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    Voidjumpers of Space

    ADungeons & DragonsTM 4th Edition Setting

    by Brent P. Newhall

    Evolved Release

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    Voidjumpers of Space, Evolved Release 2

    Table of ContentsIntroduction........................................................................... 3

    How To Leap To Another World....................................... 3

    How Can You Breathe in Space?......................................3No, There's Not................................................................ 3Why Don't You Float Off Ships?....................................... 3The Sheer Variety of Space..............................................3Why Isn't Everybody In Space?........................................3Neat Stuff In This Document........................................... 3The Rivers of Magic......................................................... 4

    Voidjumpers......................................................................4How Gravity Works.......................................................... 4

    A Few Practical Notes for Dungeon Masters...................4Races and Monsters...............................................................5

    The Terai, the High Elves of Space..................................5Dwarves............................................................................5Humans.............................................................................5Elves................................................................................. 5Halflings........................................................................... 5Dragonborn...................................................................... 5

    Tieflings............................................................................ 6Half-Orcs...........................................................................6Demons.............................................................................6Mechanical Men...............................................................6The Pain Lords..................................................................7Tanglers............................................................................ 8Goushok............................................................................8Zyoxid............................................................................... 9Incubators...................................................................... 10Space Whales................................................................. 11The Gods.........................................................................11

    Themes of the Void...............................................................12Space Pirate................................................................... 12

    Void Arcanist.................................................................. 15A Gallery of Voidjumpers..................................................... 18

    Voidhopper (Skiff).......................................................... 18

    Stiletto (Fighter)............................................................ 18Brainstealer (Fighter).................................................... 18Kaiken (Fighter)............................................................. 18Brute Fist (Brute Fighter)..............................................18Lightskimmer (Cruiser)..................................................19Clipper (Cruiser)............................................................ 19Peacekeeper Patroller (Cruiser)....................................20Shellback (Light Freighter)............................................20Humpback (Medium Freighter)..................................... 20Heavy Hauler (Heavy Freighter)...................................21Small Guard Post (Guard Station).................................21Standard Guard Station................................................. 21Guard Installation (Guard Station)................................ 22Blockade Runner (Corvette)..........................................22Demoncrawler (Destroyer)........................................ ....23

    Ship Combat Rules...............................................................24Movement and Positioning.............................................24

    Actions............................................................................ 24Initiative and Defenses...................................................24Ship-board Weapons.......................................................25Damage...........................................................................25Conditions.......................................................................25Character Actions During Battle................................ ...25Grappling........................................................................25

    Ship Classes......................................................................... 26Skiff................................................................................ 26Life Boat......................................................................... 26Fighter............................................................................ 26

    Brute Fighter..................................................................27Freighter........................................................................ 27

    Guard Station................................................................. 27Cruiser............................................................................27Corvette.......................................................................... 27Destroyer........................................................................ 27Dwarven Space Fortress................................................28Terai City Ship................................................................28

    The Weapons of Space......................................................... 29Melee Weapons.............................................................. 29Small Magical Weapons................................................. 29Large Magical Weapons.................................................30Physical weapons........................................................... 30

    Organizations of the Void.................................................... 32The Terai Union.............................................................. 32The Peacekeepers...........................................................32The Cult of Blood............................................................33The Empire of Pain.........................................................34The Drow Empire........................................................... 35

    The League of the Circle................................................35Moradin's Hands............................................................ 35The Wings of Heaven (Trading Caravan)......................36The Gang of Five............................................................ 36Clan Harran.................................................................... 36

    Famous Places......................................................................38The Academy.................................................................. 38The Bastion of Peace...................................................... 38The Graves......................................................................38Gutrot............................................................................. 38Nexus..............................................................................39The Terai City-Ship Solitude.......................................39The Warren..................................................................... 39The Web.......................................................................... 39

    The Starfire Cluster............................................................. 40Hyrantar, Samurai World of Choking Vines...................40

    Velsant, The Halo World.................................................40Boshan, The Shattered World........................................ 41Berethan, The Graveyard...............................................41Orstikel of the Forever Wars.......................................... 41Grendax, The Research Center......................................42

    Encounters in Space............................................................ 44One-on-One.....................................................................44Escort Duties..................................................................44Guards! Guards!.............................................................45Crossing the Line........................................................... 45

    A Real Challenge............................................................ 45Adventure Ideas...................................................................46

    Slaves of the Pain Lords.................................................46The Hall of Valor.............................................................48The Pirate's Booty.......................................................... 48Deyja and Lyfan, the Empty Worlds...............................49The Last Hope of the Terisians...................................... 49The Unholy Fate of the Chaos Leaper........................50The Web of Death........................................................... 50

    Campaign Ideas................................................................... 52The Half-Orc Uprising....................................................52The Unstoppable Mechanical Men................................52The Terai/Pain War......................................................... 52The Goushok Infestation................................................ 52The Nu............................................................................52

    Indexes.................................................................................53Credits..................................................................................55

    Release Notes.................................................................55

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    Voidjumpers of Space, Evolved Release Introduction 3

    IntroductionWelcome to the stars.

