A Luonn Tua’s eyes glaze over, their mind days in the past, viewing what already has been. Their gaunt hands shake while they maintain the magic.
Limping, a Brahvaasch man crosses a battlefield. He slices his own arm as he reaches out for his foes, and blood and dark matter energy flow from the wound simultaneously.
As a dying man breathes his last, a blind Maeshar catches the ebb of his life force and transfers it to one who may yet be saved.
A young Saguarin with ancient wisdom in her eyes fixes her gaze on a clifftop. With the wave of a hand, she steps forward and appears there.
A Proxy hefts a battleaxe against their foes, striking once, twice, and casting a blazing fireball at them, all without a word.
Oracles study a variety of mysteries that grant them magical talents. They delve deeper into the unknown than the average magic user in the Nacora Galaxy, and their powers – and the costs of such power – are particularly unexplainable.
Delving into Mystery
Oracles seek knowledge about one of the mysteries of existence and the universe itself. This research grants them untold power as they continue to more potently explore the particular enigma that plagues them. The mysteries an oracle might explore are the very cornerstones of the world: the inner workings of time, the secrets inherent to blood, the cycle of life and death, the fickle nature of conflict, and the multitude of dimensions that encompass reality.
Cursed by the Divine
At the core of any oracle’s mysterious power is a curse bestowed to them by the unknowable divinity of the universe. Curses vary in severity, but every oracle learns to live with their curse and eventually use it to their advantage.
If an oracle’s curse should ever come to an end, so too would their mysterious power. Unlike a typical magically-inflicted curse, an oracle’s curse cannot be removed or alleviated by any mortal means.
Creating an Oracle
The two most important questions to ask yourself when you create an oracle are ‘what is my curse?’ and ‘when did it come upon me?’. An oracle’s curse is often related to their mystery, and establishing the intricacies of both will help develop your character. Depending on the intensity of a curse, an oracle may be a drastically different person than they were before they gained their powers.
Online tutorials and occult academies exist throughout the galaxy and may have helped your character develop their knowledge and powers, but trial and error is its own learning experience. Every magic user has a different path to their talents. Exploring how your character discovered magic can help you understand them better as a person.
You can make an oracle quickly by following these suggestions. First, Wisdom should by your highest ability score, followed by Constitution. Second, choose the occultist background. Third, choose skills that use your best ability scores and select the following starting equipment: a plasma pistol, an energy shield, a carbon fiber vacsuit, a holy symbol, and a personal energy barrier mark I. Finally, choose the chill touch, guidance, sacred flame, and thaumaturgy cantrips, as well as the 1st level spells bane and cure wounds.
The oracle is a class that can fit in a classical fantasy setting as well as a science fiction fantasy setting such as this one. If you plan to use the oracle in a standard 5th edition game, or decide to include the cleric as a playable class in S&S games, we encourage you to change the spellcasting ability score of the oracle from Wisdom to Charisma in order to minimize overlap with the cleric. As an oracle you gain the following features.
Hit Dice: 1d8 per oracle level
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, automatic pistols, battleaxes, glaives, heavy pistols, longswords, plasma blasters, shortswords, and warhammers
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Athletics, Deception, Etiquette, History, Insight, Investigation, Persuasion, Science, and Survival
You start with the following equipment, in addition to the equipment granted by your background.
- A simple weapon costing 1000 cc or less.
- A simple weapon costing 500 cc or less, or a shield.
- A suit of armor costing 1500 cc or less.
- An arcane focus.
- A credstick with 1000 cc.
At the core of your mystery and its power is a curse that is unshakable. Wherever these curses originate, be it from some divine force, your own hubris, or the unknowable beyond, they bring with them both banes and boons. With effort and time you can overcome the drawbacks of your curse. At 1st level, you choose a curse from those listed in this entry. At 5th, 11th, and 15th level you gain additional boons from your curse.
At 1st level, you choose the mystery whose answers you seek. You will search to the ends of existence and stare into the deepest darkness to understand the truth of your mystery. Both your curse and magic come from this mystery and its powers reflect on you.
This choice will provide you with a revelation at 1st, 3rd, 6th, 8th, 14th, and 18th level and determine the ability gained from the unveiling of your mystery at 20th level. Five mysteries are listed at the end of the oracle entry. They are Blood, Conflict, Dimensions, Life, and Time.
The Full Oracle suite of flavor and abilities will be found in the Spaceships and Starwyrms: Core Sourcebook.