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Stoic

Stoic

Stoic societies place high value on reason and discourage reactionary thinking. While members of a stoic culture can appear unfeeling and dispassionate, this is usually the result of behavioral control and emotional suppression.

Those brought up in a stoic culture are often highly trained in scientific principles, and value knowledge and expertise. Society is emphasized over the individual, and personal glory or aggrandization is frowned upon, as is the unnecessary accumulation of wealth and material possessions.

Stoic cultures are generally law-abiding and non-violent. However, while pacifism is a desired trait, self-defense is regarded as a logical and necessary practice both on an individual and a societal level.


Characters raised in a stoic culture share a variety of traits in common with one another.

Defensive Training. Self-cultivation includes effective countermeasures. Choose one of the following:

Student of the Body: Choose one 1st degree combat maneuver from any tradition. Once per short rest, you can use this combat maneuver without spending exertion.

Student of the Mind: You learn one psionic reflex. Your psionic ability for this trait is your choice of Intelligence, Wisdom, or Charisma.

Unshakable. You are immune to the effects of the rattled condition and gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Scientific Upbringing. You have proficiency in Science and with computers.

Languages. You can read, sign, speak, and write Common and one other language.

Rustic

Rustic

A rustic society is usually so by choice. It emphasizes nature and natural aesthetics over technology, embracing the world around them and seeking to preserve it. Such communities may live in caves, treehouses, or wooden cabins, and while technology may be used where necessary, it is often eschewed or discouraged. However, it would be a mistake to believe these people are less ‘advanced’ than others, and when needed they are as at home amongst the stars as anybody else.


Characters raised in a rustic culture share a variety of traits in common with one another.

Natural Movement. You gain your choice of either a climb speed or a swim speed equal to your base Speed.

Hidden Technology. You are adept at making technology blend into the surroundings. You can hide a number of items equal to your proficiency modifier which you are carrying and which each weigh 5 pounds or less about your person; these items will not be noticed unless you are searched, in which case the searcher must make an Investigation check opposed by your Sleight of Hand check to discover them.

Outdoor Living. You have proficiency in Survival and Nature, and one set of tools.

Languages. You can read, sign, speak, and write Common and one other language.

Rebel

Rebel

Across the vast expanses of space and time, those with a lust for power have often oppressed and subjugated others. The rebel culture represents those that have been raised not necessarily on a tyrannized planet, but in the midst of an active organization working towards liberation. What is a calling or vocation for some becomes the environment their children grow up in. Even at a young age, members of such organizations are expected to pull their own weight and sometimes even take dangerous risks for the cause. Rebel cultures could include the survivors of a destroyed world, frontier settlers resisting forced annexation by ruthless stellar corporations, or independent colony worlds fighting against occupation.

Such folk typically value pragmatism, collectivism, and self-sacrifice. Conflict and loss are a part of daily life. Practical skills are valued, while those with a less tangible benefit are often viewed as a waste of time. This perspective is often reinforced by a lack of formal education. As a result, those raised in rebel cultures often become soldiers, spies, smugglers, technicians, and diplomats. Rather than form their own settlements, some of these organizations are located within a capital city or other crucial location so that they can better strike at their enemies.

Some rebel organizations maintain traditional family groups, while others collectively raise children. Some eschew family identity altogether—an adaptation that insulates members from the emotional toll of constant loss. While rebels are nearly always portrayed as terrorists by their oppressors, the reality is often more nuanced. Some adhere to codes of conduct, while others will use any means necessary to achieve their ends.

In rare cases, a rebel culture might succeed in overthrowing their oppressor only to become the dominant power themselves, maintaining the traditions and training considered key to their success.


Characters raised in a rebel culture share a variety of traits in common with one another.

Beacon of Hope. Once per long rest, if you have inspiration, you can use your reaction to transfer it to another ally within 30 feet.