    Voidjumpers is a Dungeons & DragonsTM 4th Editionsupplement set in a universe of world-hopping

    ships and battles in space and on other worlds.This is the second release of Voidjumpers. I plan toimprove this setting based on feedback fromplayers and DMs like you. If you have comments,please email me at [email protected]!

    How To Leap To Another WorldModern human physics do not apply here.

    Look up at the sky. Those little points of light?Those are other suns, yes. But they are notseparated from your world by millions of miles ofemptiness. Your world and its sun are surrounded

    by a skin called the Dark, a barrier that separatesit from all other worlds and all other realities.

    If you can find an Illumar, you can escape theprison of your own world and your own reality.What's an Illumar? It's a weird, glowing, orb-shaped creature that attaches itself to the helm ofa ship and allows it to leap across the Dark.

    How Can You Breathe in Space?There's plenty of breathable air throughout space.

    No, There's Not

    Yes, there is.

    Why Don't You Float Off Ships?You simply don't. As a ship leaves a world that hasits own gravity, the natural gravity of the universeasserts itself, and ships naturally right themselveswith all creatures on board firmly standing right-side-up.

    Unfortunately, if you step offa ship, you dropdownwards. Possibly forever.

    The Sheer Variety of Space

    You can't even imagine how crazy space can be.

    Some worlds are flat, jagged slices of earth, sittingon top of wild creatures that fly throughemptiness.

    Some worlds are inverted, their inhabitantswalking on the inside of a giant ball, their sunhanging in its center.

    Some worlds are tiny specks of dirt. Some arevast, nearly endless wildernesses of plant life,animal life, and even weirder life.

    Some worlds immediately drive you insane.

    Why Isn't Everybody In Space?The races who already travel across the stars seeno point in equipping dirt-dwellers with Illumars.There are already plenty of dangers in space; whyadd another?

    Moreover, Illumars are so carefully controlled byClan Harran (page 34) that no civilization new tospace travel could build a fleet, even if it wantedto.

    Of course, space-faring people will occasionallyvisit dirt-bound worlds in search of treasure (or,worse, slaves), and a few of those worlds' nativesmay well find themselves on a surprising tripacross the Dark.

    Heck, that may be how most of the races in spacegot there.

    Neat Stuff In This DocumentVoidjumpers introduces two new mechanics:

    mooks and Colossal creatures.

    Mooks

    Mooks are essentially two-hit minions. Mooks have2 HP, and any non-critical hit always does 1 HP ofdamage to a mook. A critical hit will always kill amook.

    Temporary HP works as normal for a mook, anddon't count against hits. So, if a mook has 2 HPplus 10 temporary HP, then takes 5 damage, it nowhas 2 HP plus 5 temporary HP. If it then takes 10damage, it now has 1 HP (the first 5 damage areabsorbed by the temporary HP, and the last 5 are

    collapsed into 1 HP of damage).

    DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYERS HANDBOOK, PLAYERS HANDBOOK 2,DUNGEON MASTERS GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT are trademarks of Wizards ofthe Coast in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication,D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are usedwith permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E SystemReference Document, available atwww.wizards.com/d20.

    DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEONMASTERS GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo,and Chris Sims; Adventurers Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. Allrights reserved.

    mailto:[email protected]://www.wizards.com/d20http://www.wizards.com/d20http://www.wizards.com/d20http://www.wizards.com/d20mailto:[email protected]
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    Voidjumpers of Space, Evolved Release Introduction 4

    Colossal Creatures

    Colossal creatures are so large that they arebasically entire environments in themselves.Fighting a colossal creature involves multiple skillchallenges and fights against individual parts ofthe creature, as the PCs climb up the creature

    itself towards its most vulnerable spot.

    The Rivers of MagicMagic flows through space like a river, formingstreams and pools.

    As a result, arcane powers are often dramaticallymore or less powerful, depending on the area ofspace.

    Powers with the Arcane keyword can takeanywhere from a -6 to a +6 on attack rolls, andtheir damage can be reduced or increased from -6to +6 points. The amount can be represented byd6 rolls, chosen upon entering each area. Flip acoin to determine positive or negative.

    VoidjumpersMany different ships flit between worlds.

    Nearly all voidjumpers are modeled on seafaringvessels. Instead of sails, protective canopies androofs are built on top of the ship, to protect itscrew from incoming attacks.

    A Few Practical Notes forDungeon Masters

    You'll notice that most dangers in space areParagon or Epic Tier. Space is dangerous. As theauthor, I'm assuming that low-level Heroic Tiercharacters will adventure on their own world for awhile before venturing into space.

    If you want to run a Heroic Tier adventure inspace, focus on ship-to-ship battles, andencounters and enemies drawn from the standardraces and monsters, which can be pulled directlyfrom any Monster ManualTM or Monster VaultTM.

    The void could be synonymous with the Astral Sea,or a cold emptiness that stretches between theAstral Sea and the Far Realms. Eitherinterpretation will fit with this document.

