. walking

Proficiencies: All weapons

Combative Training: +2 bonus to attack rolls, +1 on initiative rolls.

Backstab: Double damage from flanked attacks. Make a Con save, DC 15 to stay conscious, or get knocked out and lose your next turn.

Sontauran HA!: Spend an action to begin a Sontauran war chant. You and allies get +3 to all attack rolls and saves. Maintain with a bonus action.

Light Sleeper: Long rest benefits from a short rest.

Time Lord

Racial Bonus: +3 Intelligence, +2 Charisma, +1 Constitution

Speed: 30 ft. walking

Regeneration: At 0 HP, don’t roll death saves. Regenerate over 3 turns. Suppress regeneration for up to 4 hours, otherwise face destructive consequences. Post-regeneration, suffer exhaustion and have disadvantage on saving throws (except Constitution).

Risk it All: Revive ally at half max health, roll 1d20. 10 or lower expends regeneration but still revives. if you roll higher than a ten it wont expend a regeneration but will still revive

I See It All: Advantage on Perception, Investigation, and Insight checks.

Clairvoyance: Activate to sense time distortions or glimpse future. Disadvantage to hit you in combat until deactivated. Out of combat, ask DM for a detail.

Psychic: Send mental messages within 60 ft. Enter minds of willing creatures for various insights.

Darkvision: 60 ft. at level 10.

S. Human

Racial Bonus: +2 to all stats. +4 to one stat, +3 to one stat.

Speed: 40 ft. walking

Proficiencies: All weapons, armor, shields, tools, mid to lower tech, 3 skills of choice.

Human Ingenuity: Natural +1 to proficiency bonus.

Judoon

Racial Bonus: +3 Strength, +2 Constitution, -2 Intelligence

Proficiencies: All weapons, armor, intimidation

Speed: 35 ft. walking

Translation: Assimilate any specific language temporarily for clear communication.

Pack Tactics: Advantage on attack rolls against flanked enemies.

Tough Skin: +2 to AC.

Trained Mind: Advantage on saves against being charmed or frightened.

Silurian

Racial Bonus: +3 Dexterity, +2 Constitution, -1 Wisdom

Speed: 45 ft. walking, 30 ft. climbing

Evasion: Dex save for half damage, failed roll takes half damage.

Venom: Tongue attack inflicts poison damage, target makes Con save.

Super Jump: Jump higher and farther.

Hissing Call: Give +2 attack bonus to allies, lasts 2 rounds, use as bonus action.

Weapons Expert: Proficient with all weapons.

Silurian Skin: +1 to AC

Humanoid Dalek

Speed: 30 ft. walking

Racial Bonus: +2 Dexterity, +2 Intelligence

Weapon: Laser gun attached to body, 60/120 range, adds Dex mod to attack roll. Deals scaling lightning damage.

Improved Charge: Spend action to charge, +3 to attack roll, make three attacks, add 10 + character level to damage for each hit. Paralyzes target until next damage taken.

New Emotions: Proficiency on insight checks.

Custom Races

Mystisapien

Racial Bonus: +3 Intelligence, +2 Dexterity, -1 Constitution, -1 Strength

Spirit Animal: Choose from Spirit Animal List, gain proficiency and ability shown.

One with Magic: +6 on all Arcana checks.

Spiritual Guidance: Spirit animal boosts stat associated with it for party for 3 turns, once per long rest.

Mystical Projection: Project mind to any place visited, imperceivable unless chosen.

Necrotic Weakness: Vulnerability to necrotic damage.

Spirit Animals

Spirit Animals and Unique Spells:

Griffin:

  • Proficiency: Perception.
  • Unique Spell: Gain the ability to cast Fly once per long rest.

Eagle:

  • Proficiency: Perception.
  • Unique Spell: Gain the ability to cast Feather Fall once per long rest.

Lion:

  • Proficiency: Athletics.
  • Unique Spell: Gain the ability to cast Thunderwave once per long rest.

Dolphin:

  • Proficiency: Acrobatics.
  • Unique Spell: Gain the ability to cast Create or Destroy Water once per long rest.

Unicorn (Magical Creature):

  • Proficiency: Medicine.
  • Unique Spell: Gain the ability to cast Cure Wounds once per long rest. The spell is cast using your Charisma as the spellcasting ability.

Dove:

  • Charisma Boost: Your Charisma score increases by 1.
  • Proficiency: Persuasion.
  • Unique Spell: Gain the ability to cast Charm Person once per long rest.

Phoenix:

  • Proficiency: Insight, Fire Resistance.
  • Unique Spell: Gain the ability to cast Fireball once per long rest.
  • Return from Death: When you are reduced to 0 hit points, you explode in a burst of fire and ash. All creatures within a 10-foot radius must make a Dexterity saving throw. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. On a failed save, creatures take fire damage equal to your character level, and if this damage reduces a creature to 0 hit points, they are instantly revived. On a successful save, creatures take half damage, and you return to life after 4 turns. You can use this feature once per long rest (meaning if you die twice before a long rest- you ain't returning) After being resurrected, you have a -1 to all stats, for one week. (This effect stacks.)

Dragon:

  • Proficiency: Arcana.
  • Unique Spell: Gain the ability to cast Dragon's Breath once per long rest.
  • Dragon's Scales: You have resistance to a damage type associated with your Spirit animal's dragon ancestry (e.g., fire, cold, lightning). Choose the type at character creation.

Deer:

  • Proficiency: Stealth.
  • Dexterity Boost: You get a +1 to dexterity, as well as +5 movement speed.
  • Unique Spell: Gain the ability to cast Druidcraft.

Extra Information:

Mystisapiens are the oldest magical race in the universe, first discovering glyph magic which enabled them to combine science/tech and magic together. They are as old as the timelords even. Created by the goddess of magic, this race shone as a mystical beacon across the stars. A beacon…that shone too bright. It attracted a parasite that consumed souls. And Mystisapiens were 2 meals for one. So in a desperate bet to save their race they locked their planet in a pocket dimension..all that remained was remnants of a lost civilisation…artifacts. Magical trinkets.

Star Trek Races

Playable Races

Vulcan

Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Size: Medium

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your Vulcan heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Vulcan Mind: You have advantage on saving throws against being charmed.

Vulcan Logic: You have proficiency in the Intelligence (Investigation) skill. Additionally, you have proficiency in the Technology skill and have advantage on Intelligence checks related to technology.

Meditative Focus: You can enter a meditative state as an action, gaining advantage on saving throws against effects that would cause you to become frightened or charmed. You must finish a short or long rest before using this feature again.

Trance: Instead of sleeping, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Vulcan. Vulcan is a language of precise syntax, used by Vulcans for scientific research, philosophical discourse, and meditation.

Doctor Who

Dalek

Medium construct, chaotic neutral


Armor Class 15 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 25 ft.


STR 10 (+0)
DEX 12 (+1)
CON 15 (+2)
INT 12 (+1)
WIS 10 (+0)
CHA 6 (-2)


Saving Throws Con +4, Int +3

Skills Intimidation +2

Damage Resistances lightning

Senses darkvision 60 ft., passive Perception 10

Languages Common, Dalek

Challenge 3 (700 XP)


Dalek Armor. The Dalek cannot wear armor but has a base AC of 15 due to its exterior.

Shields. When the Dalek takes damage, it can roll a d8. It reduces the damage taken by the result plus its Constitution modifier. It can replenish its shields as an action, sacrificing its bonus action and reducing its movement speed to 0 until the start of its next turn.

Dalek Laser Gun. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 7 (1d6 + 1) lightning damage.

Charged Shot (Recharge 5-6). The Dalek spends one action to begin charging its weapon. On its next turn, it can use its action to fire its weapon with a +2 bonus to the attack roll. It makes two attack rolls, and on a successful hit, it deals an additional 5 + character level lightning damage for each hit. The target must make a DC 13 Constitution saving throw or be paralyzed until the start of the Dalek's next turn.

Intimidating Presence. The Dalek has advantage on Intimidation checks.

Melee Disadvantage. The Dalek has disadvantage on melee weapon attacks.

Classes

  • DND has many classes witch all of the originals are availble, and typically most subclasses from base dnd should be fine to use. Here are some classes and subclasses that we made available for this compendium!

Classes

Glyph Mage
Level Proficiency Features Glyph Pool
1st +2 Glyph magic 2
2nd +2 Reverse engineer 3
3rd +2 Subclass feature 8
4th +2 Ability score improvement 10
5th +3 Enchanter 16
6th +3 - 19
7th +3 Quick glyphs 23
8th +3 Ability score improvement 27
9th +4 Subclass feature 32
10th +4 Enchanter upgrade 37
11th +4 - 43
12th +4 Advanced runes, Ability score improvement 43
13th +5 Subclass feature 50
14th +5 - 50
15th +5 Enchanter upgrade, quick glyphs upgrade 58
16th +5 - 58
17th +6 Subclass feature 67
18th +6 Glyph specialization 72
19th +6 Ability score improvement 78
20th +6

Glyph Magic Rules

what is glyph magic

Glyph magic is a form of magic that draws from the magic of the world around yourself, rather than your own internal energy. Most arcane spells have a corresponding glyph, which when drawn, can be activated on touch. The spell is centered on the glyph itself, some spells being able to be shot from the glyph. Spells such as firebolt or magic missile can be fired off. Meanwhile, AOE spells such as fireball or sickening radiance are always centered on the glyph itself.

What is a Glyph?

Glyphs are symbols which correspond to different spells, and may be activated upon touch. A prepared glyph is tied to the soul of the person who drew it. The higher the glyph level, the more draining it is to have it prepared. Once a glyph has been used, that connection is severed, and as such you are given that energy back. This is represented with glyph points.

What is Glyph Level?

Glyph level is the level of the glyph you are preparing. The glyph level of a spell is easy to find. Take the level of the spell, and simply add one. Ergo: cantrip spells are 1st level glyphs. 1st level spells are 2nd level glyphs. 9th level spells are inaccessible, as there are no 10th level glyphs.

What are Glyph Points?

Glyph points are a manifestation of your energy levels, and your tolerance as a glyph mage. You may easily find how many glyph points you have by looking at the glyph mage’s class table, on the right. A prepared glyph will take a certain amount of points. When you are out of points you may not prepare any more glyphs, as any more would be too straining. Once a glyph has been consumed, it is no longer bound to you, and those points are returned to you.

Can I Use Glyphs from a Distance?

Drawn glyphs must be activated by physical touch. Should someone without levels in glyph mage attempt to activate a glyph, the magic will not work and will instead go wild. Should this happen, roll on the sorcerer’s wild magic table. Two of the glyph mage subclasses, fused composition and bound carving, have a workaround however. For fused composition, any glyph capable of being cast with glyph song, those being any glyph you are able to quick glyph, can be cast at a max distance of 15 ft. away from you. Meanwhile, bound carving has detailed abilities where it may activate glyphs from a distance at will, or allow other beings to use glyphs they have prepared.

What Spells Do Not Have a Glyph?

Spells that only one class can learn, or spells in the school of necromancy, or healing spells, or the shield spell, do not have corresponding glyphs.

What is My Spell List?

A glyph mage’s spell list is equivalent to the spells of a sorcerer, and a druid, minus the spells listed above.

What Level Glyphs Can I Cast?

What level glyphs you can cast and when is detailed in the “glyphs you can cast” table.

How Many Points Does Each Glyph Cost?

How many points glyphs of various levels cost is detailed in the “cost of glyphs” table.

Saving Throws: Dexterity, Intelligence

Hit Dice: 1d8 + Constitution modifier

Proficiencies: Light armor, simple weapons, calligraphy kit, carver's kit

Gear: Leather armor, scholar's pack, any simple weapon, dagger

Glyph Magic: You utilize glyph magic as your primary spellcasting method. Your casting ability is Dexterity, but the number of glyphs you can know is determined by your Intelligence. Glyphs are drawn out on pieces of paper, and upon activation, they consume the paper. You can only have a limited number of glyphs drawn out at a time, as they are linked to your soul, and creating too many becomes draining. You cannot upcast spells.

You can cast glyphs up to a level equal to half your Glyph Mage level, rounded down. You have a pool of points that increases as you level up, and each level glyph consumes a different number of points, as shown in the Glyph table. Drawing a glyph requires an action.

At 6th level and higher, glyphs become advanced runes, which have unique rules. Each spell level is increased by one. Cantrips become 1st level glyphs, 1st level spells become 2nd level glyphs, and so on. All sorcerer and druid spells have a glyph available, except for necromancy, healing spells, spells unique to one class, or spells with a material cost exceeding 1000gp.

Spell lists always available are sorcerer and druid, unless it's a spell unique to one of them, or involves healing, necromancy, or has a material cost exceeding 1000 GP.

Cost of glyphs

Player Level Range Glyph Level Glyph Cost
1-3 1st 1 point
4-5 2nd 2 points
6-7 3rd 4 points
8-9 4th 6 points
10-11 5th 7 points
12-13 6th 9 points
14-15 7th 10 points
16-17 8th 11 points
18-20 9th 13 points
Level Glyph Mage Spells
1 Animal Friendship
Mage Armor
Magic Missile
Entangle
Speak with Animals
2 Barkskin
Beast Sense
Pass without Trace
Invisibility
Mirror Image
Misty Step
3 Call Lightning
Conjure Animals
Plant Growth
Counterspell
Fireball
Haste
4 Conjure Woodland Beings
Giant Insect
Hallucinatory Terrain
Dimension Door
Greater Invisibility
Polymorph
5 Awaken
Commune with Nature
Tree Stride
Cone of Cold
Dominate Person
Teleportation Circle
6 Conjure Fey
Find the Path
Transport via Plants
Chain Lightning
Globe of Invulnerability
True Seeing
7 Fire Storm
Mirage Arcane
Delayed Blast Fireball
Etherealness
Plane Shift
8 Animal Shapes
Control Weather
Sunburst
Dominate Monster
Telepathy
9 Shapechange
Storm of Vengeance
Meteor Swarm
Time Stop

2nd Level: Reverse Engineer you have the ability to reverse engineer Glyphs using Arcana. The DC to do so is (Glyph Level + 15). If you pass, you can cast that glyph as if you know it until your next long rest.

3rd Level: sub class

5th level: Enchanter Once per long rest, until your next long rest, you can make a non magical item into a +1 magic item. You may only have one at a time. This ability upgrades to +2 at 10th level, and +3 at 15th level.

7th level: Quick glyphs your practice and experience has resulted in you being able to create simple glyphs on the fly. you can make Glyphs of second level or lower as a bonus action instead of an action. This changes to fourth level or lower at level 15.

12th Level: Advanced Runes For each level of glyph above 5th, during your long rest, choose a rune. You may only cast that advanced rune until your next long rest. Advanced runes cannot be reactivated normally, instead requiring hp equal to 5 multiplied by the rune level to be reactivated. Advanced runes still count against your glyphs pool.

18th Level: glyph specialization Choose a school of magic. Any glyph used that is from this school, gets a +2 bonus to attack rolls, and Difficulty Checks.

20th Level: mastered glyphs you select one 5th level glyph and one 6th level glyph. These glyphs of your choosing are affected by the quick glyphs ability. However this does not change the hp requirement for the 6th level glyph.

SUB CLASSES

Bloody Calligraphy

3rd: Glyph Tattoo when preparing glyphs during a long rest, you can choose to paint one glyph onto your body. When used, you can spend hp equal to 3 times the rune’s level to instantly recharge it. The glyph must be of a level you can cast, and no stronger than 5th level.

9th: Blood Magic you can use hp to apply metamagic to your glyphs, at a rate of six hit points per sorcery point.

13th: longevity when being healed by outside sources, (examples are healing potions, or spells) you get extra healing equal to half of the total HP healed. (1.5X modifier)

17th: Blood Recollection At the start of each turn, you regain hit points equal to 5+ your Constitution modifier if you have no more than half of your hit points left.