Born Fighter. Raised in near-constant conflict, you gain an expertise die to resist the frightened and rattled conditions. Additionally, you are proficient with pistols, rifles, and one martial melee weapon of your choice.

Versatile. Your people are adept at mastering skills necessary to survive. Choose two from Athletics, Science, Stealth, and Survival. You are proficient with the chosen skills as well as space vehicles or computers.

Languages. You can read, sign, speak, and write your native language, Common, and two other languages of your choice.

Pre-Industrial

Pre-Industrial

Even in a densely populated galaxy teeming with space travelers, many worlds exist which have not yet joined that stellar community. Some may not even know that life even exists beyond their own horizon, while others may have been visited by life from beyond the stars–even if they don’t realize it.

Pre-industrial cultures are characterized by a lack of machines, limited production, and agricultural economies. Some are little more than simple villages and collections of farms; others may boast cities and palaces–these societies range from humble groups of hunter-gatherers to renaissance-era civilizations. Feudal governments and monarchies are common in such societies, but other forms of leadership can be found, including theocracies, republics, and other more unusual arrangements.

When a character hails from such a society, the wonders of voidrunning may be overwhelming at first, but many folk adapt and embrace their new life, and throw themselves into adventure with wild abandon.


Characters raised in a pre-industrial culture share a variety of traits in common with one another.

Rural Life. You are proficient in Animal Handling, Nature, and Survival. Additionally, you are proficient in your choice of an artisan's tool, a musical instrument, or smith’s tools.

Simple Cooking. You gain an expertise die on saving throws made to resist the effects of poisons.

Temporary Expert. You pick up new skills quickly. Each time you gain a level, you may choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool in its place. You cannot trade a skill proficiency for a tool proficiency, and vice versa.

Weather Sense. After observing an area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee non-natural changes, but you can use an action to make an Insight or Perception check to notice them.

Languages. You can read, sign, speak, and write Common and one other language.

Militant

Militant

Despite their endless variety, all humanoid races have a tendency for war. Militant cultures are steeped in traditions which value glory and honor and proudly display both whenever possible. In battle they follow their chosen warrior code to the hilt, and take pride in hopeless causes and valiant struggles between equals.

Militant cultures place the military at the center of society, venerating warriors above all others. Military prowess is taught from an early age, and military victory is rewarded while failure is often punished. Naturally, even militant societies need non-warriors to function, but such individuals are not treated with the same respect that those who choose the path of war do, often regarded as lesser citizens despite their importance to the running of the state.

These cultures can be violent in nature, with many disputes resolved by force of arms. Insults often result in duels, and vendettas between individuals and families can last decades.


Characters raised in a militant culture share a variety of traits in common with one another.

Dueling Challenge. You can issue a challenge of single combat to a single creature you can see who can hear and understand you. If that creature accepts your challenge, you enter a duel with them. When engaged in a duel, you gain an expertise die on attack rolls against your designated foe. If any other creature attacks your foe, or assists you in any manner, you no longer gain that expertise die.

Military Traditions. You are proficient in History, and gain a specialization in military history. You are also proficient with light armor, starship weapons, one martial weapon of your choice, and your choice of land, air, or space vehicles.

Quick Valuation. You can readily determine the value of any object by examining it for one minute.

Languages. You can read, sign, speak, and write Common and one other language.

Mercantile

Mercantile

Some cultures embrace the principles of trade and commerce almost to the exclusion of all else. Everything is a transaction, and everything has a price. In such societies, trading houses or corporations reign supreme, and the rules of commerce supersede other ethical considerations. Such rules encourage honesty in trade, as adherence to contracts is the foundation of a mercantile civilization, and the punishments for breach of contract are amongst the most severe in such jurisdictions.

Members of mercantile societies are often expert hagglers, and highly accomplished businessfolk, with an excellent grasp of legislation and an almost instinctual ability to estimate the value of anything.


Characters raised in a mercantile culture share a variety of traits in common with one another.

