⚠  PLAYTEST ALPHA v1 (Oct 2023) — Rules are subject to change. This screen is based on the Waystar playtest document and standard D&D 5e SRD. Verify against your current playtest document before play.

WAYSTAR

GM Reference Screen — D&D 5e Sci-Fi Conversion — Playtest Alpha

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Action Economy
Action TypeUse
ActionAttack, cast, Dash, Dodge, Help, Hide, Ready, Search, Use object
Bonus ActionClass features, two-weapon fighting, certain spells
ReactionOpportunity attack, counterspell, shield spell
Free ActionDrop item, speak briefly, simple interaction
MovementUp to speed; split around actions/bonus actions

Dash — double speed this turn. Disengage — move without provoking opportunity attacks. Dodge — attackers have disadvantage; DEX saves with advantage.

Checks & Attacks

Attack roll: d20 + ability mod + proficiency bonus vs target AC.

Saving throw: d20 + ability mod (+ prof if proficient) vs DC.

Ability check: d20 + ability mod (+ prof if proficient) vs DC.

Advantage: Roll 2d20, take higher.  Disadvantage: Roll 2d20, take lower. They cancel if both apply.

Critical Hit: Natural 20 — double damage dice. Critical Miss: Natural 1 — always misses.

Passive checks = 10 + modifiers. Used for surprise and hidden threats.

Conditions
ConditionKey Effect
BlindedAuto-fail sight checks; attacks against: adv; attacks made: disadv
CharmedCan't attack charmer; charmer has adv on social checks vs target
DeafenedAuto-fail hearing checks; no verbal communication
Exhaustion6 levels: disadv → half speed → disadv saves → half HP → speed 0 → death
FrightenedDisadv on checks/attacks while source visible; can't move closer
GrappledSpeed 0; ends if grappler incapacitated or moved out of reach
IncapacitatedNo actions or reactions
InvisibleEffectively hidden; attacks: adv; attacks vs: disadv
ParalyzedIncapacitated; auto-fail STR/DEX saves; attacks have adv; crits within 5 ft
PoisonedDisadv on attack rolls and ability checks
ProneAttacks vs: adv (melee) / disadv (ranged); attacks made: disadv; move costs double
RestrainedSpeed 0; attacks vs: adv; attacks made: disadv; disadv DEX saves
StunnedIncapacitated; auto-fail STR/DEX; attacks have adv
UnconsciousIncapacitated, prone; auto-fail STR/DEX; attacks adv; crits within 5 ft
Hacked WaystarDisadv on Tech checks; cybernetics may behave erratically
Irradiated WaystarDisadv on CON saves; cumulative — track exposure points
Combat Flow
  1. Determine surprise (Stealth vs Passive Perception)
  2. Roll initiative (d20 + DEX mod) — ties broken by DEX score, then d20
  3. Take turns in initiative order
  4. Start of round effects apply (concentration, ongoing damage)
  5. End of round effects apply (saves against conditions)

Opportunity Attack: When a visible creature within reach moves out of your reach, use Reaction for one melee attack.

Two-Weapon Fighting: Bonus action attack with off-hand (no modifier unless class feature). Both weapons must lack Heavy property.

Range: Normal/Long. Attacking beyond normal range = disadvantage. Beyond long range = impossible.

Waystar: Cover rules apply to starship combat — hulls provide three-quarters cover (+5 AC/DEX saves) at range.

Death Saving Throws

When you drop to 0 HP, roll d20 at the start of each of your turns. 10+ = 1 success. 9 or less = 1 failure.

  • 3 successes — stabilized (unconscious, not dying)
  • 3 failures — dead
  • Critical hit (natural 20) — regain 1 HP
  • Natural 1 — counts as 2 failures
  • Damage at 0 HP — counts as 1 failure; if from same attack, counts as 2

Stabilise: DC 10 Medicine check on an unconscious creature (action). Or use a healer's kit (no roll).

Short rest: 1+ hours, spend Hit Dice (d[class HD] + CON mod). Long rest: 8 hours, regain all HP + half max Hit Dice.