Fused Composition

3rd level: Glyph Song when you cast a glyph, and on your next turn cast a glyph of the same school of magic, the next spell gets a small buff. +1 to hit/+1 to DC depending on what it is. This can stack up to 3 times, for a max of +3 to each. If you don’t cast a glyph for one round, this bonus goes away. Additionally, you can cast glyphs without a physical component.

9th level: crescendo when you cast a glyph, and on your next turn cast a glyph of the same school of magic, the second spell gets a buff. +dex mod X glyph level to damage. This ability does not stack, however can be continued. You can use this a number of times equal to your proficiency per long rest.

13th level- chain casting: your speed with glyphs is unmatched. You must use this ability before moving. You create a chain effect between two of your drawn glyphs. One is cast as an action, the other your bonus action. However it takes concentration to perform such a maneuver, as such your speed is set to 0 until the start of your next turn. The second glyph must be of fourth level or lower.

17th level: improved song your chain bonus goes up by +2 rather than +1, and caps at +6.

Bound Carving Additional Proficiencies

When you take this subclass, you gain proficiency in shields and medium armor. 3rd: Glyph Carving// You can carve glyphs into stone, allowing anyone to use them. They lose power when used, requiring you to reactivate them, and lose power permanently upon a long rest. You must concentrate on glyphs that require concentration. When you are within 60 ft of a glyph, you may activate it as an ability.

9th: Living Carving You have created a Glyphed Golem, which takes the stats of a monster with a CR equal to ½ your level (rounded down), with the following changes: It becomes a construct, loses its fly speed and any special traits or magical abilities (at dms discretion). You can change the form of your Glyphed Golem during a long rest, or make a new one with 100 gp in materials. You can only have one Glyphed Golem at a time.

13th: Magic item Creation when crafting a magic item, you are counted as proficient in all tools. You are half as likely to have a complication while crafting, and it takes 10% less gold to craft a magic item.

17th: Autonomous Runes You no longer need to concentrate on your glyphs, but concentration glyphs can now be targeted by attacks. They have a hardness equal to their level, and 20 hitpoints. Glyphs held by creatures have an Ac equal to 10+ the creature’s dexterity modifier. The duration of your non-instantaneous glyphs are doubled.

Subclasses

SORCERER

Artronic bloodline

1st level feature: touched by the vortex:You gain 3 timelord regenerations. These regenerations do not trigger when you’ve reached 0 hit points, but rather once you’ve failed all 3 of your death saves.

1st level feature: portant Starting at 1st level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

6th level feature: expert divination Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot, and 3 sorcery points. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

14th level feature greater portant// Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

18th level feature once per long rest, you may target one creature within 60 ft, within sight. The target must succeed on a wisdom saving throw, or else suffer from terrible visions of the future. Afflicted creatures are stunned until the end of your next turn. They can not move, use their action, bonus action, or reaction, and damage done to them during this time is an automatic critical.

Rogue Gadgeteer

3rd Level Feature: Tech Expert

  • Gain proficiency in technology checks, and you can't roll below a 9 when performing this check. (if you roll 8 or lower on the die, treat it like a 9.)
  • If you already had proficiency, you gain expertise in it instead.
  • You can choose to use dexterity instead of intelligence for technology checks.
  • You may also change your sneak attack damage to fire, acid, lightning, or poison a number of times equal to your dex mod per long rest.

9th Level Feature: Master of Circuitry

Technological Precision

  • Your understanding of the inner workings of technology allows you to exploit its weaknesses. When you make an attack roll against a construct or creature with technological enhancements, you gain advantage on the attack roll.

Master of Sabotage

  • You gain proficiency with a sonic screwdriver if you didn't already have it. If you did have it, you get expertise.
  • When rolling to deactivate something, (examples: doors, locks, artificial gravity, life support, etc) you gain advantage on the technology check.

13th Level Feature: Advanced Gadgetry

  • Your keen eye for tech allows you to instantly identify the purpose of any piece of technology that you see. As such you gain advantage on checks for creating technological items, and gadgets.
  • You may also construct a small gizmo once per long rest outside of combat, that you command as a bonus action. This gizmo can distract enemies, enabling your sneak attack, and allows you advantage to hide. or perform skill checks from a distance of 20 ft. from you. (it does not allow the minimum of 9 roll) (it can not do both, you choose each long rest) you can have a number of gizmos built equal to your proficiency modifier.

17th Level Feature: EMP

  • You’ve fashioned together an EMP. you may use this as many times as your proficiency modifier. It shuts down all tech within 20 ft. (including your own) for 12 seconds. (2 rounds) and has a recharge time of 1 minute before the next use. Once all uses have been expended it will no longer charge.
  • EMP is reset after a long rest.
  • You can also add your intelligence mod to initiative.

Fighter

Ne’er-do-well

3rd Level Features:

Infectious Personality:

  • Memorable presence imposes -1 Wisdom saves penalty on creatures within 60 ft. (duration at DM's discretion).
  • At 7th level, settlement corruption rises 1 every month spent in any settlement.
  • At 10th level, creatures of opposite alignment may suffer minor misfortunes near you occasionally.
  • At 15th level, small animals avoid you, staying further than 10 ft. away.
  • At 18th level, criminal elements are friendlier while lawful creatures are more distrustful.

Rabble Rouser:

  • For every 5 creatures actively listening or within 60 ft., treat Charisma as 1 point higher.

7th Level Feature: Wretched Scoundrel:

  • Immunity to settlement corruption effects.
  • Can recruit bands of lawbreakers with Charisma check in settlements with high corruption.
  • Must use recruited band for illegal activities.

10th Level Feature: Coup de Gras:

  • Before moving on a turn, attempt Coup de Gras against a creature considering you an ally or incapacitated.
  • Make a finesse melee attack against the ally. If it hits, they make a Constitution save (DC 8 + proficiency bonus + strength/dexterity modifier). On failure, reduced to 0 hit points and dying. Otherwise, deals 1d4 damage.
  • Speed reduced to 0 ft. until next turn after attempting Coup de Gras.

15th Level Feature: Experienced Cheat:

  • Can take a bonus action each turn in combat.
  • Bonus action limited to shoving, grappling, or taking the disengage action.

18th Level Feature: Brutal Foe:

  • Whenever rolling dice to deal damage, treat the result of each die as 2 higher (1 higher for ranged weapons).

Force Adept

Casting Ability

Wisdom

Saving Throws: Wisdom, Dexterity

Proficiencies:

  • Light armor
  • Simple weapons
  • Lightsabers
  • 1 skill of your choice from: acrobatics, athletics, perception, investigation, religion, sleight of hand, stealth

Equipment:

  • 2 daggers
  • Explorer's pack
  • Leather armor

Lightsaber:

  • Versatile, 1d6 radiant damage laser weapon
  • Bonuses when used by a Force Adept:
    • Thrown 50/70
    • Returns after being thrown
    • 1d8 (5th level), 1d10 (11th level), 1d12 (17th level)

Class Features

Level Prof Bonus Features 0th Known Spells 1st Known Spells Force Level Lightsaber Die Force Points
1st +2 Force sensitive, Order feature, lightsaber combat 2 2 1st 1d6 2
2nd +2 Force barrier, Fighting style 2 3 1st 1d6 3
3rd +2 Force movement 2 4 2nd 1d6 8
4th +2 Deflect missiles, Ability score improvement 3 5 2nd 1d6 9
5th +3 Extra attack 3 6 3rd 1d8 16
6th +3 Order feature 3 7 3rd 1d8 19
7th +3 All or nothing (force barrier saves) 3 8 4th 1d8 23
8th +3 Ability score improvement 3 9 4th 1d8 27
9th +4 Blindsense, force clash 3 10 5th 1d8 32
10th +4 Order feature 4 10 5th 1d8 37
11th +4 Advanced techniques (6th level) 4 11 5th 1d10 43
12th +4 Ability score improvement 4 11 5th 1d10 43
13th +5 Advanced techniques (7th level) 4 12 5th 1d10 50
14th +5 Order feature 4 12 5th 1d10 50
15th +5 Advanced techniques (8th level), Extra attack (2) 4 13 5th 1d10 58
16th +5 Ability score improvement 4 13 5th 1d10 58
17th +6 Advanced techniques (9th level), order feature 4 14 5th 1d12 67
18th +6 Force Mastery 4 14 5th 1d12 72
19th +6 Ability score improvement 4 15 5th 1d12 78
20th +6 Deflect attack 4 15 5th 1d12 85

Class Features Descriptions

1st Level:

  • Force Sensitive:
    • At 1st level you can use the force. You gain a pool of Force Points and the ability to cast Force Abilities. Each Force Ability has a Force Point cost equal to its level, and you can learn Abilities based on your class level, as shown in the Force Level.
  • Lightsaber Combat:
    • You have, and are trained with a lightsaber and can use it in battle. Your lightsaber grows in strength with you, but any and all bonuses are nullified when using medium or heavy armor, or using a shield. Your lightsaber color is based on your subclass, and you can change it to whatever you choose at tenth.
  • Order:
    • You get your subclass

2nd Level:

  • Force Barrier:
    • When an attack that you can sense is made against you, you have a +2 to AC for this attack. There is no limit to how many times you can do this, and it does not take any action.
  • Fighting Style:
    • Pick a fighting style from dueling, great weapon fighting, two-weapon fighting

3rd Level:

  • Force Movement:
    • You gain an extra +10 ft to your walking speed.

4th Level:

  • Deflect Missiles:
    • Starting at 4th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.

5th Level:

  • Extra Attack:
    • You make an extra attack roll when you attack with your lightsaber.

7th Level:

  • All or Nothing:
    • Your force barrier is applied to any saving throw you have to make to avoid damage. (+2 to saving throws for threats you can sense), and when you succeed on a saving throw, you take no damage, as opposed to half.

9th Level:

  • Blindsense:
    • You get blindsense for 15 ft.
  • Force Clash:
    • When attacked by a force power, be it a status effect or a disarming technique, you can roll an opposing wisdom saving throw against the other person.

11th Level:

  • Advanced Techniques:
    • Each long rest, choose one 6th level force technique. You may use this technique once per long rest.

18th Level:

  • Force Mastery:
    • When using a Force Ability, you gain a +1 on the attack roll or save dc of the Ability, and when you use a Force Ability of fifth level or lower, you spend one less Force Point to cast it.

20th Level:

  • Deflect Attack:
    • Your deflect missiles now applies to melee attacks as well as ranged attacks. When you use your reaction to activate this, it lasts for the attacking creature’s turn.

Subclasses

Light Order

  • Lightsaber Color: Blue (levels 1-10), Green (levels 11-20)
  • 1st Level:
    • Persuasive:
      • You gain proficiency in persuasion checks, and can attempt to persuade someone as a bonus action.
  • 6th Level:
    • Talk no jutsu:
      • When you’ve successfully persuaded a creature, they become pacified. Creatures that are pacified have disadvantage on attack rolls, and you have advantage on attacks against them, ending the effect, and making them immune to talk no jutsu.
  • 10th Level:
    • Extra Attack (3):
      • At 10th level, while using your lightsaber, you get an extra attack on top of the one you got at 5th level, for a total of 3 attacks. When you get extra attack (2) at 15th level, this turns into extra attack (3) for a total of 4 attacks with your lightsaber.
  • 14th Level:
    • Cleave:
      • When you kill an enemy with your lightsaber, and there is an enemy within 5 ft of the enemy you killed, you may cut through the enemy you killed, continuing your strike dealing the remaining of the damage to the creature within 5 ft of the creature you killed. You may do this once per round.
  • 17th Level:
    • Cunning Strike:
      • When you hit an enemy with an attack roll of your lightsaber, add your wisdom modifier to the damage dealt.

Dark Order

  • Lightsaber Color: Red
  • 1st Level:
    • Omen of Demise:
      • You gain proficiency in Intimidation, and can use your bonus action to intimidate someone.
  • 6th Level:
    • Impending Doom:
      • When you successfully intimidate a creature, they become afraid of you, ending on a successful wisdom save. The save DC is 4 + your proficiency bonus + your wisdom modifier. Creatures that are afraid of you have disadvantage on ability checks and attack rolls against you, and cannot willingly move closer to you.
  • 10th Level:
    • On My Command:
      • Whenever you hit an enemy with a lightsaber attack, all creatures gain a +1 to hit that enemy until the start of your next turn.
  • 14th Level:
    • Ambush Predator:
      • Whenever you get a surprise round, you may take an additional action.
  • 17th Level:
    • Surrounded by Dead Men:
      • At 17th level, when you roll initiative, all enemies must roll a wisdom save or be afraid of you until you attack them, cast a spell on them, use a force skill on them, or they make the save on a subsequent turn. The save DC is 8 + your proficiency bonus + your wisdom modifier. Whenever a creature that is afraid of you hits you with an attack you may counterattack. Make an attack of opportunity lightsaber attack. On hit, Surrounded by Dead Men does not end for the target.

Gray Order

  • Lightsaber Color: Yellow
  • 1st Level:
    • Insightful:
      • You gain proficiency in insight checks, and can make insight checks as a bonus action.
  • 6th Level:
    • Saber Defence:
      • When an ally is in 5 feet, you can use your saber to protect an ally as a reaction. This gives the enemy disadvantage to hit them.
  • 10th Level:
    • Saber Defence:
      • As an action, spend 3 force points to make your saber float around you. This gives enemies disadvantage to hit, and if they try to walk within 5ft of you, they take 1d8 radiant damage. This damage does not increase with your lightsaber die.
  • 14th Level:
    • Greater Blindsense:
      • Your blindsense increases to 30 feet.
  • 17th Level:
    • Greater Defense:
      • You may sacrifice your bonus action and action, to reduce your movement speed to 0 and increase your armor class and saving throws by +5 until the start of your next turn.

0 LEVEL

Turbulence: Universal, 1 action casting time, 60 ft. range

Choose one creature, or choose two creatures that are within 5 feet of each other, within range. The target(s) must succeed on a Dexterity saving throw or be Knocked prone This power increases by 5ft when you reach 5th, 11th, and 17th level.

Wall Run: Universal 1 bonus action casting time, Self, 1 turn.

Until the end of the turn, you have a climbing speed equal to your walking speed and you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks that involve movement. For the same duration, you can move up, down, and across vertical surfaces while leaving your hands free. This does not allow you to move upside down along ceilings. If you are on a vertical surface when you no longer have a climbing speed, you immediately fall unless you have some other means of remaining there.

Affect Mind: Universal, 1 action casting time, 30 feet, Up to 1 minute, Concentration

Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, you have advantage on all Charisma checks directed at that target. On a successful save, the creature does not realize that you tried to use the Force to influence its mood, but it becomes immune to this power for one day. This power has no effect on droids or constructs.

Force Manipulation: universal, 1 bonus action casting time, 1 reaction, 30 feet

You can use your action to control the force. You can use the force to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The force can’t be used to attack, activate magic items, or carry more than 10 pounds. You can also use your reaction to catch a flying object that is not an attack or exceeds the weight limit. The maximum weight you can lift increases by 10 pounds at 5th, 11th, and 17th level.

Guiding Force: Universal, 1 bonus action casting time, 20 feet, 1 minute, concentration

You reach out to one willing creature with the force. Once before the spell ends, the target can roll a d6 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends.

Blade Force: universal, 1 action casting time, self

You extend your hand and guard yourself with the force. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.

Force Strike: Universal, 1 bonus Action casting time, self, instantaneous.

You give yourself advantage to hit an enemy for one attack roll.

Force Whisper: Universal, 1 action casting time, 120 feet. 1 round.

You speak to a creature within range and whisper a message in their mind. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood prevents this. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

1ST LEVEL

Force Jump: Universal, 1 action casting time, self, instantaneous.

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see, provided you have a direct path to the space.

Zephyr Strike: universal, 1 bonus action casting time, self, 1 minute, concentration

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Catapult: universal, 1 action casting time, 60 ft. instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Shadow sight: universal, 1 action casting time, self, instantaneous.

You enhance your eyesight with the Force, allowing you to better see in the dark. For the duration, you have darkvision out to 60 feet.

Sense force: Universal, 1 action casting time, self, 10 minutes, concentration.