Accumulated Wealth. You start play with twice the credits you ordinarily would. If you are creating a character of higher than 1st level, this feature does not affect your starting wealth.

Expert Trader. Negotiation is a fundamental skill. You gain proficiency in Culture, Insight, and Persuasion.

Quick Valuation. You can readily determine the value of any object by examining it for one minute.

Languages. You can read, sign, speak, and write Common and two other languages.

Imperium

Imperium

Duty, diligence, and sacrifice. While they are important to any civilization, they are the central conceits of most empires. Such civilizations seek to expand their borders to fuel their growing needs, which in turn expands its borders and increases the cost of governance, repeating the vicious cycle. However, this “progress” does not come without cost from its people. Soldiers, civilians, and even entire worlds may fall securing resources for the ever-teeming masses of the empire. It is the greatest hope of the imperial leadership that star charts will, some day within their lifetime, show that the empire has no borders. That all will have been welcomed into it—either through diplomacy or the barrel of a blaster.

Full citizens in the heart of such an empire live quite comfortably, and though there are always discrepancies in wealth and power even the near-destitute enjoy comforts and luxuries unheard of in distant colonies. Medicine and education, relatively safe streets at night, a judicial system that generally works for them rather than against them—all are taken for granted as a base living standard. Regardless, every adult citizen must be prepared to join when conscription begins on their world. After all, sacrifices must be made for the greater good.


Characters raised as an imperium subject share a variety of traits in common with one another.

Conscript. All citizens must register for the draft and receive basic training packets and educational courses on blaster safety, as well as basic vehicle skills. You are proficient with pistols and rifles. You also have proficiency with land, air, and space vehicles.

Sheltered Education. Those at the safe center of empires often have privileged access to fine teachers and the opportunity to follow academic interests that might otherwise be too impractical. You gain proficiency in History and either Culture, Nature, Performance, or Religion.

Station in Society. As a citizen of the empire you benefited from some measure of station that those outside your society did not. When interacting with merchants from a sector associated with your empire, you are able to use your station to secure a 10% discount on most goods and services.

Languages. You can read, sign, speak, and write Common and one other language.

Honorbound

Honorbound

In a fleeting and inhospitable cosmos, all that matters to some is having the strength to live and die with honor. On a small scale, honorbound cultures adapt extremely well to harsh environments—their enclaves are found even on the remotest planets. On a larger scale, the honorbound culture may be but one culture within a larger civilization. In this case, it is likely followed by a particular subset of the population, most often the warrior class.

For the honorbound, duty is a priority in all things. The particulars vary between individual communities, but they often focus on honesty, valor, and a sense of fairness. Compassion and charity towards the weaker or less fortunate is a great virtue among the rich, strong, and powerful, and all are expected to fulfill their roll to the utmost. Even the most mundane work brings its own kind of honor if done with diligence.

Those who are found violating the community’s terms of honor are expected to feel an equal amount of shame (often along with their families) and to make public shows of remorse and recompense, such a performing community service or making a large donation to a righteous cause or religious institution. The more prominent the member of the culture, the more substantial their reparations to their people must be. Many such cultures espouse the idea of death before dishonor, and to willingly dishonor oneself is to become a pariah at best.


Characters raised in an honorbound culture share a variety of traits in common with one another.

Gentler Pursuits. While combat and physical capabilities are important to your culture, there is little respect for one who spurns intellect and beauty. You are proficient with your choice of either Culture, Performance, two musical instruments, or two artisan’s tools.

Peak Performance. You have trained relentlessly to become a paragon of physical capability. Choose two from Athletics, Acrobatics, or Intimidation. You are proficient with the chosen skills.

Save Face. You are careful not to show weakness, lest your capabilities or dedication be questioned. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success.
Once you use this trait, you cannot do so again until you finish a short or long rest.

Weapon Training. You have been taught the ways of combat from an early age. You gain proficiency with 2 martial weapons of your choice and with starship weapons.

Languages. You can read, sign, speak, and write Common, plus one other language.