Proficiency Bonus by Level
LevelsProf BonusDC Examples
1–4+2Easy 10, Medium 15
5–8+3Hard 20, Very Hard 25
9–12+4Nearly Impossible 30
13–16+5
17–20+6
Waystar: Technology Checks
TaskDC
Use standard tech item
Jury-rig a device10–12
Hack civilian system14–16
Hack military/secure system18–22
Override starship subsystem20–25
Reverse-engineer alien tech25–30
Playable Species
Human
Terran Stock — Widespread
  • Ability Scores: +1 to all six
  • Extra Feat: Gain one feat at 1st level
  • Extra Skill: Proficiency in one additional skill
  • Adaptable: Advantage on saves vs environmental hazards
Synth
Synthetic Construct — Factory Origin
  • Ability Scores: +2 INT, +1 to one other
  • Constructed Resilience: Advantage vs poison; resistance to poison damage; don't need to eat, drink, breathe
  • Sentry's Rest: 4 hours inactive replaces long rest; semi-conscious
  • Integrated Tool: Proficiency with one tool built in
  • No Bias: Immune to Charm from mundane social effects (not supernatural)
Vaskari
Reptiloid — Desert Worlds
  • Ability Scores: +2 STR, +1 CON
  • Natural Armour: AC = 13 + DEX mod when unarmoured
  • Bite: Natural weapon: 1d6 + STR piercing (scales as monk weapon)
  • Hold Breath: Hold breath for up to 15 minutes
  • Darkvision: 60 ft
Greykin
Xenobiological — Outer Worlds
  • Ability Scores: +2 WIS, +1 INT
  • Telepathy: Communicate mentally within 30 ft (willing creatures only)
  • Psionic Shield: Advantage on WIS saves vs charm and frightened
  • Cantrip: Learn one cantrip from the Psionic list (WIS)
  • Alien Physiology: Don't require atmospheric norm; resist one environmental damage type
Augmented
Cybernetically Enhanced Human
  • Ability Scores: +1 to two ability scores of choice
  • Integrated Cybernetics: Choose 2 from cybernetic table at character creation
  • Hackable: Susceptible to the Hacked condition from tech attacks
  • Self-Repair: Bonus action to spend a HD and restore HP once per short rest
  • Upgrade Slots: Can install additional cybernetics (max = CON mod, min 1)
Florian
Plant-Based — Jungle Worlds
  • Ability Scores: +2 CON, +1 WIS
  • Natural Rejuvenation: If in sunlight or under grow-lamps, regain 1 HP per 5 minutes
  • Photosynthesis: Don't need to eat; light source replaces food
  • Vine Tendrils: 10 ft reach for grapple attempts as a bonus action
  • Spore Cloud: 1/day — 10 ft radius cloud, DC = 8 + CON mod + prof; poisoned 1 round on fail
Waystar Classes (D&D 5e Adapted)
Soldier
Warrior, Mercenary, Special Forces
Base: Fighter
Hit Die: d10  |  Saves: STR, CON
Waystar Features: Firearms proficiency, Tactical Comm (bonus action coordination), Combat Stims
Archetypes: Heavy Weapons Specialist, Commando, Pilot
Technician
Engineer, Hacker, Weapons Smith
Base: Artificer
Hit Die: d8  |  Saves: CON, INT
Waystar Features: Hacking tools, Ship repair (repair HP during combat), Drone companion
Archetypes: Cybersmith, Combat Engineer, Ghost (hacker)
Psion
Psionic Wielder, Mentalist, Far-Walker
Base: Sorcerer (Psionic origin)
Hit Die: d6  |  Saves: CON, CHA
Waystar Features: Psionic spells rethemed as mental abilities; no verbal/somatic components
Archetypes: Telepath, Telekinetic, Void-Walker
Agent
Spy, Infiltrator, Face
Base: Rogue
Hit Die: d8  |  Saves: DEX, INT
Waystar Features: Sneak Attack applies to ranged tech weapons; Identity Kit (disguise system)
Archetypes: Assassin, Fixer, Cyber-Trickster
Medic
Combat Medic, Biotech Specialist
Base: Cleric (Life domain)
Hit Die: d8  |  Saves: WIS, CHA
Waystar Features: Spells reframed as biotech/stim injections; Medical Scanner tool
Archetypes: Field Surgeon, Nanite Healer, Biohacker
Navigator
Pilot, Void Scholar, Astrogator
Base: Ranger (Horizon Walker)
Hit Die: d10  |  Saves: STR, DEX
Waystar Features: Starship proficiency; Stellar Navigation (always know route); Void Sense
Archetypes: Deep Space Pilot, Bounty Hunter, Xeno-Scout
Backgrounds (Sample)
Drifter

Skills: Deception, Survival  |  Tools: Forgery kit, vehicles (space)
Feature: Underground Contacts — always know who to call in any port.