For the duration, you sense the use of the Force, or its presence in an inanimate object within 30 feet of you. If you sense the Force in this way, you can use your action to determine the direction from which it originates and, if it’s in line of sight, you see a faint aura around the person or object from which the Force emanates.

Comprehend speech: universal, 1 action casting time, self, 1 hour.

For the ability duration you understand the literal meaning of any spoken language you can hear.

Force Intuition: universal, 1 action casting time, self, 8 hours.

Your senses attune to your environment for the duration, allowing you to see things before they happen, and react even faster than normal. For the duration, you can use Wisdom modifier in place of your Dexterity modifier when you make initiative checks, if the check doesn’t already include that modifier. In addition, once during the duration of this power, if you are surprised at the start of combat, rather than being completely unable to act, you can still use a reaction, and take an action on your first turn in combat. This action can be used only to take one of the following actions: Dash, Disengage, Dodge, Hide, or Use an Object.

Malacia: universal, 1 action casting time, 30 ft., 1 minute, concentration

A creature of your choice that you can see within range is overcome with a sense of dizziness and nausea, as you disturb its equilibrium with the Force. The creature must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends. This power has no effect on droids or constructs.

Sense emotion: universal, 1 action casting time, self, 10 minutes, concentration.

You attune your senses to pick up the emotions of others for the duration. When you cast the power, and as your action on each turn until the power ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else, and you have advantage on Wisdom (Insight) checks against the target. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Slow descent: universal, 1 reaction casting time, 60 ft., 1 minute.

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

Hex: dark, 1 bonus action casting time, 90 ft., 1 hour, concentration.

You curse an opponent within range. Until the ability ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

Gray- If you are of the gray order, this works the exact same

Dun Moch: dark, 1 bonus action casting time, 30 ft., 1 minute, concentration.

You attempt to manipulate a creature into fighting you. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demands. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power doesn’t restrict the target’s movement for that turn. The power ends if you attack any other creature, if you cast a power that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful power on it, or if you end your turn more than 30 feet away from the target. This power has no effect on constructs.

Gray- If you are of the gray order, works the same

Give Life: dark, 1 action casting time, touch, instantaneous.

Placing your hand on another creature you can transfer your own life force to them. You spend and roll one of your hit dice and the creature regains that many hit points.

Gray- If you are of the gray order, you can only heal yourself

Cloud mind: light, 1 action casting time, 90 ft., 1 minute.

Roll 5d8; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this power falls unconscious. If the power ends, the sleeper takes damage, or someone uses an action to wake the sleeper, they will be awoken. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. This power has no effect on droids or constructs.

Gray- If you are of the gray order, it works the same

Force blinding: light, 1 action casting time, self (15 ft. cone), 1 round.

You use the Force to emit a blinding flash of light from your hand. Roll 6d10, the total is how many hit points of creatures this power can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the power ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.

Gray- If you are of the gray order, works the same way.

Land stride: light, 1 action casting time, self (40 ft. radius), 8 hours.

You align yourself with nature, making traversing natural environments far easier. For the duration, your movement and that of creatures of your choice within 40 feet of you can’t be slowed by natural terrain, such as mud, rocky ground, vines, or tall grass. Climbing still costs double normal movement. A creature that receives this bonus leaves behind no traces of its passage.

Gray- If you are of the gray order, works the same way

Force courage: Light, 1 action, touch, 1 minute, concentration

You use the force on a willing creature, altering their mind, and temporarily removing their fear. Until you lose concentration, or this spell ends, the creature is immune to being frightened and gains temporary hit points equal to your force casting modifier. Any remaining temporary hit points are removed when the spell ends.

Gray- If you are of the grey order, works the same way

2ND LEVEL

Earth Bind: universal, 1 action casting time, 300 ft., 1 minute, concentration.

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Danger sense: universal, 1 bonus action casting time, self, instantaneous.

You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or ruin. The GM chooses from the following possible omens:

Peace, for results which are not dangerous

Danger, for results which are dangerous but perhaps still worth the danger Ruin, for results which are certain to end in death or tragedy The power doesn’t take into account any possible circumstances that might change the outcome, such as the use of additional powers or the loss or gain of a companion. If you use this power two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a neutral result regardless of the actual outcome.

Coerce mind: universal, 1 action casting time, 30 ft., 8 hours, concentration.

You suggest a course of activity (limited to a sentence or two) and influence with the Force a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to harm itself automatically negates the effect of the power. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her speeder to the first vagrant she meets. If the condition isn’t met before the power expires, the activity isn’t performed. If you or any of your companions damage the target, the power ends. This power has no effect on droids or constructs.

Force sight: universal, 1 action casting time, self, 10 minutes, concentration.

You shift your vision to see through use of the Force; colors fade and inanimate objects appear as shades of gray. For the duration, you gain the following benefits. Living things glow with the power of the Force. Those with an affinity for the light side glow blue, those with an affinity for the dark side glow red, and those with no attunement to either side of the Force glow yellow. How bright they glow is determined by how strong their connection to the Force is. You gain blindsight to 30 feet. You have advantage on Wisdom (Perception) checks that rely on sight against living targets within 30 feet.

Force push/pull: universal, 1 bonus action casting time, 60 ft., instantaneous.

You reach out, and grab a creature with the force. You can then push or pull the creature in a straight line either towards you or away from you, up to a max distance of 10 ft. This does not provoke opportunity attacks.

Locate object: universal, 1 action casting time, self, 10 minutes, concentration.

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The ability can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This ability can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Rescue: universal, 1 bonus action casting time, 30 ft., instantaneous.

You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The target must use their reaction to accept the pull.

See invisibility: universal, 1 action casting time, self, 1 hour.

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Hold person: universal, 1 action casting time, 60 ft., 1 minute, concentration.

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Crown of Madness: dark, 1 action casting time, 120 ft., 1 minute, concentration.

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Gray- If you are of the gray order, it works the same

Hallucination: dark, 1 action casting time, 60 ft., 1 minute, concentration.

You craft a dangerous illusion in the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This power has no effect on droids or constructs. The hallucination includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the hallucination with an Intelligence (Investigation) check against your force power save DC. If the check succeeds, the target realizes that the hallucination is an illusion, and the power ends. While a target is affected by the power, the target treats the hallucination as if it were real. The target rationalizes any illogical outcomes from interacting with the hallucination. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the hallucination’s reality that it can even take damage from the illusion. A hallucination created to appear as a creature can attack the target. Similarly, a hallucination created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the hallucination can deal 1d6 psychic damage to the target if it is in the hallucination’s area or within 5 feet of the hallucination, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Gray- If you are of the gray order, it works the same

Silence: dark, 1 action casting time, 120 ft (20 ft. radius), 10 minutes, concentration.

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Gray- If you are of the gray order, it works the same

Calm emotions: light, 1 action casting time, 60 ft. (20 ft. radius), 1 minute, concentration.

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.

Gray- If you are of the gray order, it works the same

Force enlightenment: light, 1 action casting time, touch, 1 hour, concentration.

You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that effect until the power ends. Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends. Cunning. The target has advantage on Intelligence checks. Wisdom. The target has advantage on Wisdom checks. Splendor. The target has advantage on Charisma checks. This power has no effect on droids or constructs.

Gray- If you are of the gray order, it works the same

Force barrier: light, 1 action casting time, 30 ft., 8 hours.

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Gray- If you are of the gray order, it works the same

Restoration: light, 1 action, touch, instantaneous.

You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. This power has no effect on droids or constructs.

Gray- If you are of the gray order, it works the same

3RD LEVEL

Enemies Abound: universal, 1 action casting time, 120 ft., 1 minute, concentration.

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Art of movement: universal, 1 bonus action casting time, self, 10 minutes, concentration.

By letting the Force flow through you, you move with preternatural grace, leaping onto or over tall obstacles that impede others. Until the power ends, you gain the following benefits: Your speed increases by 10 feet. You have resistance to damage from falling. Your jumping distance is tripled. You gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. If you are on a vertical surface when you end your turn and are not using your hands to climb, you immediately fall unless you have some other means of remaining there. Your movement is unaffected by difficult terrain or squeezing. Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d10 force damage on a hit. Whether you hit or miss, you gain a flying speed equal to your walking speed until the end of that turn.

Force suppression: universal, 1 action casting time, 120 ft., instantaneous.

Choose one creature, object, or force effect within range. Any force power of 3rd level or lower on the target ends. For each force power of 4th level or higher on the target, make an ability check using your force casting ability. The DC equals 10 + the power’s level. On a success, the power ends.

Mass Malacia: universal, 1 action casting time, 120 ft (30 ft. cube), 1 minute, concentration.

Each creature in a 30-foot cube within range must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0. The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. This power has no effect on droids or constructs.

Psychometry: universal, 1 minute casting time, self, 10 minutes.

For the duration, you gain the ability to “communicate” telepathically with inanimate objects you touch. You can ask up to five questions and receive answers from objects, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object “questioned” in this way can only provide information relating to its past. The DM has the final say on what objects can be questioned, and to what extent

Fear: dark, 1 action, self (30 ft. radius), 1 minute, concentration.

Each creature within range must succeed on a Wisdom save or drop what it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the dash action and move away from you by the safest possible available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature may make a Wisdom save. On a successful save, the spell ends for that creature. Gray- If you are of the gray order, it works the same

Life Transference: dark, 1 action, 30 ft., instantaneous.

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Gray- If you are of the gray order, you cannot cast this.

Force Choke: dark, 1 action casting time, 20 ft., 1 minute concentration.

Choose a creature you can see within range. You begin to choke the creature with the force. The creature must make a wisdom save. Upon succeeding they break free of your hold. Upon failure, the creature is restrained and can no longer breathe, taking 1d4 damage at the end of each of your turns.

Gray- If you are of the gray order, it works the same

Horror: dark, 1 action casting time, self (30 ft. cone), 1 minute, concentration.

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids. While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

Gray- If you are of the gray order, it works the same

Force trance: light, 1 action casting time, 30 ft., 10 minutes.

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power’s duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, it gains the benefits of a short rest, and it cant be affected by this power again until it finishes a long rest. This power has no effect on droids or constructs.

Gray- If you are of the gray order, it works the same

Remove curse: light, 1 action, touch, instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner’s attunement to the object so it can be removed or discarded.

Gray- If you are of the gray order, it works the same

Monichro: light, 1 action casting time, touch, 1 hour.

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the power’s duration, or until you use an action to touch the target and dismiss the power, the target appears dead to all outward inspection and to powers used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the power, or becomes diseased or poisoned while under the power’s effect, the disease and poison have no effect until the power ends. This power has no effect on droids or constructs.

Gray- If you are of the gray order, it works the same

Aura of vigor: light, 1 action casting time, self (30 ft. radius), 1 minute, concentration.

Invigorating energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non hostile creature in the aura (including you) deals an extra 1d4 damage with weapon attacks.

Gray- If you are of the gray order, it works the same

4TH LEVEL

Charm Monster: universal, 1 action casting time, 30 ft. 1 hour.

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Wall of Stone: universal, 1 action casting time, 120 ft., 10 minutes, concentration.

A non magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Freedom of movement: universal, 1 action casting time, touch, 1 hour.

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from non magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Confusion: universal, 1 action casting time, 90 ft., 1 minute, concentration.

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Divination: universal, 1 action casting time, self, instantaneous.

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Dominate beast: dark, 1 action casting time, 60 ft., 1 minute, concentration.

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Gray- If you are of the gray order, it works the same

Shroud of darkness: dark, 1 action casting time, self, 1 minute, concentration.

You become heavily obscured to others. Dim light within 10 feet of you becomes darkness, and bright light becomes dim light. Until the power ends, you have resistance to force damage. Additionally, whenever a creature within 10 feet of you hits you with an attack, it takes 2d8 necrotic damage.

Gray- If you are of the gray order, it works the same

Shocking shield: dark, 1 action casting time, self, 10 minutes.

Lightning courses in a sphere surrounding your body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use your action to end the power early. Whenever a creature within 5 feet of you hits you with a melee attack, it must make a dex save, taking 2d8 lightning damage on a failed save, and half as much on a successful save.

Gray- If you are of the gray order,

Hallucinatory terrain: dark, 10 minutes casting time, 300 ft (150 ft cube), 24 hours.

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Gray- If you are of the gray order,

Grasping vine: light, 1 bonus action casting time, 30 ft., 1 minute, concentration

You reach through the earth with the force, and find a large vine buried. You call to it, and the vine sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Gray- If you are of the gray order, it works the same

Aura of purity: light, 1 action, self (30 ft. radius), 10 minutes, concentration.

Purifying energy radiates from you in a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Gray- If you are of the gray order, it works the same

Death ward: light, 1 action casting time, touch, 8 hours.

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Gray- If you are of the gray order,

Private sanctum: light, 10 minute casting time, 120 ft., 24 hours.

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area.

Gray- If you are of the gray order,

5TH LEVEL

Sense Catastrophe: universal, special/1 action casting time, instant

Force meld: universal, 1 action casting time, 30 ft., 1 hour.

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Droids, constructs, and creatures with Intelligence scores of 2 or less aren’t affected by this power. Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend beyond a single planet.

Reveal shatterpoint: universal, 1 action casting time, 60 ft., 1 minute, concentration.

You focus on a creature you can see within range, and gain uncanny insight on its defenses and capabilities through the Force. The target must make a Charisma saving throw. On a failed save, you have advantage on attack rolls against that creature, and it has disadvantage on attack rolls against you for the duration. On a successful save, you have advantage on the next attack roll you make against that creature, and it has disadvantage on its next attack roll against you. Once both attacks have been made, the power ends.

Telekinesis: universal, 1 action casting time, 90 ft., 10 minutes, concentration.

You gain the ability to move or manipulate creatures and objects with the Force. When you cast this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power. Creature. You can try to move a Huge or smaller creature. The target must make a Strength saving throw. On a failed save, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You move an object that isn’t being worn or carried and weighs up to 2,500 lbs up to 30 feet in any direction, but not beyond the range of this power. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents from a vial.

Control winds: universal, 1 action casting time, 300 ft (100 ft cube), 1 hour, concentration

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Hold monster: universal, 1 action casting time, 90 ft., 1 minute, concentration.

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Scrying: universal, 10 minutes casting time, self, 10 minutes concentration.

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) −5 Connection Save Modifier Likeness or picture −2 Possession or garment −4 Body part, lock of hair, bit of nail, or the like −10 On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Dominate person: dark, 1 action casting time, 60 ft., 1 minute, concentration.

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Gray- If you are of the gray order,

Modify memory: dark, 1 action casting time, 30 ft., 1 minute, concentration. You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

Gray- If you are of the gray order,

Insanity: dark, 1 action casting time, self (30 ft. sphere), 1 minute, concentration.

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it.

An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs.

The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

2-6

The creature doesn’t move or take actions this turn.

7-8

The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Gray- If you are of the gray order, it works the same

Improved restoration: light, 1 action casting time, touch, instantaneous.

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed the target. One curse, including the target’s attunement to a cursed item. Any reduction to one of the target’s ability scores. One effect reducing the target’s hit point maximum.

Gray- If you are of the gray order,it works the same

Skill empowerment: light, 1 action casting time, touch, 1 hour, concentration.

Your power with the Force deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Gray- If you are of the gray order, it works the same

Circle of power: light, 1 action casting time, self (30 ft. radius), 10 minutes, concentration.

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

Gray- If you are of the gray order, it works the same

6TH LEVEL

Bones of Earth: universal, 1 action casting time, 120 ft., instantaneous.

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared. If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

True sight: universal, 1 action casting time, touch, 1 hour.

This ability gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Master malacia: universal, 1 action casting time, 30 ft., 1 minute, concentration.

Choose one creature that you can see within range. The creature reels with extreme dizziness and nausea for the duration. Creatures that can’t be charmed are immune to this power. The affected creature must use all of its movement to writhe in discomfort without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this power, other creatures have advantage on attack rolls against it. As an action, an affected creature makes a Wisdom saving throw to regain control of itself. On a successful save, the power ends. This power has no effect on droids or constructs.

