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===The Complete Spacefarer's Handbook=== Whilst the Player's Reference line of Complete Books ended with the Complete Book of Ninjas, the concept would be revived again for three new books, the Complete Campaign References. This three-book line would take the basic concepts seen in the Player's Reference books and apply them to more specific settings. The first such book, the Complete Spacefarer's Handbook, was a tie-in to the then-nascent [[Spelljammer]] setting. Due to the dearth of content at the time of its release, this was the largest of the three Complete Campaign References to be released. Chapter 1: Groundlings in Space helps players and DMs with campaigns set on any of the AD&D campaign worlds to convert their characters and campaigns to the SPELLJAMMER setting. It provides a groundling's-eye view of adventuring in space, suggests several methods for integrating groundling characters into the SPELLJAMMER setting, and explains how the inhabitants of the standard AD&D campaign worlds view spelljamming. Chapter 2: New Spacefaring Races presents several new player-character races for SPELLJAMMER campaign players, along with a long look at the older races. These new nonhuman races are much more alien than those previously described for the AD&D game. * [[Dracon]]: [[Centaur]]-style, vaguely draconic-looking [[lizardfolk]]. * [[Giff]]: Mercenary hippo-folk with a love of guns. * [[Grommam]]: Gorilla-people. * [[Hadozee]]: Chimpanzee-people with patagia, which let them glide like flying squirrels. * [[Hurwaeti]]: [[Gnome]]-like scaly humanoids. * [[Lizardfolk]]: Smarter than the standard groundling variety. * [[Rastipede]]: [[Centaur]]-esque bugpeople with a long tradition as dubious merchants. * [[Scro]]: Intelligent, disciplined, organized space orcs. * [[Xixchil]]: Mantis-folk with a culture based on [[fleshcrafting]]. Chapter 3: Spacefarer Kits defines several new character kits unique to the SPELLJAMMER setting. Spelljamming characters can now be Corsairs, Arcanists, Astrologers, or Salvagers. As with kits from the PHBR series, these kits are optional; DMs may choose to include or exclude specific kits from their campaigns. * Corsair: A warrior kit that represents a roving, semi-official agent of their native government who is, basically, a legalized pirate. * Crusader: A warrior kit that represents a militant religious warrior, charged with using spelljamming to spread their church's authority across the stars. * Frontiersman: A [[ranger]] and [[fighter]] kit representing a space-faring explorer and potential settler. * Marine: A [[fighter]] trained as a member of a space navy's military forces. * Merchant: A [[fighter]] who seeks to acquire profit through trade, studying the combat arts mostly to defend themselves against brigands. * [[Arcanist]]: ''Not'' to be confused with the shitty Arcanist of the [[Ravenloft]] setting; the Spelljammer arcanist is a mage-turned-trader, a wizard who plies the spacelanes in pursuit of arcane knowledge and trinkets. As a kit, this can be taken ''with'' normal wizardly specializations. * Astronomer: A wizard dedicated to studying the mysterious of space, making them fonts of space-relatred lore. * Geomancer: Despite its name, ''not'' an [[elementalist]]; geomancers are wizards who study the nature of planets, making them more adept at surveying worlds from orbit. * Imposter: An [[illusionist]] who uses their magical skills and personal charimsa to deceive and beguile those around them, letting them create fictitious personas to pass themselves off as. * War Mage: A warrior-wizard who has an increased aptitude for martial weapons and greater skills at piloting spelljammers in combat. * Astrologer: A clerical version of the Astronomer. * Diplomat: A clerical negotiator, who uses their priestly skills to act as intermediary. * Evangelist: A cleric dedicated to spreading their faith across the stars. * Medicus: A cleric focused on the arts and sciences of healing, as adept at using non-magical curatives as wielding healing spells. * Missionary: A more subtle, but impactful, version of the Evangelist. * [[Aperusa]]: You know how AD&D has a [[Gypsy]] class/kit for thieves? Meet the Spelljammer version. People try to forget that this ever existed. * Courier: A rogue or a bard who makes a legitimate(ish) living by carrying verbal messages across the stars. * Harlequin: A traveling performer of the stars, a bard (or more rarely a thief) who makes a living as a clown or jester. * Privateer: A space pirate. * Salvager: The lowliest rogues of the spaceways, a scavenger who seeks out derelict ships to plunder whatever valuables remain in the floating wreckage. Chapter 4: Role-Playing offers a number of new spacefarer personalities. Like the kits, the concept of personalities comes from the PHBR series and is completely optional. Chapter 5: Spacefaring Proficiencies describes new nonweapon proficiencies for your spelljamming campaign. These proficiencies can be taken by spacefaring characters as well as groundling characters who have traveled in space for a while. Chapter 6: Spacefaring Logistics discusses some of the practical issues involved in traveling through wildspace and the phlogiston. It describes how to deal with supply problems in space and lists several new pieces of equipment especially designed for SPELLJAMMER campaigns. Chapter 7: Spacefaring Organizations describes 16 spacefaring organizations that your characters may joinโor oppose. We offer some insight into the purposes of these organization and explain how they fit into the complex political web that stretches across the spheres. Chapter 8: SPELLJAMMER Campaign Design is for the DM, although players may read it. It explains the various ways to set up a SPELLJAMMER campaign and describes how to apply AD&D game rules in space. This section includes a review of various spells from many AD&D products, noting how spell effects change in the SPELLJAMMER setting. Chapter 9: Strongholds in Space modifies and adds to the Castle Guide so that your player characters can build fortresses and attract followers.
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