Corporate

Skills: Persuasion, History  |  Tools: Computers, one gaming set
Feature: Corporate Access — bypass civilian security checkpoints with credentials.

Void Born

Skills: Athletics, Perception  |  Tools: Navigator's tools, vehicles (space)
Feature: Space Legs — no disadvantage in zero-g; proficient with zero-g manoeuvring.

Military

Skills: Athletics, Intimidation  |  Tools: Vehicles (ground), one weapon type
Feature: Military Rank — command respect from enlisted; access to military facilities.

Criminal

Skills: Deception, Stealth  |  Tools: Thieves' tools, one gaming set
Feature: Criminal Contact — fenced goods, illegal goods sourcing.

Colonist

Skills: Survival, Medicine  |  Tools: Herbalism kit, vehicles (ground)
Feature: Colonial Resourcefulness — create 1d4 doses of medicine from raw materials during long rest.

Starship Combat Overview

Starship combat uses the same turn structure as personal combat. Each crew station takes one action per round (or the GM can allow crew to double up on action types).

TURN ORDER
  1. Pilot rolls initiative (d20 + DEX or WIS) for each ship
  2. Pilots take Helm actions first; other crew act after
  3. Fire control resolves attacks (each gunner makes separate roll)
  4. Damage applied; shields regenerate if no fire taken this round
Crew StationAction
HelmManoeuvre (Pilot DC to evade), Ram, Disengage
GunnerFire weapon system (roll to hit vs ship AC)
EngineerBoost shields (+shield HP), Damage control (repair Hull), Power shunt (+1 hit die damage to one system)
CommsJam sensors (disadv on attacks vs your ship, 1 round), Request aid, Broadcast
SensorsTarget lock (+2 to next hit roll vs target), Scan (reveal ship stats), Detect cloaked vessels
Starship Stats
ClassHull HPShieldsACCrew
Shuttle / Fighter20–405–1514–161–2
Corvette / Scout50–8020–3013–154–10
Frigate100–15040–6012–1410–30
Cruiser200–35080–12011–1350–200
Capital Ship500+200+10–12500+
Shield Rules

Shields absorb damage first. When shields reach 0, excess damage carries to Hull. Shields regenerate 10% of max per round if no damage taken that round (Engineer can boost).

Critical hits (natural 20) vs a ship bypass shields entirely — damage goes direct to Hull. Additionally, roll on the Critical Systems table.