Find the path: universal, 1 minute casting time, self, 1 day, concentration.

This ability allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the ability fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Scatter: universal, 1 action casting time, 30 ft., instantaneous.

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You move each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Eruption:

Mass suggestion: dark, 1 action casting time, 60 ft., 24 hours. You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

Gray- If you are of the gray order, it works the samd

Heal: dark, 1 action casting time, 120 ft., instantaneous.

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

Gray- If you are of the gray order, you can only heal yourself

Chain lightning: dark, 1 action casting time, 120 ft., instantaneous.

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Gray- If you are of the gray order, works the same

Telekinetic burst: light, 1 action casting time, self (60 ft. line), 1 minute, concentration.

A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. You can create a new telekinetic gust as your action on your turn until the power ends.

Gray- If you are of the gray order,works the same

Wall of light: light, 1 action casting time, 90 ft., 10 minutes, concentration.

You conjure an immense manifestation of destructive light side Force energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d10 force damage, or half as much on a success.

Gray- If you are of the gray order,works the same

7TH LEVEL

Whirlwind: universal, 1 action casting time, 300 ft., 1 minute, concentration.

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

Reverse gravity: universal, 1 action casting time, 150 ft., instantaneous.

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Power word pain: dark, 1 action casting time, 150 ft., instantaneous.

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Gray- If you are of the gray order, works the same

Force lightning: dark, 1 action casting time, 30 ft., 30 seconds, concentration

You raise your hand, and shoot lighting at a target to shock their body and hold them in place. Make a spell attack. If it hits, deal 1d12 lightning damage, and the target must make a Constitution saving throw, or be stunned until your next turn. You may use your action to make the same creature take another 1d12 lightning damage and the Constitution saving throw until the spell ends.

The spell ends early if you use your action for anything else. The spell also ends early if you move over 30ft. away from the target, or if the target ever has total cover from you.

Gray- If you are of the gray order, works the same

Sequester: light, 1 action casting time, touch, until dispelled.

By means of this ability, a willing creature or an object can be hidden away, safe from detection for the duration. When you use the ability and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

Gray- If you are of the gray order, works the same

Force project: light, 1 action casting time, self, 1 day, concentration.

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your force save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Gray- If you are of the gray order, works the same

8TH LEVEL

Mind blank: universal, 1 action casting time, touch, 24 hours.

Until the power ends, one willing creature you touch is immune to psychic and sonic damage, any effect that would sense its emotions and force, or read its thoughts, and the charmed condition. The power foils powers or effects of similar power used to affect the target’s mind or to gain information about the target.

Control weather: universal, 10 minutes casting time, self (5 mile radius), 8 hours, concentration

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard

Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold

Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm

Maddening darkness: dark, 1 action, 150 ft., 10 minutes, concentration.

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Non Magical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Gray- If you are of the gray order, this deals no damage.

Feeblemind: dark,

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.

Gray- If you are of the gray order, it works the same

Power word stun: light, 1 action casting time, 60 ft., instantaneous.

You use the force to overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Gray- If you are of the gray order, works the same

Telepathy: light, 1 action casting time, unlimited, 24 hours.

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. Gray- If you are of the gray order, in order to send a message, you or the creature must concentrate on it for a round, as if concentrating on a spell.

9TH LEVEL

Meteor Swarm: universal, 1 action casting time, 1 mile, instantaneous.

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Master battle meditation: universal, TO DO, 30 ft, TO DO

You exude an aura out to 30 feet that boosts the morale and overall battle prowess of you and your allies while simultaneously reducing the opposition’s combat-effectiveness by eroding their will to fight. Whenever you or a friendly creature within your aura makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. Whenever a hostile creature enters your aura or starts its turn there, it must make a Charisma saving throw. On a failed save, it must roll a d8 and subtract the number rolled from each attack roll or saving throw it makes before the end of your next turn. On a successful save, it is immune to this power for 1 day.

Foresight: universal, 1 minute casting time, touch, 8 hours.

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

Mass heal: dark, 1 action casting time, 60 ft., instantaneous.

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Gray- If you are of the gray order, you must heal yourself to full before healing others, and the ability only has a range of 30 ft.

Astral projection: light, 1 hour casting time, 10 ft., special.

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the ability fails and the usage is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when using this ability, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The ability ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The ability might also end early for you or one of your companions. A successful force suppression ability used against an astral or physical body ends the ability for that creature. If a creature’s original body or its astral form drops to 0 hit points, the ability ends for that creature. If the ability ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Gray- If you are of the gray order, you cannot take others with you, and your body vanishes when you use this ability. Additionally, your silver cord cannot be severed while you are using this ability.

Ship Stat Explanation

  • Spaceships are useful and allow you to travel vast distances. they come with a range of weapons and defences. here are the stats and systems you need to understand for ships to work.

  • Piloting: Piloting a ship is not easy, and occasionally that means doing checks for said ship. every ship has a base modifier to add onto a piloting check. (Maneuverability)

  • Hardness Class:HC is the ships armor class, it basically decides weather an attack from an enemy ship would hit. depending on a roll. The Calculation for this.(HC = 10 + Dexterity Modifier + Maneuverability Armor Bonus)

  • Arcane Points:AP is the defence against magical attacks. how this works is if your AP are +1 this means any magical attack done by a spell of some kind now does Original damage role - Arcane points. Resulting in less damage to your ship. This however can work in the enemies favor, example if your arcane points are -2 their spell attacks will now do +2 for damage rolls.

  • Shields:Shields are a temporary HP your ship can have that regenerate over time.

  • Ship Classes:Ship classes are unlike normal classes. and instead are determining factors of many things. cargo size (carrying capacity), crew limit, upgrade slots, hit points and ship speed.

  1. Drone: A small, unmanned spacecraft designed for reconnaissance, surveillance, or remote operations. Drones are typically equipped with sensors, cameras, and sometimes light weaponry for defensive purposes.

  2. Corvette: A compact, versatile spacecraft capable of fulfilling a variety of roles, including reconnaissance, patrol, or escort duties. Corvettes strike a balance between firepower, speed, and endurance, making them adaptable to different mission requirements.

  3. Frigate: A medium-sized spacecraft designed for fleet support, interdiction, or anti-piracy operations. Frigates are equipped with enhanced firepower, defensive systems, and sensor arrays, enabling them to engage enemy vessels and protect larger capital ships.

  4. Destroyer: A heavily armed spacecraft specialized in offensive operations, including anti-ship warfare, planetary bombardment, or fleet engagements. Destroyers boast formidable firepower, advanced targeting systems, and robust defensive measures to overwhelm enemy defenses.

  5. Cruiser: A large, multi-role spacecraft serving as a flagship or command vessel within a fleet. Cruisers are equipped with extensive sensor suites, communication arrays, and support facilities to coordinate fleet operations, provide logistical support, and conduct long-range missions.

  6. Battleship: A heavily armored, heavily armed spacecraft designed for frontline combat and heavy bombardment. Battleships are the backbone of fleet operations, boasting overwhelming firepower, advanced defensive systems, and strategic capabilities to dominate the battlefield.

  7. Carrier: A specialized spacecraft equipped with hangar bays and flight decks to launch, recover, and maintain squadrons of fighter spacecraft. Carriers serve as mobile airbases, providing air support, reconnaissance, and strike capabilities in fleet engagements or planetary operations.

  8. Capital Ship: The largest and most powerful spacecraft in a fleet, capital ships serve as command centers, flagships, or strategic assets in interstellar conflicts. These colossal vessels are equipped with superlative firepower, extensive defensive systems, and auxiliary facilities to support fleet operations and project power across vast distances.

Tardis Rooms System

By default, the Tardis comes equipped with 5 rooms: the console room and 4 additional rooms for minor functionalities, including a bedroom, bathroom, library, and storage room.

To expand the Tardis and add more rooms, players must utilize Tardis Expansion Points in addition to ship points.

Acquiring Tardis Expansion Points:

Players receive passive Tardis Expansion Points based on their Tardis relationship bonus (TRB) and levelling up:

  • Roll 1d4 and add the Tardis relationship bonus every time the owner levels up.
  • If the TRB reaches a negative value, subtract that value from the roll result. If the result is still negative, the player receives only 1 Tardis Expansion Point.

Tardis Relationship Bonus (TRB):

The TRB reflects the bond between the owner and the Tardis and is influenced by various factors. Upgrades that enhance communication with the Tardis, such as enabling it to talk, provide a bonus of +2. However, negative interactions such as constant crashing, arguments, or deliberate damage to the Tardis can decrease the TRB.

TRB Adjustment:

The TRB adjustment is determined by the DM based on the Tardis's condition and mood:

  • Roll a d20:
    • On a result of 1-5, the TRB remains unchanged.
    • On a result of 6-15, the TRB decreases by 1.
    • On a result of 16-17, the TRB decreases by 3.
    • On a result of 18-20, the TRB decreases by 5.

Room Trade in:

The default rooms can be deleted for tardis expansion points. However given they are free you will only get one TEP from each.

While you can buy these rooms back for the same exact amount. 1 TEP

Any other rooms will cost a minimum of 4 TEP. To trade them back in room cost in TEP. Thats what you get back

So if you get a lab room and it cost 10 TEP trading it in will give you 10 unless your tardis relationship bonus is on a negative. If so it will give half that.

Tardis Flight

The tardis is meant to be flown by a crew. The more people flying it the easier it becomes.

When in flight the pilot adds the party flight bonus. Depending on how many are helping them.

If one person is helping its +1 If two people are helping its +2 and so on.

However there's a separate roll the players must do to decide if the tardis took them where they wanted. They roll 1d20 + TRB. If a negative they minus instead. The DC is decided by the DM.

How do upgrades and machines work here?

The tardises eased flight upgrade instead of making it so the roll doesnt happen just makes it so you get another +2 bonus on the tier one upgrade. Tier 2 is +3 tier 4 is +5 Added on to your Party flight bonus. this is the only upgrade that does this.

upgrading your tardis will add to the TRB. the bonus will be listed on the upgrade. party flight bonus and TRB are different.

cost

Room TEP Cost
Large Storage Room 10 TEP
Large Bedroom 4 TEP
Custom Room (Small) 7 TEP
Custom Room (Medium) 11 TEP
Custom Room (Large) 20 TEP
Custom Room (XL) 35 TEP
Armory 6 TEP
Workshop 6 TEP
Library 15 TEP
Observation Deck 12 TEP
Meditation Room 8 TEP
Laboratory 18 TEP
Hydroponics Garden 14 TEP
Entertainment Room 10 TEP
Galactic Trade

Galactic Trade

The life of an independent trader isn't an easy one. On paper, the career seems simple: get a ship, get a crew, get cargo, get paid. In reality, nothing ever seems to go as planned - starships get scorched in firefights, a milk run turns out far more dangerous than expected, and sellers overcharge while buyers haggle dizown. But the prospect of danger and uncertainty makes for an exciting campaign! The rules below provide a new way to structure a campaign around a crew of independent merchants flying a starship on their own while buying, moving and selling cargo in the galaxy far, far away.

The rules presented below allow the PCs to take control of their destinies to work as freelance traders and troubleshooters. You can use them in almost any campaign, especially a sandbox-style one.

Rule Variant: Ship Points

Ship Points are a currency that allows game masters to reward players with points used (almost) exclusively for building and improving starships. Providing Ship Points (SP) instead of raw credits can make it a bit easier to manage in-game economics, as the credit price of building or improving a starship could easily outfit a party with equipment far beyond what is expected for their level.

Essentially, Ship Points represent the party's capital investment into their ship. SP can only be used to modify and improve starships, and isn't designed to be converted to or from credits.

Using Ship Points

The primary purpose of Ship Points is to build and improve starships. Players can spend SP in locations appropriate to this task to afford the material and labor costs associated with these activities. To calculate the the cost of ship construction and improvement, assume that 1 Ship Point is enough for 1,500 credits worth of equipment. Sum credit costs of improvement round up to the nearest whole number of SP.

Using SP in this way also assumes costs for the minimum required workforce for the task. Players who wish to increase the number of workers in building or outfitting a ship can hire more at the cost of 1 SP per 3 workers.

Example Calculation. The party wishes to purchase a Tier 0 Medium ship. They settle on a YT-20 freighter. A stock Tier 0 Medium ship costs 75,000 credits, which would be 50 SP.

They decide that they want to outfit some of the ship's modification slots. They add a Torpedo Launcher to its other Weapon Hardpoint. The base cost of the Torpedo Launcher is 6,900 credits; as a Medium ship, this cost is doubled to 13,800 credits. They buy ten Proton Torpedoes at 650 credits each for a total of 6,500. The combined cost of the Torpedo Launcher and its ammunition is 20,300 credits; dividing by 1,500 yields 13.53, which converts to 14 SP.

To accelerate the building process, they decide to hire extra crewmen to build. They hire three additional workers for 1 SP.

In total, building the YT-1300p with an extra weapon and workers costs the party a total of 65 Ship Points.

Awarding Ship Points

A game master has a choice of two systems to grant their players Ship Points.

One is a simple Leveled System that grants players SP as they level up. This simplifies the economics of starship building so players and game masters have fewer decisions to make about awarding and dividing credits between personal equipment and starships. It also allows game masters to plan accurately leveled ship combats without worrying how players will choose to distribute their credits

The chart below denotes how many Ship Points a party of four players should have invested in their starship at each level, and how much their Build Points should increase at each level. If players are of multiple levels in a party, take the average of player levels.

Ship Points by Player Level
Average Player Level Ship Point Increase Total Ship Points Invested
1 - 50
2 5 55
3 10 65
4 15 80
5 40 120
6 80 200
7 105 305
8 175 480
9 250 730
10 400 1,130
11 550 1,650
12 675 2,355
13 850 3,205
14 1,000 4,205
15 1,250 5,455
16 1,500 6,955
17 1,750 8,705
18 2,000 10,705
19 2,500 13,205
20 3,000 16,205

Alternate Build Points

In this Earned Ship Points subsystem, Build Points become a form of currency. This system is ideal if the campaign is built around trading and completing jobs. The players spend SP to buy a starship and cargo, and they earn SP whenever they make a sale.

The party’s starship becomes an investment like any other piece of equipment, but bought with SP instead of credits. As the PCs complete jobs, they get more Build Points to spend on upgrading their starship. They can do so gradually, installing one new system at a time, or they can hoard SP and then spend them all at once. However, the PCs should always keep some SP on hand to buy the cargo for their next job. If the PCs’ ship is destroyed, they also lose the SP they invested in it! But if the PCs’ business flourishes, they’ll find themselves living in the lap of luxury, hiring additional employees, or even buying a second starship to ply the interstellar trade routes.

This ruleset will include some guidelines for how players can acquire the SP they need to build and upgrade their first starship—via salvage, favors, or an arrangement with a friendly spacedock, for instance. In this case, Ship Points represent much more than simple credits and become exclusively useful through the starship creation system, staying separate from the methods by which they buy their personal equipment. This separation provides an important distinction because if PCs had the ability to exchange Ship Points for credits, they could end up underpowered in starship combat while simultaneously overpowered in all their other encounters.

In the rules presented here, Ship Points roughly represent the party’s business capital. That capital has many components, including the PCs’ available credit, loans they’ve taken out, and assets they might use as collateral. PCs use this capital to make big purchases, like cargo or starship modifications, often with financing help from a bank or other establishment.

To begin, the party should receive a number of Ship Points determined by their Average Party Level as noted in table on the previous page. They should use this SP to build their starship; you might want to remind the players that their vessel needs plenty of room for cargo and that they’ll have to spend a few SP to purchase that cargo.

Galactic Trade Basics

The players will earn most of their Build Points by hauling cargo from one world to another.

A cargo job boils down into several steps.

  • Find Cargo: The PCs find cargo. Determine the cargo’s type, the price to buy it, its destination (if any), and how much it might sell for.
  • Determine Complication: Most jobs have a unique complicating factor, which you determine in secret when the PCs find their cargo.
  • Transport: The PCs take the cargo to its destination or to a world where they hope to sell it.
  • Make the Sale: The PCs deliver the cargo to its intended recipient or try to find a buyer.

