Helm: The Helm can reroll one failed Evade Test per round.
Communications: The Communications can reroll one failed Sensors system roll per round.
Doctor: When in their medbay, the Doctor always helps to heal 1 extra Hit Point on a successful Healing Test.
Engineer: When in their Engineering Bay, the Engineer can forfeit both their actions to bring a disabled system back online or restore 1 Structure to the Starship (no test required).
Tactical: When making an attack with a Weapons system, Tactical may forfeit one action on their turn to increase damage dealt by 1.
Navigator : (Course Correction): The Navigator can forfeit one action to reroll a failed test related to the Movement system or increase the ship's Speed by 1 for the round.
Security Chief : (Security Measures): The Security Chief can either use one action to to grant any crew members they are in communication with advantage to evade 1 for the rest of the round or force any boarding force disadvantage to bypass any ship security measures they attempt to bypass that round.
Science Officer (Scientific Insight): The Science Officer can reroll one failed test involving data analysis, identifying anomalies, or clarify strange sensor data.
Weapons Officer (Target Lock): Once per round, the Weapons Officer can reroll a failed attack roll using the ship's Weapons system.
Quartermaster (Resource Management): The Quartermaster can test to optimize the use ship’s supplies (e.g., fuel, food, or ammo), immediately extending the effectiveness for 1 addition time without costing any additional resources.
[ +- ] Human
• 6 Hit Points
• Humans select an additional Trait from the Trait List.
[ +- ] Khalumra
Khalumra are a diminutive species of three eyed aliens. Standing just over 3 feet tall, Khalumra are on average
very scrawny and have wide, oblong heads with protruding,
floppy bat-like ears.
• 4 Hit Points
• Khalumra start with the Heritage Trait Incredible Agility.
Incredible Agility: You can Test 1d6 whenever you are successfully hit by an enemy. If your Test is successful, you evade the attack and do not take damage. You gain no benefit from taking Evade Actions.
[ +- ] Autoborg
Autoborgs are intelligent artificial constructs. They are built en masse in factories, and then implanted with artificial intelligences designed to serve whatever role they are built for.
• 8 Hit Points
• Autoborgs start with the Heritage Traits Dark Vision and Robot.
Dark Vision: You are able to see around you in total darkness.
Robot: You don’t need to eat, sleep, or breathe. Any Test to heal you is made at Disadvantage.
[ +- ] Invex
Invex are individual members of an alien species that is insectoid by Terran standards. A normal Invex stand roughly 7 and half feet tall; they have elongated, and armored bodies with multiple thin legs, and claws or limbs.
• 5 Hit Points
• Invex start with the Chitinous Armor and Reactive Camo Heritage Traits.
Chitinous Armor: When rolling to Evade, you succeed on a 4, 5, or 6.
Reactive Camo: Gain Advantage on Sneaking or Hiding Tests.
[ +- ] Tyranax
Tyranax are members Tyranus Imperious, a spacefaring alien empire found deep in the darkest reaches of space. Tyranax stand about twice as tall as the average human, and have four arms protruding from their torsos.
• 5 Hit Points
• Tyranax start with the Unending Rage Heritage Trait.
Unending Rage: When attacking with a melee weapon, you deal +1 damage on an attack roll that has a die showing a face of 6.
[ +- ] Ilvian
lvians are one of the more advanced races out there in the dark. Ilvians are about the same sizes and shapes as humans, but with light blue skin, milky white eyes, and hairless bodies.
• 6 Hit Points
• Ilvians start with the Heritage Trait Cybernetic Savant.
Cybernetic Savant: Ilvians select an additional Trait from the Cybernetic Traits List. They may have up to 3 Cybernetic Traits.
[ +- ] Nain
Nain were among the oldest of starfaring races, and have established themselves as a large portion of the populace in the galaxy. On average, Nain stand 4 feet tall, and have broad, stout bodies.
• 7 Hit Points
• Nain start with the Tinkerer Trait.
Tinkerer: You gain Advantage on tests to modify or enhance technology.
[ +- ] Hologram
Holograms are just that: AIs who use hardlight projections to interact and wander around the galaxy. A Hologram will look exactly like whatever it wants, just a slightly translucent version of that image.
• 8 Hit Points
• Holograms start with the Hardlight Heritage Trait.
Hardlight: Holograms don’t need to eat, sleep, or breathe. In addition they have limited control of their own form. Onc per hour holograms may Test with Disadvantage to alter their bodies structure to a new form or recover 1 HP each time. However can’t be healed by any Test or equipment and must recover their Hit Points naturally when they recharge daily (use the Sleeping rules).