Alright, I think for callings in Gravestar we can pretty readily use everything in the BREAK!! book, though some adjustments may be necessary. We can divide the callings into two types fundamentally, those that need changes and those that really don’t.
For those callings needing no changes I’d put down Factotum, Sneak, Champion, and Raider. Raider really speaks for itself why it works just fine in the space western. Sneak can make a great grifter, snake oil salesman, or conman. Champion could make a great John Henry, Paul Bunyan, or other big tough character. Factotum could work for any hard working farm hand, ranch cook, engineer, doctor, prospector etc.
Where it gets more challenging are the magical classes. Here I’m going to suggest some reskinning to bring them more in theme with the game and some mechanical changes or limitations to help them work better in that theme. All of these are something I might come back to later to refine them more. In particular I won't be giving every ability a reskin, just providing the general framework for how to retheme the powers. I might later make a list for each ability but it isn’t my highest priority.
Engine Guardian (Battle Princess)“To mend and defend!”The Guardian is a person supposedly blessed by the Engine herself with the use of a rare piece of old tech known as an omnitool. They are typically people of great compassion and a seemingly empathic understanding of machinery. Often they are leaders, preachers, accomplished engineers or studiers of old tech. Omnitools are often wrist mounted when not in use and can change to a number of useful forms and are loaded with countless handy abilities. Many guardians claim their omnitools to be truly sentient despite officially predating the development of AI.
Changes:Starting Abilities:Omnitool Attack Mode (Heart’s Blade): Your weapon should often strive to resemble a mechanical tool or at least a high tech device.Mechanical Missile weapons function according to the campaign rules of Gravestar.
Omnitool: Replaces Soul Companion as a starting ability. Functions exactly like the Glittering Machine standard ability.
Guardian Shield: Functions as Shield of Love.
Standard Abilities:Soul Companion: Becomes a Standard Elective Ability. You may only choose Brave Toy as your option. Weapon link is especially thematic but not required.
Glittering Machine: Remove from Standard Abilities it’s a Starting ability now.
Technopath: Guardians are especially attuned with machines and can learn to work with them through intuition as much as knowledge. You gain Crafting Discipline Gadgeteering. You use Aura for Crafting rolls. This ability replaces Love-Love Chef.
Hellion (Murder Princess)“Good. Bad. I’m the guy with the gun.”The Solus System is haunted by ghosts, spirits, and things far older than humanity. Hellions are more haunted than most. They have bonded, willingly or not, with an ancient eldritch spirit which hungers for the ectoplasmic flesh of other ghosts. This writhing mass of tentacles, eyes, and teeth is able to manifest itself in a small fragment resembling a strange ancient weapon. The Hellion is able to channel the dark powers of their haunt in order to become an excellent hunter of spirits and ghosts. Typical Hellions are dark brooding sorts driven into the life of an undertaker by the bizarre sights they see and the constant hunger of their companion.
Changes:Starting Abilities:Haunted (Wrath’s Blade): Only you can see the small writhing eldritch spirit which haunts you and whispers gibbering madness in your ear. However, at your call it may manifest in your hand as a weapon. This weapon may appear of ancient craftsmanship, an old weathered weapon made of ectonite, or a writhing living thing of tentacles and eyes. This functions as Wrath’s Blade except mechanical missile weapons function as stated by the Gravestar campaign rules.
Standard Abilities:Couturier: Remove this ability.
Ghost Rider: Your Haunt may manifest in reality more completely as a strange writhing unliving beast. You may have both this manifestation and your weapon activated at once, your Haunt is unconcerned with being in two places at once. This functions as the Battle Princess Soul Companion ability except as follows: It must be an Animal Companion, it must take the Mount ability. It gains Living Dead as an ability.
Void Witch (Sage)“Have you ever seen fire in zero gravity? It's beautiful. It's like liquid.”Some people dreamed in stasis during the long voyage to Solus. Others have taken up the life of spacers and spent whole generations wandering in the black void between planets and heard the music of the spheres. These people originated the quiet and secretive art of tapping into that void for magical power. These witches are often feared for their potential power as they learn to bend gravity, light, and plasma to their whims. The typical Void Witch is a wanderer, navigating the routes between worlds or wandering landbound in an urge to see the sights and hear the music of the spheres.
Changes:Starting Abilities:Eidetic Memory (Grand Grimoire): You have been trained to have an excellent memory and collect lore and stories as a conduit for oral history. This functions much as the Grand Grimoire ability just without the actual physical manifestation of a book.
Light and Gravity (Sage’s Staff): You can manipulate small motes of light or use gravity manipulation to push things around. This functions just like the Sage’s Staff ability except that ghosts and spirits that are afraid of light will also attempt to avoid your magelight.
Standard Abilities:Gravity Flux(Mortifying Bloat): You curse somebody with a wild warping aura of unstable gravity. Armor flies off, their weight and mass shift unexpectedly when they attempt to fight, yet they’re oddly buoyant. This functions much like Mortifying Bloat except the resulting debuff does not change their physical size, instead making their mass unstable. Fundamentally this removes the inability to go through doorways or small spaces and makes rigid creatures vulnerable to the spell.
Anomaly Gremlin (Very Useful Cloud): You summon a sparkling bit of space resembling a starfield or nebula of tiny proportions. This functions as a Very Useful Cloud except that instead of moisture to summon it you require a direct line of sight to the sky.
Shaman (Heretic)“Time is an illusion. And so is death.”The Solus system is full of spirits and not all are the angry dead. Many are respected ancestors, embodiments of natural forces, or strange alien things that are difficult to understand but mean no harm. Shamans are those individuals who have learned to listen to these spirits and ask their assistance. Typical shamans are deeply spiritual and empathetic, seeing past the illusionary divides between people, spirits, and nature.
Changes:Fundamental changes: The Shaman uses Aura instead of Grit for their ability checks. Swap Aura and Grit starting aptitudes and progressions Swap Lash Proficiency for Drawn Missile weapon.
Starting Abilities:Meditation(Fitful Sleep): Your daily routine involves nightly meditation. During which spirits may attempt to warn you or whisper secrets to you. Mechanically this functions like the ability Fitful Sleep.
Spirit Guide (Squire Marlow): You have a spirit who is especially concerned with your well being and will attempt to aid you. This functions mechanically as Squire Marlow.
Empathy (Dreadful): You have a deep sense of empathy and connection to other beings. This functions as the Dreadful ability except that you instead get an Edge on rolls related to calming, inspiring, or befriending someone. You also are able to use your Aura check to instead learn that your partner deeply cares about or desires.
Standard and Advanced Abilities:Reflavor most abilities you take to match benevolent nature spirits or the benign dead. Consider changing the Allegiance Points of most abilities to Bright. This is best handled on an individual basis but I may review the class and come up with a list of reflavorings later.