Find Cargo

Cargo in this system is standardized into lots, each massing 25 tons. A single lot of cargo fits into one of a starship’s storage compartments, so the PCs can transport a number of lots equal to the number of storage compartments on their vessel. Finding cargo to buy is a downtime activity as detailed on the sidebar on this page.

Cargo Type

When the players successfully find cargo to purchase, you determine the type of cargo, usually to match the needs of your campaign. Alternatively, you can randomly determine the type of cargo by rolling a d20 on the table below.

Cargo Type Table
d20 Cargo
1 Art or antiques
2 Base metals
3 Ceramics or glassware
4 Chemicals
5 Furniture
6 Hides or leather
7 Live animals
8 Machinery or electronics
9 Minerals or byproducts
10 Paper products or books
11 Plastics
12 Precision equipment
13 Precious metals
14 Prepared food
15 Textiles
16 Toys or games
17 Vegetable products
18 Vehicles
19 Weapons or ammunition
20 Building materials

Find Cargo (Downtime Activity)

You look for suitable cargo to purchase with the hopes of selling it somewhere. You spend the day searching the HoloNets, talking with contacts, and visiting warehouses or the local starport. You must be within a settlement, though the GM might allow you to find cargo in other locations.

At the end of the day, attempt a Charisma (Persuasion) or Intelligence (Investigation) check. The DC of the check depends on how much cargo you are looking for; consult the table below. You take a cumulative -1 penalty to this roll for every find cargo activity you or your allies have previously attempted in this settlement within the last week. If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 bonus for each aiding ally (not including the one attempting the check).

Cargo Lot Size DC
1d2 12
1d4 15
1d6 18
2d4 20

Results. On a success, you find a number of cargo lots that you can buy equal to the DC of the lot size in the above table. The cargo can't be split up; all of the lots must be bought together. The cargo's total buy price equals 1d4 SP x the number of lots. For every 5 by which the result of the check exceeds the DC, you can increase or decrease the amount of cargo by 1 lot.

The GM determines the type of cargo and might even tell you where you can sell it for a reasonable price. All of the cargo must be transported and sold together; you and your allies must load the cargo onto your starship yourselves. You might have to deliver some cargoes within a certain time frame. When you’re told the type of cargo, its buy price, and (if applicable) its destination and its sell price, you can choose not to purchase that cargo. However, when you purchase the cargo, you decide what to do with it, though you might want to perform the find buyer downtime activity at another settlement to sell it.

Shipping or Speculation?

When the players purchase cargo, they generally have to find a place to sell it themselves. After all, transport drivers who earn flat rates usually cover established shipping routes; as galactic traders, the players typically do more than that. However, at your discretion, the seller can give the PCs a tip as to where they might offload the cargo they just bought. This tactic can benefit players who’ve just started interacting with this system or for groups who only want to dip their toes into the trading game. In such cases, the party doesn’t need to use the find buyer downtime activity, and they receive an amount of BP of your choosing per cargo lot.

Destination

If you’ve decided that the cargo’s seller gives the PCs an idea of where to sell those goods, you can choose that destination based on the needs of your campaign (especially if the players have expressed interest in going to a specific place). Alternatively, you can randomly determine the general destination by rolling a d12 on the table below.

D12 Destination
1 Deep Core
2-3 Core
4 Colonies
5 Inner Rim
6 Expansion Region
7-8 Mid Rim
9-10 Outer Rim
11 Wild Space
12 Unknown Regions

Find Buyer (Downtime Activity)

You look for someone interested in buying your cargo. You spend the day researching the HoloNets, checking with union or guild representatives, talking with contacts, and haggling. You must be within a settlement, though the GM might allow you to find cargo in other locations.

At the end of the day, attempt a Charisma (Persuasion) check. The DC of the check is equal to 12 + 1/2 x your level. If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 circumstance bonus for each aiding ally (not including the one attempting the check).

Results. On a success, you find someone willing to buy your cargo for the sell price (as determined by the GM). For every 5 by which your check exceeds the DC, increase the sell price of the cargo by 1 SP per lot. If you fail, you still find a buyer, but the sell price of the cargo is reduced by 1 SP per lot.

Determine Complication

Once the players find the cargo, but before they commit to purchasing it, you should determine what makes this particular job unusual. You decide the complication, and the players decide how to deal with it—if they even become aware of the problem, that is!

To randomly determine a complication, roll a d10 on the table below, keeping the result a secret. You can tweak the result as needed for your campaign; once you’ve rolled the same result from the table a couple of times, consider throwing out that entry and substituting one of your own! If a complication requires a skill check, the DC for that check equals 10 + 1-1/2 × the party’s average player level. Usually, only one PC should attempt this check. An asterisk (*) marks a complication that the PCs can be made aware of before purchasing the cargo, and some complications modify the buy or sell price of the cargo.

D10 Destination
1 Competition
2 Expiration Date*
3 Handling Problems
4 High Demand*
5 Imitation*
6 Regulated*
7 Stolen
8 Stowaway
9 Strange Customs
10 Tough Sell

Competition: Once the PCs have loaded their cargo and determined their destination, a rival crew contacts them and declares they’re selling similar cargo at that location. Determine how long the rival crew takes to reach the destination (usually assuming average time in hyperspace); if the PCs don’t beat the rival crew to the destination, the sell price is reduced by 2 SP per lot.

Expiration Date:* This cargo is perishable. If the PCs don’t deliver it in 2d8 days, they can sell it for a maximum of 1 SP per lot.

Handling Problems: There’s a potential accident while loading or unloading the cargo. Treat this complication as a trap with a CR equal to the party’s APL. The exact nature of the trap and the skills necessary to disable it are up to you.

High Demand*: This cargo is trending. The buy price is increased by 1 SP per lot, and the sell price is increased by 2 SP per lot.

Imitation*: These goods are actually cheap knockoffs. A PC can detect this fact with a successful Wisdom (Perception) check, reducing the buy and sell prices by 2 SP per lot. If the PCs want to try to sell the goods at the unreduced price, they must succeed at a Charisma (Deception) check or else attract the attention of law enforcement.

Regulated*: Exhaustive laws govern this cargo at the point of purchase. A PC must succeed at an Intelligence (Lore) check, or the crew members must spend 1 day navigating customs and filling out forms before they can load the cargo on their ship.

Stolen: This cargo was stolen from another crew, and they’re coming to get it back! This complication represents a hard encounter, but the PCs can pacify the NPCs by surrendering the cargo.

Stowaway: An NPC with a CR equal to the party’s APL hides among the cargo, revealing themself after takeoff. A PC who succeeds at a Perception check can detect the stowaway during the cargo-loading process.

Strange Customs: The buyer comes from an unfamiliar culture or has unusual traditions. A PC must attempt an Intelligence (Lore) check to maintain proper etiquette. If they succeed, the sell price increases by 1 SP per lot. If they fail, the sell price decreases by 1 SP per lot.

Tough Sell: The buyer tries to strong-arm the PCs, reducing the sell price by 2 SP per lot. A PC can negate this reduction with a successful Charisma (Intimidation) check.

Transport

Next, the PCs must get the cargo onto their starship and transport it to a place where they can sell it. In general, the farther the PCs take the cargo, the more it’s worth

Loading or unloading a single lot into a starship cargo hold takes 1 hour for one person using a cargo lifter or similar equipment. Without such equipment, loading the same lot takes 8 hours of labor; multiple people can work together to reduce this time. For example, it takes 4 hours for two people without major equipment to load a single lot into a cargo hold. While the PCs can usually take their time, a complication might mean that every hour counts!

The PCs must also unload the cargo once they reach the world where they want to sell it, but unloading generally occurs while at least one of the crew engages in the find buyer downtime activity.

Make the Sale

Once the players have reached the area where they want to try to sell their cargo, finding a buyer is a downtime activity detailed below. Certain complications might make this activity more difficult, but once a PC finds a buyer, you need to determine the sale price.

First, determine the base sell price of a cargo by rolling a d8; if you roll an 8, roll again once, and add the new result to 8. This result is modified by the distance traveled (as noted on the table below) and any complications, in that order; the total results in a sale price per lot (minimum 1 SP per lot). Finally, the results of the PCs’ find buyer downtime activity can also alter this price.

BaseTravel Time Modifier
<1 day -2 BP/lot
1-2 days -1 BP/lot
3-4 days No change
5-6 days +1 BP/lot
7 days +2 BP/lot

Spending Ship Points

The following section expands on the rules for spending Ship Points and includes some obligatory expenditures (like upgrading the PCs’ starship so they can take on more lucrative jobs and bigger threats) as well as new options (like having a comfortable lifestyle or hiring employees). The PCs can hold onto as many unspent SP as they like.

Expansion

The PCs can spend SP to hire agents, professional representatives, and even full-time employees who work for them. They can also buy another starship and hire crew to haul cargo as part of their overall operations. When the PCs hire personnel to expand their business, you decide the NPCs’ stats. Though usually loyal to the PCs, these NPCs won’t risk their lives. If treated poorly, they might leave the PCs’ service. An employee hired by the PCs agrees to a 1-year contract; at the end of that term, the PCs must hire them again, or the NPC leaves their service.

Planetary Agent: A planetary agent costs SP equal to the agent’s CR, which can be no higher than the party’s APL; as the party’s APL increases, the PCs can spend the difference to raise the agent’s CR. The agent lives on one world or space station; while they may have many other clients, they work on the PCs’ behalf to perform the find cargo and find buyer downtime activities. The agent can also perform the Research Downtime Activity. The agent won’t leave the world on which they’re stationed. The PCs must supply the agent with the credits or other requirements necessary for any task they ask the NPC to perform.

Sector Representative: A sector representative operates similarly to a planetary agent, but the sector representative will travel to any world in a single sector. A sector representative costs SP equal to twice the representative’s CR, which can be no higher than the party’s APL.

Starship. The PCs can use their SP to buy another starship. This starship can’t be higher in tier than the party’s APL / 3 (rounding down). The PCs must spend additional BP equal to 5 × the starship’s tier to hire an NPC crew to run this starship; each crew member has a CR equal to the starship’s tier, and they follow the PCs’ instructions when it comes to buying, transporting, and selling cargo as well as the starship’s day-to-day operations. All the BP earned by this other ship goes to the party’s pool of BP. The PCs are responsible for the costs and maintenance of any additional starships they own.

Insurance

The PCs can insure their starship or cargo. Starship insurance policies cost a number of SP equal to a percentage of their starship’s total SP value at time of purchase (see below). An insurance policy remains in effect for 1 year; after this time, the PCs must buy a new policy (at a higher price if their starship has increased in SP value). If the PCs’ starship is completely destroyed with a policy in effect, the PCs receive a percentage of the ship’s SP value in payment. The rest of the Build Points the PCs spent on their starship are lost!

Starship insurance policies are rated bronze, silver, and gold. A bronze insurance policy costs 5% of the starship’s total SP value and pays out 50% of the total value. A silver insurance policy costs 10% of the starship’s total SP value and pays out 75% of the total value. A gold insurance policy costs 15% of the starship’s total BP value and pays out 100% of the total value.

To insure cargo, the PCs can buy a policy for 10% of the cargo’s buy price (minimum 1 BP). If the cargo is lost and not delivered, and the PCs can prove that they didn’t steal or lose the cargo through negligence, they’re repaid SP equal to the cargo’s buy price.

The PCs can have only one insurance policy per starship and per each cargo.

Lifestyle

The PCs can spend SP to live the good life. These lifestyles assume a group of 4 PCs; you can adjust the costs for larger and smaller groups as you see fit. Lifestyles don’t impart any mechanical benefits to the characters.

Comfortable: The party spends 1 SP to live comfortably for 1 month on a single world or space station. They live in safe, middle-class lodgings, in a neighborhood or a private room in a fine establishment. They have access to good restaurants and other foodstuffs, and associate with merchants, skilled tradespeople, and military officers.

Wealthy: The party spends 3 SP to live a wealthy lifestyle for one month. The PCs reside in spacious lodgings decorated to their taste and have access to stylish personal transportation, with a small staff of servants to suit. They partake in high-quality food and drink whenever they wish, and they attire themselves in fashionable and flattering clothing.

Aristocratic: The party spends 5 SP to live in luxury for 1 month on a single world or space station. The PCs reside in fabulous homes in an elite neighborhood; they have multiple forms of personal transportation, and unique fashions made for them by famous designers (equivalent to formal wear) fill their wardrobes. A large staff of professionals—housekeepers, gardeners, personal tailors and groomers, a chauffeur—see to everyday chores the PCs don’t wish to concern themselves with (each professional is a professional freelancer with a skill bonus equal to the party’s APL).

Other Sources of Ship Points

This subsystem assumes that the PCs earn their SP only from transporting and selling cargo. However, at your discretion, you can reward them with SP as treasure from particular encounters (such as a raid on a smuggling operation’s warehouses) or as salvage from starship combat encounters (such as a fight against an Imperial ship). In the former case, the PCs have to transport the SP to their ship much in the same way as loading cargo (count a cargo lot as 4 SP for these purposes), and in the latter case, the PCs can earn a number of BP depending on the enemy starship’s size category (Tiny = 1, Small = 2, Medium = 3, etc.).

Cargo Raids!

What is a raid

A raid is something that can happen during your cargo missions, this means that when delivering cargo you may be attacked for the cargo. this depends on a lot of factors. such as weight of the cargo and how valuable the cargo is.

Value calculations

Cargo value is calculated by supply and demand, example you may have some nexus artifacts they are worth 15-23 ship points equivalent to 30000-46000 credits. However lets say you go to Mysticore. the home of the Mystisapiens your rare nexus artefact isnt rare anymore and is probably worth 1-3 ship points. or 2000-6000 credits.

To calculate in terms of DND, you must first roll a d20 call this your value die. you have up to a maximum of 3 reroll's per cargo mission. if you get a 5 or lower you minus the die value from the base value. if you get a 6-10 you only use the base value. if you roll a 11-15. you roll a d12 and add on the roll to your base value. if you roll 16-20 you roll 1d12+4 and then add to the base value.

weight system

For every 100 tones of cargo - 1 to the attack defense bonus and add 1 to the DC. if the value you rolled before is 5 or lower add said value roll onto safety defense bonus. example you roll a d20 to see if you are attacked you add or minus you're safety defense bonus, depending weather value is negative or positive. d20 -1 or d20 +5. if you roll a 6-10 on your value you - 1 from you're safety defense bonus. if you roll an 11-15 on your value die you -3 from your safety defense bonus and + 1 to the DC. if you roll a 16-20 -5 from your safety defense bonus and + 3 to the DC.

Starting DC =10

Terrain Improvements Guide

Terrain improvements enhance the land within your kingdom, facilitating various activities such as agriculture, mining, and infrastructure development. Each improvement is tailored to specific terrains and offers distinct benefits. Some improvements can coexist within the same hex, marked with an asterisk (*). Here's a breakdown of common terrain improvements:

Terrain:

Indicates the type of hex suitable for building the improvement.

Effect:

Describes the impact of the improvement on the hex or the entire kingdom.

Cost:

Specifies the expenditure in BP (Build Points) required to construct the improvement.


Terrain and Terrain Improvements Table

Terrain Exploration Time Preparation Time Preparation Cost Farm Cost Road Cost
Cavern* 3 days 3 months 8 BP 4 BP
Coastline* Special Special Special Special Special
Desert 2 days 1 month 4 BP 8 BP 4 BP
Forest 2 days 2 months 4 BP 2 BP
Hills 1 day 1 month 2 BP 4 BP 3 BP
Jungle 2 days 4 months 12 BP 4 BP
Marsh 3 days 3 months 8 BP 4 BP
Mountains 3 days 4 months 12 BP 4 BP
Plains 1 day Immediate 1 BP 2 BP 1 BP
Water 2 days

Exploration time: Represents the duration for a typical scouting party to explore a hex, assuming a party speed of 30 feet. Adjustments are made for different party speeds, and for water hexes, exploration is assumed to be via boat or watercraft.

