Skip to main content

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.