Starship Weapons
WeaponDamageRangeNotes
Point Defence (PD)2d6ShortReaction: intercept incoming missiles/torpedoes
Laser Cannon3d8MediumStandard energy weapon; ignores cover
Rail Gun4d10LongKinetic; penetrates shields (deal half to shields, half to hull)
Torpedo6d10LongSlow (hits next round); can be intercepted by PD
EMP Burst3d6 (hull)ShortOn hit: target loses shield regen for 2 rounds; Hacked condition check
Nova Lance8d12MediumHeavy; +3 turns to reload; can only fire every other round
Boarding PodShortDelivers boarding crew; auto-hits; needs docking airlock or breach
Critical Systems Hit (d10)
d10System HitEffect
1SensorsBlinded: disadv on attacks until repaired (DC 15, 1 action)
2WeaponsOne weapon offline until repaired (DC 12, 1 action)
3EnginesHalf speed until repaired (DC 14, 1 action)
4ShieldsShields offline for 3 rounds (can't be repaired mid-combat)
5CommsNo communication actions until repaired (DC 10)
6Life SupportCrew must seal suits in 2 rounds or take 2d6 per round
7Power CoreAll systems at half effectiveness for 2 rounds
8Hull BreachCompartment exposed to space (explosive decompression)
9Fire3d6 hull damage per round until extinguished (DC 13 Athletics)
10ReactorShip has 1d4 rounds before catastrophic failure — EVACUATE
Combat Ships Tracker
Personal Weapons
WeaponDamageRangeNotes
Pistol, Light1d6 piercing40/160 ftFinesse, light
Pistol, Heavy1d8 piercing50/200 ft
SMG1d6 piercing30/120 ftBurst fire (2 ammo): 10 ft cone, DC = hit roll
Rifle, Assault1d8 piercing100/400 ftTwo-handed; burst fire available
Rifle, Sniper2d8 piercing250/1000 ftTwo-handed, heavy, reload (1 action)
Shotgun2d6 piercing15/60 ftTwo-handed; reload (1 action); 5 ft cone on Burst
Plasma Cutter2d10 fire10/30 ftTwo-handed; ignores half cover
Stun Baton1d6 lightningMeleeOn hit: DC 12 CON save or stunned until end of next turn
Vibroblade1d8 slashingMeleeFinesse; counts as silvered
Mono-wire1d4 slashingMelee 10 ftFinesse; on crit: target loses action next turn
Frag Grenade5d6 piercingThrown 60 ft20 ft radius; DC 15 DEX save for half
EMP Grenade3d6 lightningThrown 60 ft10 ft radius; Hacked condition; Synths take max damage
Armour & Protection
ArmourACStealthNotes
Light Armour
Flight Suit11 + DEXIntegrated oxygen supply (4 hrs); vacuum rated
Tactical Vest12 + DEX+1 to Investigation in firefights (tactical display)
Medium Armour
Combat Carapace13 + DEX(max 2)DisadvStandard military armour
Stealth Mesh12 + DEX(max 3)+2 to Stealth; integrated cloaking (1/day, 1 min)
Heavy Armour
Exo-Frame17DisadvSTR 15 req.; +2 STR mod to melee damage
Powered Armour18DisadvSTR 17 req.; built-in weapon mount; must maintain fuel
Shield
Energy Buckler+2 AC1/round reaction: redirect one hit to shield (no damage); recharge short rest
Cybernetic Upgrades
UpgradeEffectSlots
Reflex Booster+2 initiative rolls1
Subdermal Armour+1 AC when unarmoured1
Optic ImplantDarkvision 60 ft; advantage Perception (sight)1
Wrist Blade1d6 piercing melee, retractable, hidden1
Neural JackPlug into systems directly; adv on Hacking checks1
Adrenaline Pump1/day Bonus Action: +10 speed, adv attacks for 1 round2
Pain DampenerReduce damage taken by 2 (min 1) from any hit2
Targeting System+1 to attack rolls with firearms1
Comms ArrayLong-range communication without external device1
Pneumo Legs+10 ft movement speed; jump distance doubled2
Equipment & Tools
Field Equipment
Medkit
3 uses
Action: restore 2d4+2 HP. Stabilise unconscious creature as bonus action.
Hacking Suite
Tool, tech
Required for hacking checks. Adv on INT (Technology) vs civilian systems.
Grapple Gun
Range 60 ft
Attaches to surfaces; supports up to 500 lbs; retract as movement action. DC 14 to attach to moving targets.
Personal Shield Emitter
Recharge: short rest
10 temporary HP per short rest activation. Doesn't stack with itself.
Scanner (Multi)
Tool
Adv on Investigation checks; detect life signs 100 ft; identify tech/materials.
Quick Roll
Click a die to roll
Roll History
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NPC Generator
Factions
The Concord
Lawful — Interstellar Governance
The ruling body of inhabited space. Enforces trade law, border control, and "peace." Bureaucratic, resource-stretched, increasingly corrupt in outer systems.
The Free Sectors Alliance
Neutral/Rebel — Outer Systems Independence
Coalition of outer world governments resisting Concord authority. Not unified — each member has its own agenda. Resource-rich but technologically behind.
Apex Corporation
Corporate — Mega-Corp
Largest private military and tech contractor. Operates legally and illegally depending on profit. Run by a Board of Directors with no government loyalty.
The Veil
Criminal — Smuggling Syndicate
Galaxy-spanning criminal network. Move anything, anywhere, for a price. Multiple factions within — not monolithic. Some cells pursue ideological goals.
The Pilgrim Order
Religious/Psionic — Psionic Brotherhood
Quasi-religious order dedicated to psionic research and "the Path." Politically neutral but influential. Maintain their own fleet of ships.
Faction Relationship Tracker
Session Notes
Mission Briefing
Crew Roster
GM Notes (Private)