Enlightened

Enlightened

In the wide, beautiful, and uncaring cosmos, the only thing we can control is ourselves. The “enlightened” cultures who follow this path center a contemplative and intellectual lifestyle in balance with galactic events. For them, the main objective in life is selfcultivation. At their best, enclaves of this culture are truly spiritual and practice contemplation as a liberative practice and support their allies on their mutual quest for liberation. At worst, these enclaves believe that their way is “the true way”, leading them to be self-righteous, aloof, or even colonialist or tyrannical. The truth is frequently somewhere between.

The people of this culture generally have a mature disposition towards science. In their view, science is a worthy path of investigation, but technology is to be subordinated to the correct way of living. Craftsmanship among the enlightened is often highly artistic, accentuating or blending in with the features of nature. Ruins of enlightened cultures feature beautiful stonework and woodwork merged seamlessly with their high tech, practically whispering the story of certain enclaves who used their technology to transcend the mortal coil (or become extinct due to a perilous final mistake). Empires of this culture often do not shy away from using behavior control technology to enforce adherence to “the way.”


Characters raised in the enlightened culture share a variety of traits in common with one another.

Defensive Training. Self-cultivation also includes the practice of meditation and martial arts. Choose one of the following:

Student of the Body: Choose one 1st degree combat maneuver from any tradition. Once per short rest, you can use this combat maneuver without spending exertion.

Student of the Mind: You learn one psionic reflex. Your psionic ability for this trait is your choice of Intelligence, Wisdom, or Charisma.

Inner Path. Your people value cultivating the intellect and spirit, so you can always find your way in life. Choose two from History, Insight, Nature, Religion, Performance, or Science. You have proficiency in the chosen skills.

Artisan. You have proficiency in a musical instrument or artisanal tools.

Languages. You can read, sign, speak, and write Common and three other languages.

Drifter

Drifter

Some voidrunners grew up hearing stories of their ancestors who lived on a planet once upon a time. This could be as recent as within the last decade or so, with parents being able to recall exactly where and how they lived, or as distant as an era before their elders’ elders. Massive evacuations from planetary-scale destruction, catastrophic failure of the environment or civilization, or warfare that bombarded the entire planet could all be the cause. More peaceful tales involve ambitious plans of migrating to a habitable planet in a different galaxy, establishing colonies, or scientific expeditions expected to last generations.

Many young drifters spend their entire lives never coming into contact with land, so learning how to work spaceships and space stations is a matter of duty and obligation. Such voidrunners are utterly at home in space, making them valuable assets for any voidrunner crew.

Given that adventuring provides a chance to break from the routine life and duty, many drifters jump at the opportunity to leave their home ship or station, whether as an act of rebellion or as a sanctioned representative of their floating colony.


Characters raised in the drifter culture share a variety of traits in common with one another.

At The Ready. You developed the habit of keeping your tools on your person for quick access. You are proficient with a tool of your choice. Taking the Use an Object action to use this tool is a bonus action for you.

Familiar Operations. Living in a space colony means you are well-versed in such systems. You gain proficiency in your choice of computers or Engineering, and with space vehicles. You also gain an expertise die on checks with the chosen skill that involve working with your home ship or station or similar system.

In addition, being born into a life in the cold blackness has made you mentally resilient. You gain an expertise die on checks to resist becoming rattled or suffering a level of strife.

System Hotwire. Your familiarity with starships and space stations allows you to optimize their systems. Choose two deck types. Up to three times per long rest, when you make a system maneuver through those decks, you can reduce the power point cost of the maneuver by 1, to a minimum of 0. You can change your chosen deck type over the course of a long rest.

Void Native. You know how to maneuver easily with little gravity. Zero-g does not count as difficult terrain for you. When you make a Dexterity check to maneuver in zero- or low-gravity conditions, any rolls under 10 count as 10 instead.

Languages. You can read, sign, speak, and write Common and two other languages.

Pagination