Preparation time: Denotes the labor months required to prepare the hex for settlement, starting from the current turn. Settlement construction can commence immediately for plains.

Preparation cost: The BP expense to clear the hex for settlement.

Farm cost: BP investment to cultivate the hex for farming. A farm must be adjacent to a water source or two hexes containing farms.

Road cost: BP outlay to establish a road connecting the hex to adjacent ones. Doubling of road costs applies if rivers traverse the hex. Kingdoms sized 26 or larger can construct highways or upgrade roads to highways.

Additional Terrain Improvements Guide

In addition to the previously listed terrain improvements, here are further enhancements to consider for your kingdom:

Aqueduct*

An Aqueduct transports water from highland sources to lowland areas with water scarcity, supporting settlements and enabling construction of water-dependent structures.

  • Terrain: One end must be a hill or mountain hex, traversing any terrain type.
  • Effect: Loyalty +1, Stability +1; permits construction of water-dependent buildings.
  • Cost: Equivalent to a Road, without doubling for hexes with rivers.

Bridge*

Bridges facilitate road construction over rivers, streamlining transportation networks.

  • Cost: Integrated into Road construction costs for hexes containing rivers; listed for reference.

Canal*

Canals are artificial waterways facilitating barge traffic for heavy cargo transport.

  • Terrain: Suitable for desert, hill, or plain hexes.
  • Effect: Settlements treat the hex as having a river.
  • Cost: Double the Road construction cost.

Farm*

Farms provide sustenance for your kingdom's inhabitants.

  • Terrain: Can be established in desert (with canal, coastline, or river), hill, or plain hexes.
  • Effect: Decreases Consumption by 2 BP.
  • Cost: Refer to the Table: Terrain and Terrain Improvements.

Fishery*

Similar to farms, fisheries offer abundant fish as a food source.

  • Terrain: Ideal for coastline, water, river, or marsh hexes.
  • Effect: Reduces Consumption by 1 BP.
  • Cost: 4 BP.

Fort*

Fortifications provide military encampments outside settlements, enhancing defense and stability.

  • Terrain: Suitable for any land.
  • Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 upon completion. If the hex transitions to a settlement, it counts as a Barracks and Stables building.
  • Cost: 24 BP.

Highway*

Highways are upgraded versions of roads, improving travel speed and promoting economic growth.

  • Terrain: Can be established on any hex with a Road.
  • Effect: Economy and Stability bonuses based on Highway length; enhances overland travel speed.
  • Cost: Double the Road construction cost.

Mine

Mines extract valuable resources such as metal, coal, or salt from the earth, boosting the economy.

  • Terrain: Suitable for cavern, desert, hill, or mountain hexes.
  • Effect: Economy +1, additional BP income during tax collection.
  • Cost: 6 BP.

Quarry

Quarries extract workable stone, contributing to stability and economic prosperity.

  • Terrain: Suitable for cavern, hill, or mountain hexes.
  • Effect: Stability +1, additional BP income during tax collection.
  • Cost: 6 BP.

Sawmill

Sawmills process timber for construction and crafting purposes, bolstering stability and economic prosperity.

  • Terrain: Found in forest or jungle hexes.
  • Effect: Stability +1, additional BP income during tax collection.
  • Cost: 3 BP.

Vineyard

Vineyards cultivate specialized crops in hill hexes, reducing consumption and aiding in brewery construction.

  • Terrain: Specifically for hill hexes.
  • Effect: Decreases Consumption by 1 BP; reduces Brewery construction cost when adjacent to a city.
  • Cost: 3 BP.

Watchtower*

Watchtowers serve as symbols of authority and provide defensive advantages on the frontier.

  • Terrain: Applicable to any land hex.
  • Effect: Stability +1, Defense +2; decreases Unrest upon completion. If the hex transitions to a settlement, it counts as a Watchtower building.
  • Cost: 12 BP.

Special Terrain

Certain hexes contain unique features impacting kingdom statistics and development, offering opportunities for exploration and resource utilization. These features are determined by the GM and may include bridges, ruins, landmarks, resources, rivers, lairs, buildings, or free cities. Each offers distinct advantages or challenges for your kingdom's expansion and management.

Founding a Settlement:

  1. Secure Funds:

    • Gather the necessary resources, represented as build points (BP), to finance the construction of your settlement and its structures.
  2. Explore and Clear a Hex:

    • Select a suitable hex for your settlement and embark on exploration. The time taken for exploration depends on the terrain type.
    • Clear the hex of any monsters or obstacles, typically achieved through completing adventures in the area.
  3. Claim the Hex:

    • Invest 1 BP to officially claim the hex once exploration and clearance are complete. This action establishes the hex as part of your kingdom.
  4. Prepare the Site for Construction:

    • Ready the hex for settlement development, which may involve tasks like clearing vegetation, relocating obstacles, or digging trenches.
    • The preparation cost in BP varies based on the terrain type and site conditions.
  5. Construct Initial Buildings:

    • Commence construction of essential buildings using allocated BP.
    • Begin with vital structures such as an Inn, Shrine, Monastery, or Watchtower. Optionally, add other buildings like Houses, Mansions, Noble Villas, or Tenements.
    • Position buildings strategically on the District Grid, which is divided into blocks and lots, with each structure impacting your kingdom's Economy, Loyalty, and related aspects.

Settlement Development:

  • District Grid: Utilize the District Grid to plan and design your settlement, allocating space for structures and infrastructure.
  • Population: Determine your settlement's population based on the number of occupied lots within its districts, with each lot representing around 250 inhabitants.
  • Base Value: Establish the base value of your settlement, influencing the availability of magic items for purchase. Certain constructions, like Markets or Taverns, can elevate the base value.
  • Defense: Strengthen your settlement's defenses by erecting structures such as City Walls.
  • Additional Districts: If the District Grid reaches capacity, consider expanding by adding more districts, each contributing to your settlement's capabilities and population.

Magic Items in Settlements:

  • Gaining Item Slots: Erect buildings that provide additional slots for specific or rare magic items, marking them on the District Grid.
  • Filling Item Slots: During the Upkeep Phase, roll to fill unoccupied magic item slots in each district. There's a chance that suitable magic items become available for purchase, with their cost not exceeding the settlement's base value.
Kingdom Size Minor Magic Items Medium Magic Items Major Magic Items
1-10 1
11-25 2
26-50 3 1
51-100 4 2
101-200 5 3 1
201+ +1 for every 100

Example: Jessica’s settlement has a base value of 200 gp. She built an Herbalist last turn, giving the settlement 1 minor potion slot. In the Upkeep Phase this turn, she rolls d% and gets a result of 62, meaning she can roll a random minor potion to fill the settlement’s empty slot. She rolls on Table: Potions and gets a result of 45, indicating a potion of a 1st-level spell. If she had rolled anything more valuable than the 200 gp base value for her settlement, she would have to reroll until she got an acceptable result. Once a magic item is rolled for a settlement in this way, it remains on the market until someone purchases it.

Emptying Item Slots:

  • Purchase with personal gold: Make the item your personal property by buying it with your own gold. You can then use it, sell it, deposit it in the kingdom's Treasury, or use it as a reward.
  • Encourage an NPC purchase: During Step 3 of the Income Phase, attempt an Economy check for each filled slot you want to empty. Success erases the item, with no gain of gp or BP.
  • Spend BP: Purchase the item with BP (1 BP = 2,000 gp). This counts as withdrawing BP from the Treasury if used personally or as a kingdom expenditure if used otherwise.
Kingdom Size Minor Tech Advancements Medium Tech Advancements Major Tech Advancements
1-10 1
11-25 2
26-50 3 1
51-100 4 2
101-200 5 3 1
201+ +1 for every 100 +1 for every 100 +1 for every 100

Example: John's settlement has a base value of 180 gp. Last turn, he constructed a Workshop, granting the settlement 1 minor tech slot. During this turn's Upkeep Phase, he rolls d% and gets a result of 75, indicating he can roll for a random minor tech advancement. He rolls on the Tech Advancements table and gets a result of 42, indicating a basic mechanical device. If the result had a value exceeding the settlement's base value, he would need to reroll until obtaining an acceptable result. Once rolled, a tech advancement remains available until someone implements it.

Emptying Tech Slots:

  • Personal Investment: Purchase the tech advancement with personal funds to make it your own. You can then use it, sell it, or donate it to the settlement's infrastructure.
  • NPC Investment: During Step 3 of the Income Phase, attempt an Economy check for each filled slot you want to empty. Success removes the tech advancement without generating additional income.
  • Treasury Investment: Spend BP (1 BP = 2,000 gp) to acquire the tech advancement. If used personally, it counts as withdrawing BP from the Treasury; if used for kingdom development, it's treated as a standard expenditure.

Claiming New Tech and Research:

  • Research Progression: Unlock new tech advancements through research, exploration, or trade.
  • Implementation Planning: While planning technological advancements, balance the need for innovation with practicality and sustainability, especially when managing multiple settlements.

Claiming Water and Islands:

  • When claiming a hex with water, your claim extends to the water portion.
  • To claim land beyond water (e.g., islands), explore and claim intervening deep water hexes.
  • Settlement planning: While detailed settlement planning is ideal, it can be daunting. Balancing detail and practicality is key, especially for multiple settlements.

Settlement Stat Blocks

Overview: Settlements are treated as characters with their own stat blocks, allowing for quick and efficient management of vital data. Multiple stat blocks can represent different districts within a city, providing distinct characteristics to various neighborhoods.

Elements:

  • Name: The name of the settlement.
  • Size: Indicates the population size, which determines the settlement's category (e.g., village, town, city).
  • Base Value: Determines the availability of goods and services, with higher values indicating greater access to resources.
  • Defense: Represents the settlement's defensive capabilities, crucial for mass combat scenarios.
  • Government: Describes the settlement's ruling structure and leadership.
  • Qualities: Unique features or advantages possessed by the settlement (e.g., thriving market, renowned university).
  • Disadvantages: Challenges or drawbacks affecting the settlement's prosperity or stability.
  • Modifiers: Additional factors influencing the settlement's characteristics or functioning (e.g., magical wards, ongoing construction projects).

Districts: For large cities, multiple settlement stat blocks can represent different districts, each with its own unique attributes and challenges. This approach allows for the creation of diverse neighborhoods within a single city.

Customization: Game Masters are encouraged to add new elements or modify existing ones to tailor settlements to their desired settings and themes. This flexibility enables the creation of vibrant and immersive cities for player exploration.

Settlement Sheet

A Settlement Sheet, included in the game materials, provides space to record and track the details of individual settlements. This tool aids in organizing and managing settlement data efficiently during gameplay.

By utilizing settlement stat blocks and the accompanying Settlement Sheet, Game Masters can streamline the management of settlements, facilitating smoother interactions between players and the diverse communities they encounter in their adventures.

Settlements

Founding a Settlement

To establish a settlement, follow these steps:

  1. Acquire Funds: Obtain build points (BP) and resources.

  2. Explore and Clear a Hex: Investigate and eliminate threats from the chosen hex.

  3. Claim the Hex: Spend 1 BP to claim the hex as part of your kingdom.

  4. Prepare the Site: Clear obstacles and prepare the terrain for construction.

  5. Construct Buildings: Begin construction of the first building, paying its BP cost.

Magic Items in Settlements

Certain buildings increase the likelihood of specific magic items being available for purchase:

  • Gaining Item Slots: Construct these buildings to gain magic item slots.

  • Filling Item Slots: Roll during the Upkeep Phase to fill vacant magic item slots.

Table: Kingdom Size and Magic Items:

Kingdom Size Minor Magic Items Medium Magic Items Major Magic Items
1-10 1
11-25 2
26-50 3 1
51-100 4 2
101-200 5 3 1
201+ +1 for every 100 +1 for every 100 +1 for every 100

Emptying Item Slots

If unsatisfied with a magic item, three methods can be used to purge it:

  1. Purchase with Personal GP: Buy the item with personal gold.

  2. Manipulate Kingdom's Economy: Attempt an Economy check during the Income Phase.

  3. Spend BP: Use kingdom's BP to purchase the item.

Claiming Water and Islands

Claim hexes containing water and explore surrounding hexes to control islands and underwater areas.

Settlement Stat Blocks

Name: The settlement’s name.

Alignment and Type: General alignment and size category.

Modifiers: Values affecting specific skill checks.

Qualities: Unique features or advantages.

Danger: Indicates settlement's threat level.

Disadvantages: Challenges or drawbacks faced by the settlement.

Government: Governing structure.

Population: Approximate population.

Base Value and Purchase Limit: gp value for magic items and purchase limit.

Spellcasting: Highest-level spells available for purchase.

Minor Items/Medium Items/Major Items: Number of magic items available above the settlement’s base value.

Settlement Statistics

Table: Settlement Types and Population Ranges:

Settlement Type Population Range
Thorpe Fewer than 20
Hamlet 21–60
Village 61–200
Small town 201–2,000
Large town 2,001–5,000
Small city 5,001–10,000
Large city 10,001–25,000
Metropolis More than 25,000

Table: Available Magic Items:

Community Size Base Value Minor Medium Major
Thorpe 50 gp 1d4 items
Hamlet 200 gp 1d6 items
Village 500 gp 2d4 items 1d4 items
Small town 1,000 gp 3d4 items 1d6 items
Large town 2,000 gp 3d4 items 2d4 items 1d4 items
Small city 4,000 gp 4d4 items 3d4 items 1d6 items
Large city 8,000 gp 4d4 items 3d4 items 2d4 items
Metropolis 16,000 gp * 4d4 items 3d4 items

Settlement Modifiers

Modify skill checks based on settlement modifiers. Adjustments are made based on settlement type and characteristics.

Settlement Modifiers

Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.

  • Offense

    • Bribe
    • Public Lewdness: 5cp – 10 cp
    • Breaking the Peace: 1sp – 25 gp
    • Larceny (depending on severity): 5sp – 100 gp
    • Assault: 10sp – 50 gp
    • Murder (depending on victim): 200 – 20,000 gp
    • Blasphemy: 1,000 – 10,000 gp
  • Corruption: Measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

  • Crime: A measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

  • Economy: Indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement’s economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

  • Law: Measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard.

  • Lore: Measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.

  • Society: Measures how open-minded and civilized a settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Settlement Alignment

A settlement’s alignment not only describes the community’s general personality and attitude but also influences its modifiers. A lawful component to a settlement’s alignment increases its law modifier by 1. A good component increases its society modifier by 1. A chaotic component increases its crime modifier by 1. An evil component increases its corruption modifier by 1. A neutral component increases its lore modifier by 1 (a truly neutral city gains an increase of 2 to its lore modifier). Alignment never modifies a settlement’s economy modifier.

Settlement Government

Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Choose one of the following as the settlement’s government. Several options have been added from various 3rd Party Publisher sources, marked as “3pp”. Disregard if you prefer purely Paizo options.

Settlement Government

Just like nations, towns, and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Choose one of the following as the settlement’s government. Several options have been added from various 3rd Party Publisher sources, marked as “3pp”. Disregard if you prefer purely Paizo options.

  • Autocracy: A single individual chosen by the people rules the community. This leader’s actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common. (No modifiers)

  • Colonial (3pp) Source Cityscapes: New Settlement Options for the Pathfinder RPG. The settlement’s ruler is a figure-head for a distant colonial power: a magistrate, governor, or minor landed noble. He or she may have limited autonomy in running the colony, but ultimately answers to the colony’s founding power. Colonies are typically seen as resources for their founding government, not having much political power or influence.

    • Increase Corruption +2, Economy +1, Law +1.
  • Council: A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement.

    • Increase Society +4; Decrease Law and Lore –2.
  • Dynasty (3pp) Source Cityscapes: New Settlement Options for the Pathfinder RPG. Power is concentrated in the hands of a single family or a small group of closely related, inter-married families. These elites have ruled the settlement since its inception and manipulated the power structure to ensure they remain in power.

