Skip to main content

Space Pirate

Space Pirate

The void beyond is as thrilling to some as the seas were in the distant past. Some cross this black void so as to explore it, to find riches in distant planets, to brave frontiers. You know these people well—they’re your prey. Space pirates make a living of attacking other spaceships and taking their cargo (and often the ships themselves!) as spoils. It’s a crude life, but definitely an exciting one. You used to be a space pirate, but now you find yourself without a crew.

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Space Pirate CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Space Pirate MEMENTOS
1
2
3
4
5
6
7
8
9
10

Pilot

Pilot

Whether you’ve been acing dogfights or dutifully lugging cargo, your working life has been spent strapped into the cockpit of a tin can as it blasts its way between the stars. You feel at home at the helm, and whether your particular tin can was glamorous or not you still have countless successful missions under your belt.

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Pilot CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Pilot MEMENTOS
1
2
3
4
5
6
7
8
9
10

Aeronaut

Aeronaut

Aeronauts are folk who ply the skies aboard airships of every description. Much as a sailor, an aeronaut must be quite familiar with their vessel, skilled with every role from pilot to navigator to engineer to ensure the ship gets from port to port in one piece.

What skip did you fly with? Was it a dirigible or did it have wings or rotors? Were you a deckhand, officer, or the captain of your ship?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Aeronaut CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Aeronaut MEMENTOS
1
2
3
4
5
6
7
8
9
10

Urchin

Urchin

You grew up on the streets. You know where to hide and when your puppy dog eyes will earn you a hot meal.

Why were you on the streets? Were you a runaway? An orphan? Or just an adventurous kid who stayed out late?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Urchin CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Urchin MEMENTOS
1
2
3
4
5
6
7
8
9
10

Marauder

Marauder

You were a member of an outlaw band. You might have been part of a troop of cutthroat bandits, or a resistance movement battling a tyrant, or a pirate fleet. You lived outside of settled lands, and your name was a terror to rich travelers.

How did you join your outlaw band? Why did you leave it—or did you?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Marauder CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Marauder MEMENTOS
1
2
3
4
5
6
7
8
9
10

Criminal

Criminal

As a career criminal you were acquainted with murderers, thieves, and those who hunt them. Your new career as an adventurer is, relatively speaking, an honest trade. 

Were you a pickpocket? An assassin? A back-alley mugger? Are you still?

Ability Score Increases
+1 to and one other ability score.
Suggested Equipment (Cost )
Feature:
Connection and Memento. Roll 1d10, choose, or make up your own.
D10Criminal CONNECTIONS
1
2
3
4
5
6
7
8
9
10
D10Criminal MEMENTOS
1
2
3
4
5
6
7
8
9
10