    • Increase Corruption +1, Law +1. Decrease Society -2.
  • Magical: An individual or group with potent magical power, such as A high priest, an archwizard, or even a magical monster, leads the community.

    • Increase Lore +2; Decrease Corruption and Society –2; increase spellcasting by 1 level.
  • Military (3pp) Source Cityscapes: New Settlement Options for the Pathfinder RPG. The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress, or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law.

    • Increase Law +3. Decrease Corruption -1, Society -1.
  • Overlord: The community’s ruler is a single individual who either seized control or inherited command of the settlement.

    • Increase Corruption and Law +2; Decrease Crime and Society –2.
  • Secret Syndicate: An unofficial or illegal group like a thieves’ guild rules the settlement—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.

    • Increase Corruption, Economy, and Crime +2; Decrease Law –6.
  • Theocracy (3pp) Source Cityscapes: New Settlement Options for the Pathfinder RPG. The settlement is ruled by its patron faith: secular and theological power are one and the same here. Priests, clerics, and oracles decide every facet of life in the settlement.

    • Double the modifiers for the settlement’s alignment. The settlement gains any one of the following qualities as a ‘bonus’ quality: desecrate/hallow, Holy Site, Pious, Racial Enclave, Racially Intolerant, Unholy Site.
  • Plutocracy (3pp) Source Cityscapes: New Settlement Options for the Pathfinder RPG. The wealthiest and most influential merchants rule this settlement. Wealth is seen as a sign of good character, ethics, and even divine favor. The poor have few, if any rights that the wealthy are bound to respect.

    • Increase Corruption +2, Crime +2, Economy +3. Decrease Society -2.
  • Utopian Experiment (3pp) This idealistic settlement was founded upon lofty ideals. In theory at least, all members of the community have a voice in its government, and a settlement council meets to ensure the ideals of the community are followed.

    • Increase Society +2, Lore +1. Decrease Corruption -2, Crime -1.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

Note that many of the following qualities adjust a town’s base value or purchase limit by a percentage of the town’s standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

  • Abundant (3pp): The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants.

    • Increase Economy +1. Reduce the purchase price of most forms of locally-grown food and livestock by 25% or more.
  • Abstinent (3pp): The settlement's religious or moral convictions force it to deny some of the world’s more common vices. The settlement prohibits a common vice: usually alcohol is prohibited, but other abstinent settlements might ban stronger drugs, tobacco, prostitution, or even ‘indulgent’ foods like fine pastries, meat, or similar.

    • Increase Corruption +2, Law +1, Decrease Society -2.
  • Academic: The settlement possesses a school, training facility, or university of great renown.

    • Increase Lore +1. Increase spellcasting by 1 level.
  • Adventure Site: Proximity to a famous adventuring location has long drawn curious adventures from across the land.

    • Increase Society +2. Increase purchase limit by 50%.
  • Animal Polyglot (3pp): Similar to the Magical Polyglot effect, a magical aura hangs over the settlement. All creatures of the Animal type gain the ability to speak and think while within the settlement’s borders. Animals act as if their INT scores were 6, and gain ability to speak Common; they lose these benefits as soon as they pass the settlement’s borders. There are likely to be few butcher shops within the settlement’s borders.

    • Decrease Economy -1, Increase Lore +1. Increase spellcasting by 1 level. Add the settlement’s Lore modifier to Handle Animal checks made within the settlement.
  • Artifact Gatherer (3pp): The sale of a certain kind of rare item is heavily restricted. This may be items of a magical, technological, or psychic origin.

    • Increase Economy +2. Reduce base value by 50%, purchase of such items is limited to black markets.
  • Artist’s Colony (3pp): The settlement is renowned for the excellence of its local artists, performers, and craftsfolk.

    • Increase Economy +1, Society +1. Add the settlement’s Economy modifier on all Craft checks, not just those made to earn a living.
  • Asylum (3pp): The settlement is host to an infamous madhouse or asylum (or perhaps a prison, gaol, or notorious workhouse). The presence of these dangerous, mad souls has hardened the townsfolk, making them suspicious of strangers and paranoid about the possibility of an escape or other tragedy.

  • Broad Minded: The citizens are open, friendly, and tolerant, and react positively towards visitors.

    • Increase Lore +1, Society +1.
  • City of the Dead (3pp): The settlement abuts a massive, historically significant graveyard, massive tomb, or mausoleum complex. Its monuments are well maintained, and a powerful ancestor cult exists within the city, either in replacement or addition to traditional religions.

    • Decrease Economy -2, Increase Lore +2, Law +1. Add the settlement’s Lore modifier to Knowledge (history) and Knowledge (nobility) checks.
  • Cruel Watch (3pp): (Special Restriction: Lawful communities only) The settlement’s civic watch or police force is infamous for its brutality, effectiveness, cruelty, and corruption.

    • Increase Corruption +1, Law +2. Decrease Crime -3, Society -2.
    • Increase Lore +1, Decrease Society -2.

Settlement Qualities

  • Cultured: The settlement is well known for its culture of artistry, particularly among actors and musicians.

    • Increase Society +1. Decrease Law -1. Always counts as a prosperous city for the purpose of perform checks.
  • Darkvision: Most of the citizens have darkvision, and thus nights provide no cover for thieves and other criminals. Merchants lose little inventory to dishonesty.

    • Increase Economy +1. Decrease Crime -1.
  • Decadent (3pp): (Special Restriction: Evil communities only) The settlement’s vast wealth and proud, ancient heritage has made it a haven for corruption and sin.

    • Increase Corruption +1, Crime +1, Economy +1, Society +1, Danger +10. Increase Base Purchase Limit by +25%.
  • Deep Traditions:

  • Dance of the Damned: The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors.

    • Increase Law +2. Decrease Crime -2, Society -2.
  • Defensible (3pp): The settlement is strategically situated to make it easier to defend, giving its inhabitants confidence and making the settlement a major local trade hub.

    • Increase Corruption +1, Crime +1, Economy +2. Decrease Society -1.
  • Desecrate/Hallow (3pp): (Special Restriction: Good or Evil communities only) The entire settlement is under the effects of a permanent desecrate or hallow effect (choose only one) of incredible power. This effect can be suppressed in small areas within the settlement. The caster level for the effect is equal to 20 + the settlement’s size modifier, for the purpose of dispelling.

  • Eldritch (3pp): The town has a strange and unnatural air, and is a popular place for sorcerers and oracles.

    • Increase Lore +2, Danger +13. Increase spellcasting by +2 levels when casting divination or necromancy spells only.
  • Famed Breeders (3pp): The settlement is known for the excellent quality of the animals bred there, from the mundane (horses, mules, cattle, pigs) to the exotic (talking tigers, Pegasis, griffins). People come from far and wide to purchase livestock, draft animals, mounts, and animal companions.

    • Increase Economy +1. Increase Base Value and Base Purchase Limit by +20% when dealing with mounts and associated gear. Characters can purchase mounts or livestock in the settlement at a +10% discount.
  • Financial Center (3pp): This settlement is home to powerful banks, mints, trading houses, currency exchanges, and other powerful financial and mercantile organizations.

    • Increase Economy +2, Law +1. Increase Base Value and Purchase Limit by +40%.
  • Free City (3pp): (Special Restriction: Chaotic communities only) The city’s libertarian laws make it a haven for fugitives and outcasts of all kinds, from runaway children, serfs who escaped their lord’s lands, criminals, and escaped slaves alike. Foreign adventurers and bounty hunters cannot arrest or capture fugitives within the settlement’s borders.

    • Increase Crime +2, Danger +5. Decrease Law -2.
  • Gambling (3pp): The settlement caters to vice and greed. Casinos, gaming houses, opium dens, and bordellos are all common here, and serve as the town’s major industry.

    • Increase Crime +2, Corruption +2, Economy +2, Law -1. Add +10% to the settlement’s Purchase Limit.
  • God Ruled (3pp): (Special Requirement: Theocracy or Utopian Experiment governments only) The settlement has no real government; instead it is ruled by religious codes and omens. Gods or other powerful spiritual beings or outsiders intervene directly in the settlement’s politics and daily life. Ordinary citizens are possessed by spirits to speak decrees, unmistakable oracles appear as flaming messages written on walls or in the sky, or perhaps each and every citizen has prophetic dreams that tell them what they must do in the coming day for the settlement to thrive.

    • Decrease Corruption -2, Society -2. Add one dice to the number of medium magic items for sale in the settlement.
  • Good Roads (3pp): The settlement has an extensive road network. These roads are well-maintained and allow for quick movement of troops and merchandise.

    • Increase Economy +2.
  • Guilds (3pp): A variety of trade and mercantile guilds control the town’s industry and trade. These guilds are highly specialized (a printer’s guild, an eggler’s guild, a swordsmith’s guild, a diamond cutter’s guild, etc.), and usually semi-hereditary, with children following their parents into the guild.

    • Increase Corruption +1, Economy +1. Decrease Lore -1.
  • Holy Site: The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population. (Corruption –2; increase spellcasting by 2 levels)

Settlement Qualities

  • Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.

    • Law +1; Crime –1
  • Legendary Marketplace (3pp): (Source Cityscapes: New Settlement Options for the Pathfinder RPG.) The settlement is justly famed for its markets: almost anything may be for sale here! The settlement’s Base Value and Purchase Limits are treated as if the settlement was one size category larger. In the case of a Metropolis with the Legendary Marketplace quality, double the settlement’s Base Value and Purchase Limit.

    • Increase Economy +2, Crime +2.
  • Living Forest (3pp): This settlement is a magical place, carved from the living heart of an ancient forest. The trees form themselves into homes, and branches bend to provide the settlement’s inhabitants with food, in the form of magical, druid-tended fruits and berries.

    • Increase Lore +1, Society +2, Decrease Crime -2, Economy -4. Increase Spellcasting by 4 levels (druidic spells only).
  • Long Memory: The people of this settlement have a deep-seated hatred for a specific group or faction. Any such individual who makes their presence known in town is attacked within 1d4 hours, and either violently out of the settlement or executed. Similarly, residents look upon those who deal with this enemy faction with suspicion, and they must pay 200% the normal price for goods and services and may face mockery, insult, or even violence.

  • Magically Attuned: The settlement is a haven for spellcasters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site.

    • Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels
  • Magical Polyglot (3pp): The settlement is blessed with a magical aura that allows all sentient creatures within its borders to understand one another as if they shared a common language. This permanent magical effect is similar to the tongues spell, and has no effect on written language, only the words spoken by the settlement’s inhabitants.

    • Increase Economy +1, Lore +1, Society +1.
  • Majestic (3pp): The settlement is known for its dramatic, sweeping architecture, monumental statuary and is built to a scale alien to most Medium size humanoids. Perhaps the settlement was once a domain of giants, or simply a human metropolis hewn to an epic scale for the sake of grandeur.

    • Increase spellcasting by +1 level. Add +1d8 to the number of the most expensive category of magic items the settlement offers for sale, as determined by its size.
  • Militarized: The populace is devoted to the armed forces. Civil and military law is intertwined, punishments are harsh, and loyalty to the state is expected.

    • Increase Law +4. Decrease Society -4.
  • Mobile: Frontlines (3pp): The entire settlement can move, albeit slowly, not much faster than an average man could walk. Perhaps it floats on a cushion of magical air, hundreds of feet above the landscape, is a fortress-castle growing from the back of some impossibly large creature, or is some kind of enormous steampunk or magi-tech tank. This city is designed to patrol its kingdom or territory, responding to threats and offering the city’s defenses to those in need.

    • Reduce Corruption -1, Economy -1, Society -1. Increase the Base Value and Purchase Limit of the settlement by 25% when trading weapons and armor.
  • Mobile: Sanctuary (3pp): This mobile settlement is designed to retreat from danger, moving to a safer location when threatened by natural disasters, invasion or famine threatens.

    • Increase Economy +1, Decrease Society -1.
  • Morally Permissive (3pp): Divine indulgence or perhaps just a corrupt church selling indulgences has made this settlement famous (or infamous) for its lax morals. Select 1d4+1 acts that would normally be considered sinful or immoral; these acts are not crimes or sins within the settlement, and committing these acts does not violate a paladin or cleric’s moral code, so long as the offense is limited to within the settlement’s borders.

    • Increase Corruption +1, Economy +1. Decrease divine spellcasting by -1 level.
  • Mythic Sanctum: The settlement is a seat of power for one or more living mythic characters, granting each of the mythic characters additional influence so long as they reside here.

    • Decrease Corruption -2. Increase each resident mythic character’s effective mythic tier for the purpose of granting spells to followers.
  • No Questions Asked: The citizens mind their own business and respect a visitor’s privacy.

    • Increase Society +1. Decrease Lore -1.

Settlement Qualities

  • Notorious: The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here.

    • Increase Crime +1 and Danger +10; Decrease Law –1; Increase Base Value by 30% and Purchase Limit by 50%).
  • Peacebonding (3pp): By local law, any weapon larger than a dagger and all wands and rods must either be peacebound or stored at the local sheriff’s office or jail (at the settlement’s option) for the duration of the visit. Peacebonding a weapon involves winding a colored cord tightly around the weapon and its scabbard, and then impressing the local seal in wax. Removing the peacebond requires a full round action before the item can be drawn. (Disable Device DC 12 to untangle the bond as a move equivalent action; bond hp 5, no hardness)

    • Increase Law +1, Decrease Crime -1.
  • Phantasmal (3pp): The settlement simply isn’t always there! This magical settlement might only appear in the moonlight, appear out of the mist on particularly holy or infamous dates, or only appear in this plane during thunderstorms or on particularly hot days. At other times, the settlement simply doesn’t exist on this plane; powerful, plane-crossing magic is required to access the settlement outside of the ‘proper’ time. The highly magical settlement is insular and clannish as a result of its isolation from the outside world.

    • Decrease Economy -2, Society -2. Increase spellcasting by two levels when dealing with planar magic or conjuration (summoning or teleportation) spells only.
  • Pious: The settlement is known for its inhabitants’ good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community).

    • Increase spellcasting by 1 level; any faith more than one alignment step different than the community’s official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence).
  • Planar Crossroads (3pp): Natural or artificial planar gates near the settlement make it a cross-roads for planar travel. Creatures from across the multiverse, both malevolent and benign, can be found here, as can their artifacts.

    • Increase Crime +3, Economy +2, Danger +20. Increase spellcasting by two levels, and the Base Purchase Limit by +25%. In addition, the Planar Crossroads settlement is the point of origin for many breeds of monstrous player characters. Reduce the ECL of any monstrous player race if that race has its origin in this settlement, making heroic versions of these creatures more common in the region.
  • Planned Community (3pp):

    • Special Restriction Lawful communities only
    • The community’s design was determined in advance, every detail planned out before the first keystone was laid. Streets are wide, straight and laid out on an orderly grid, neighborhoods and districts are segregated by purpose, as are the living quarters of the city’s inhabitants.
    • Increase Economy +1. Decrease Crime -1, Society -1.
  • Pocket Universe (3pp):

    • Thanks to a magical fold in space and time, the settlement exists in a place far too small to sustain it. A sleepy hamlet might be found in an old mansion’s disused pantry, a huge fortress might hide the space between two old oaks, or a planar metropolis might be contained within a single cramped alley of a much less important city-state.
    • Increase Spellcasting by +2 levels. Decrease Economy -2. Depending on the nature of the settlement and its relationship with the outside world, the settlement might be impossible to find. It may skill checks to even find the entrance to the settlement: usually a DC 20 Knowledge (local) or Knowledge (the planes) check. The settlement’s size modifier is applied to this check, albeit inverted. After all, it’s easier to find a Metropolis (DC 16) than a Thorpe (DC 24).
    • This settlement is home to a greater than usual percentage of children, making it energetic and lively. Increase Crime +1, Society +2.
  • Population Surge (3pp):

    • This settlement is home to a greater than usual percentage of children, making it energetic and lively.
    • Increase Crime +1, Society +2.
  • Prosperous:

    • The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well.
    • Increase Economy +1; Increase Base Value by 30%; Increase Purchase Limit by 50%.
  • Racially Intolerant:

    • The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence).

Settlement Qualities

  • Racial Enclave (3pp):

    • The settlement is dominated by a single race: a pleasant halfling farming community, an elven capitol, a collection of half-orc yurts on the open plains, etc.
    • Decrease Society -1.
    • Members of one or more races, chosen when the settlement is founded, are especially welcome in the tight-knit and homogeneous settlement. Members of this race can purchase goods and services in the settlement at a 25% discount.
  • Resettled Ruins (3pp):

    • The settlement is built amid the ruins of a more ancient structure. While ruins provide a ready source of building materials, nearby dungeons to plunder, and ancient artifacts to explore, they might also provide a hiding place for modern dangers or old curses.
    • Increase Economy +1, Lore +1. Add +1d3 to the amount of magic items in any category the settlement’s size would allow it to normally offer. If the settlement’s size would not normally allow it to have magic items of a particular category, it always has at least one randomly chosen item of that category for sale. However, if a buyer rolls a natural one on any Appraise or Diplomacy check made to examine or purchase a locally bought magic item, that item is always cursed.
  • Religious Tolerance (3pp):

    • The settlement is known for its widespread religious tolerance, and many faiths have temples, cathedrals, or monasteries here. Religious debates in the public square are common.
    • Increase Lore +1, Society +1. Increase divine spellcasting by +2 levels.
  • Resource Surplus:

    • A surplus of a certain commodity has made for very competitive markets in those kinds of goods. This commodity and items primarily made from it can be purchased for as little as half the normal cost. The additional cost of making an item with alchemical compounds related to that resource is halved in this settlement’s marketplaces.
  • Restrictive:

    • Foreigners who settle in this settlement are prohibited from owning property in certain districts and sometimes pay a higher price for goods. This disdain rarely involves violence towards foreigners, though the city guard monitors strangers to ensure they don’t cross the boundaries of the city without appropriate paperwork.
    • Decrease Corruption -1, Lore -1.
  • Romantic (3pp):

    • The settlement’s inhabitants are renowned for their stunning beauty and charm, and the location has been made famous in dozens of romantic songs, poems, and bawdy limericks. Affairs of the heart are common here, among the town’s hotblooded, lusty inhabitants.
    • Increase Society +1. Double the amount of minor magic items available for sale in the marketplace. Such trinkets are a popular, if expensive, token of affection here.
  • Royal Accommodations (3pp):

    • One or more members of a royal dynasty call the settlement home. As such, security is extremely tight, and the local economy has taken flight, as merchants catering to the nobility have sprung up.
    • Increase Economy +1, Law +2. Decrease Society -1. Increase the Purchase Price of high quality or luxury items by +10% due to widespread inflation.
  • Rule of Might:

    • The settlement has a tradition of rule by the strongest individual.
    • Increase Law +2; Decrease Society –2.
  • Rumormongering Citizens:

    • The settlement’s citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about.
    • Increase Lore +1; Decrease Society –1.
  • Rural (3pp):

    • The settlement, no matter its size, has never lost its sleepy, small-town atmosphere. Despite sprawling across a wide, mostly open area, neighbors look out for one another.
    • Decrease Economy -1, Crime -1, Danger -5.
  • Sacred Animals (3pp):

    • In this settlement, there is a great taboo about killing a particular breed of beast. The animals have free run of the settlement.
    • Increase Lore +1; Decrease Corruption -1, Economy -1.
  • Sexist (3pp):

    • The settlement’s laws have completely disenfranchised one gender or the other. Members of the oppressed gender cannot legally make purchases of items worth more than 5 gp, and may suffer mockery, violence, or legal persecution.
    • Decrease Society -2.

Settlement Qualities

  • Slumbering Monster (3pp):

    • The settlement is home to some form of powerful and ancient monster. The inhabitants expend vast effort keeping their monstrous prisoner contained.
    • Increase Lore +2, Society +1, Increase Spellcasting by 2 levels.
    • At the Gamemaster's discretion, the slumbering monster might be awakened, removing this quality and afflicting the settlement with the Hunted disadvantage instead. The slumbering monster must either be destroyed or re-imprisoned by PC actions to restore this quality to the settlement.
  • Small-Folk Settlement (3pp):

    • This settlement is designed for the comfort of a mostly gnome or halfling population. Everything in the settlement, from furniture to forks, is sized for small creatures.
    • Increase Law +1, Lore +1. Medium-sized and larger creatures treat the Settlement’s Crime and Society statistics as a penalty due to their difficulty in maneuvering or sneaking around in the miniature Settlement. Small or smaller creatures treat the Settlement’s Crime and Society statistics normally.

Settlement Disadvantages

Just as a settlement can have unusual qualities to enhance its statistics, it can also suffer from disadvantages. There’s no limit to the number of disadvantages community can suffer, but most do not have disadvantages, since a settlement plagued by disadvantages for too long eventually collapses. A disadvantage can arise as the result of an event or action taken by a powerful or influential NPC or PC. Likewise, by going on a quest or accomplishing a noteworthy deed, a group of heroes can remove a settlement’s disadvantage.

Several options have been added from various 3rd Party Publisher sources. Disregard if you prefer purely Paizo options.

  • Anarchy:

    • The settlement has no leaders—this type of community is often short-lived and dangerous.
    • Crime +4, Corruption +4, Economy -4, Law -6, Society -4; Danger +20.
  • Atheistic (3pp):

    • The gods have abandoned the settlement.
    • Outsiders cannot be summoned within the settlement's borders, and divine magic does not function.
  • Bureaucratic Nightmare (3pp):

    • The settlement is a nightmarish, confusing maze of red tape and petty tyrants.
    • Decrease Economy -2, Increase Crime +2, Corruption +2.
    • All financial transactions require a DC 10 Diplomacy check, with failure resulting in fines.
  • Cursed:

    • Some form of curse afflicts the city, causing violence, ill luck, or infestations.
  • Fascistic (3pp):

    • The settlement is governed by a totalitarian regime, enforcing brutal laws.
    • Increase Law +4, Decrease Society -4. Undesirables may be killed, imprisoned, or enslaved.
  • Heavily Taxed:

    • The settlement is heavily taxed and has fewer resources available.
    • Decrease Society -2, base value by 10%, purchase limit by 50%, spellcasting -2.
  • Hunted:

    • A powerful group or monster uses the city as its hunting ground, causing fear among citizens.
    • Decrease Economy, Law, and Society by 4; Danger +20; reduce base value by 20%.
  • Ignorant (3pp):

    • The people of this town are uneducated and dull-witted.
    • Decrease Economy -3, Lore -6, Society -3.
  • Impoverished:

    • Poverty, famine, and disease run rampant in the settlement.
    • Crime +1, Corruption +1; decrease base value and purchase limit by 50%; halve magic item availability.
  • Magically Deadened (3pp):

    • The magic in this region is weak, reducing spellcasting and magic item availability.
    • Decrease Lore -1, Economy -1; decrease spellcasting by four levels; reduce magical item availability.
  • Magical Dead Zone (3pp):

    • There is no magic in the settlement; spells do not function.
    • The entire settlement is a dead magic area.
  • Martial Law:

    • The settlement is under martial law, with strict curfews and stifling rules.
    • Increase Law +2; Decrease Corruption -4, Crime -2, Economy -4; Danger +10; halve marketplace values.
  • Mutagenic (3pp):

    • Strange energies cause mutations in those who spend too much time in the settlement.
    • Characters risk mutating after spending 72 continuous hours in the settlement.
  • Oppressed:

    • The leadership retains oppressive control, stifling freedom.
    • Decrease Lore -6, Society -6.
  • Plagued:

    • The community is suffering from a protracted contagion or malady.
    • Select a communicable disease; there’s a daily chance of exposure and infection.
  • Rampant Inflation (3pp):

    • The settlement's economy is out of control.
    • Decrease Economy -4, Increase Corruption +2, Crime +4; roll for additional costs before any purchase.
  • Soul Crushing (3pp):

    • The settlement has an oppressive, frightening atmosphere.
    • Characters suffer a penalty on WILL Saves as long as they remain in the area and for 24 hours after leaving.
  • Polluted (3pp):

    • The settlement's industry has polluted the environment, causing sickness and misery.
    • Increase Corruption +2, Economy +4; characters suffer penalties on Fort Saves against disease.

Settlement Disadvantages

  • Wild Magic Zone (3pp):
    • The settlement is built over an area of wild and unpredictable magic.
    • Decrease spellcasting by -2 levels; magical beings and spellcasters tend to avoid the area.

Settlement Mods

Settlement Sizes and Modifiers

The GM may want to adjust settlement modifiers based on the kingdom’s Size and how that corresponds to the standard settlement size categories.

  • Guards! Guards!:
    • Calling for the guard requires a Diplomacy check modified by the settlement’s law modifier. Success results in guards arriving on the scene in 1d6 minutes.

Sample Settlements

While it’s nice to be prepared, and planning out cities can be fun in and of itself, it’s not always possible to generate specific settlement stat blocks for every town and city that the PCs might visit. Sometimes the PCs decide to venture off in search of supplies instead of heading straight for the next dungeon, other times they make selling their newly acquired loot their highest priority. The following sample settlements are designed for precisely such occasions. Rather than a specific name, each of these sample settlements bears a generic title that indicates what kind of settlement it is or where it might be located.

  • Capital City:

    • Large city with various qualities and notable NPCs.
  • City of Thieves:

    • Small city known for its high crime rate and secret syndicate government.
  • City-State of Intrigue:

    • Metropolis with a mix of qualities, rampant anarchy, and notable NPCs.
  • Creepy Backwoods Hamlet:

    • A cursed, insular village with few inhabitants and notable NPCs.
  • Dwarven Trade Town:

    • Large town governed by a council, with a focus on trade and notable NPCs.
  • Elven Town:

    • Small town populated mainly by elves, magically attuned but racially intolerant.
  • Failing Fishing Village:

    • A village suffering from poverty and superstition, with few notable NPCs.
  • Sleepy Crossroads Thorpe:

    • A thorpe with minimal economy and society, governed by a council and notable NPCs.

Table: Settlement Sizes and Modifiers

Lots Category Corruption Crime Law Lore Productivity Society Danger
1 Village -4 -4 -6 -4 -4 -4 -10
2–8 Small Town -2 -2 -4 -2 -2 -2 -5
9–20 Large Town 0 0 -2 0 0 0 0
21–40 Small City +1 +1 -1 +1 +1 +1 +5
41–100 Large City +1* +1* -1* +1* +1* +1* +5*
101+ Metropolis +1* +1* -1* +1* +1* +1* +5*

*Per district.

Modifiers: Add the listed number to the settlement’s Corruption, Crime, Law, Lore, Productivity, and Society.

Danger: Add the listed number to the settlement’s Danger value.

Tech Points

Tech Points Range Tech Level Accessible Technology
1 - 14 Low Tech Basic technology with limited access to advanced tools
15 - 25 Medium Tech Moderate level of technology with access to sophisticated equipment
26 - 50+ High Tech Advanced technology providing access to cutting-edge tools and innovations

Reverse Engineering (TP)

In your D&D adventure, imagine arriving in a fantastical realm enriched with magic and mystery. Alongside your spacefaring exploits, you've acquired advanced technology from distant galaxies. Now, as you journey through this realm, you have a choice: utilize the futuristic gadgets and weaponry from your travels or embark on the path of discovery through reverse engineering.

As you encounter artifacts from your space travels and delve into the unknown, you have the opportunity to study and reverse engineer these marvels. By dismantling, analyzing, and experimenting, you unlock the secrets of these advanced technologies, gaining valuable insights and accruing tech points.

These tech points represent your growing understanding of these enigmatic devices and can be invested in enhancing the technological prowess of your party or traded for access to even greater wonders in the realm. Will you wield the power of your spacefaring heritage to reshape the world around you, or will you unravel the mysteries of these artifacts to unlock new possibilities and propel your adventures to even greater heights? The choice is yours to make in this thrilling fusion of magic and technology.

Item Type Tech Points Gained from Reverse Engineering
Low Tech Item 1
Medium Tech Item 3
High Tech Item 5

This table represents the amount of tech points you can gain by reverse engineering different types of items in the realm, fueling your journey with the wonders of both magic and technology.

In your quest to advance the technological capabilities of your settlement, you'll need to spend specific amounts of tech points to unlock new advancements. The cost of unlocking these advancements follows a scaling system similar to the tech levels:

  • Low Tech Advancement (1-14 Tech Points): Basic technological upgrades that require a modest investment of tech points to implement within your settlement.
  • Medium Tech Advancement (15-25 Tech Points): More significant advancements that necessitate a moderate allocation of tech points to introduce and integrate into your settlement's infrastructure.
  • High Tech Advancement (26-50+ Tech Points): Cutting-edge breakthroughs demanding a substantial investment of tech points to unlock and implement, revolutionizing the capabilities and potential of your settlement.

Settlement Advancement System

In Starstrider, settlements can flourish and evolve through the acquisition of technological advancements. The settlement advancement system is structured around four main categories, each representing a vital aspect of settlement development:

  1. Medical: Enhance the health and well-being of your settlers with advancements in medical technology.
  2. Military: Strengthen the defenses and capabilities of your settlement with military innovations.
  3. Quality of Life: Improve the standard of living for your settlers with advancements that enhance comfort and convenience.
  4. Miscellaneous: Explore a variety of other technological fields not covered by the main categories.

Each of these main categories is further divided into three tiers of technology:

  • Low Tech: Basic advancements that lay the foundation for further development in the category.
  • Mid Tech: Intermediate advancements that provide substantial benefits and capabilities.
  • High Tech: Advanced advancements that push the boundaries of what is possible and unlock powerful abilities.

Unlocking Advancements

To unlock advancements within each category and tier, settlements must first obtain the base unlock for each tier within that category. Once a base unlock is acquired, settlers can then invest Tech Points to unlock individual advancements within that tier. The cost of each advancement varies based on its complexity and significance, with low tech advancements requiring fewer Tech Points than mid or high tech advancements.

Progression and Strategy

Settlement leaders must carefully consider their priorities and strategy when investing Tech Points. Whether focusing on medical breakthroughs, military superiority, improving quality of life, or delving into miscellaneous technologies, each decision shapes the future of the settlement. Strategic planning and resource management are crucial to ensure a thriving and resilient settlement in the ever-expanding frontier of Starstrider.


Important Note: Advancing Technology in Settlements

Remember, just because you possess the knowledge to create and utilize advanced technology does not mean that the settlers in your settlement do as well. Teaching them prematurely can have detrimental consequences. It's crucial to allow society to grow and develop alongside technological advancements.

Introducing advanced technology to a society that lacks the foundational understanding of how it works can lead to disaster. Without proper comprehension, misuse or mishandling of technology can have catastrophic consequences, potentially even dooming the entire settlement.

Therefore, it is imperative to refrain from prematurely imparting advanced knowledge and technology to settlers. Instead, focus on fostering an environment of education and gradual societal advancement. As society grows and learns, they will naturally become better equipped to handle and benefit from the advancements that technology has to offer.

Remember: Patience and prudence are key to ensuring the long-term success and sustainability of your settlement in the vast expanse of Starstrider.

Trade Routes

Reputation

Reputation in your settlement system is shaped by the actions your settlement takes and the values it espouses. For instance, adopting a fascist government might earn your settlement respect from nations sharing similar ideologies, cultivating a positive reputation within authoritarian societies. However, such a stance could generate a negative reputation among democratic nations and those prioritizing individual freedoms and sentient rights, regardless of species. Conversely, embracing democratic principles would likely garner favor from like-minded societies while potentially alienating authoritarian regimes. Ultimately, your settlement's reputation reflects its alignment with specific ideologies and values, influencing how other factions and settlements, regardless of species or planetary origins, perceive and interact with it. This dynamic system encourages players to carefully consider the consequences of their decisions and the diplomatic ramifications of their settlement's actions in a diverse and interconnected universe Reputation in your settlement system is shaped by the actions your settlement takes and the values it espouses. For instance, adopting a fascist government might earn your settlement respect from nation

 

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