    The Primal power source may appear nonsensicalin space. That's up to you; is it more fun for thetable to deny that possibility, compared to thealternative of letting players use it?

    Races andMonsters

    The Terai, the High Elves ofSpace

    Technically, the Terai are just one single family ofhigh elves, but when you take all their distantrelatives and add in all their attendants, servants,and hangers-on, the Terai seem innumerable. Theyhang around everywhere in civilized space, thoughthey mostly keep to themselves. Many believe thatthey were the original colonizers of space; theycertainly have their hands in the affairs of mostcivilized societies.

    True-blooded Teraiof which there are maybe twodozencan perform jaw-dropping feats of magic,up to and including terraforming whole worlds.

    However, they are apparently only able to performvery large feats of magic, so their everydayactivities are handled by small armies ofattendants.

    Terai dress in flowing robes, and behave accordingto a complex system of politeness and propriety.The farther in the pecking order one gets from thetrue Terai, the more you're likely to encounterpetty arrogance; members of the core family areactually quite even-keeled and personable. Or isthat just a way to keep everyone else off-balance?Nobody knows for sure.

    Terai Messenger Level 9 Artillery

    Medium humanoid XP 400Initiative +8 Senses Perception +12HP 75; Bloodied 37AC 22; Fortitude 21; Reflex 21; Will 22Speed 6STAN DA RD ACTIONS(BW) Electric Grip (at-will)Attack: +16 vs. ACHit: 2d8+5 lightning damage.

    Hand Bolt (at-will)Attack: Ranged 15/30; +16 vs. ACHit: 2d8+3 force damage, and ongoing 5 lightningdamage (save ends).

    Cage of Light (encounter)Attack: Ranged 3; +16 vs. Reflex, and the target isrestrained (save ends).

    DwarvesThe dwarves have been in space as far back asanyone can remember. Nearly all deep-spacemining is done by dwarf collectives, particularlythe ones that run the asteroid colonies thatprovide most of the materials for voidjump-capableships.

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    Dwarf Miner Level 7 SoldierMedium humanoid XP 300Initiative +7 Senses Perception +7; darkvisionHP 85; Bloodied 42AC 19; Fortitude 20; Reflex 19; Will 19Resist 5 cold, 5 poisonSpeed 5

    STAND AR D ACTIONS(BW) Pickaxe (at-will)Attack: +10 vs. ACHit: 2d6+8 damage.

    (W) Thrown Pickaxe (at-will)Attack: Ranged 10; +8 vs. ReflexHit: 2d8+6 damage.

    Battle Cry (encounter)Attack: Close blast 5; +8 vs. WillHit: 3d6+4 psychic damage.

    HumansHumans' natural curiosity and flexibility makethem the cockroaches of space. Half of any givenvoidjumper crew is likely to be human.

    However, space has caused even broaderdifferences in human bodies than on typicalworlds. Mutations abound, from lack of pupils towebbed feet. In more extreme cases, some humansare born with extra limbs or only one central eye.Space is strange.

    ElvesElves have a word for those of their own kind bornin space: spacetouched. They are often strange,more naturally in tune with magic, and more proneto extreme violence.

    In space, elves connect more deeply with the

    magic that permeates space than with the landsthat drift through it. Elves will tattoo their bodieswith spells, collect magical artifacts to the point ofhoarding, or perform other acts that seemdownright bizarre to their dirt-bound brethren.

    HalflingsMany halflings, upon first arriving in space, aresurprised to find that their kind is highly valued.Halflings make excellent troubleshooters andengineers, so they're first-rate crew-members andoften command premium pick among the rewards.

    Halflings have formed a number of quasi-secret

    clubs and societies which meet in smoky bars andother odd corners of space. Most space-faringhalflings are far wealthier than they first appear,so these clubs are often surprisingly posh.

    DragonbornThe Dragonborn are tough. Space tough. They'reknown for completing their jobs at any cost, almostto the point of fanaticism.

    They're not always easy to get along with, but they

    do what needs to be done. They're not simple-minded; they're just amazingly focused.

    TieflingsBecause of the worrying size of the many demon

    (p5) strongholds scattered throughout space, fewpeople trust Tieflings. There's no evidence ofwidespread Tiefling alliances with the variousdemon factions, but that doesn't stop people fromworrying.

    As such, life for a Tiefling in space can be harderthan that for other races. Fortunately, Tieflings areused to it.

    Half-OrcsHalf-orcs are the heavies of space; no largetransport operation is complete without at least afew barrel-chested void orc guards. They're

    everywhere, they're tough, and they're damncunning.

    Half-Orc Guard Level 4 BruteMedium humanoid XP 175Initiative +4 Senses Perception +5; low-light visionHP 64; Bloodied 32AC 16; Fortitude 17; Reflex 15; Will 15Speed 6STAN DA RD ACTIONS(BW) Maul (at-will)Attack: +7 vs. ACHit: 2d8+4 damage.

    (W) Furious Smash (recharge on 5-6)Effect:The void orc guard shifts up to 3 squares beforethe attack

    Attack: +7 vs. ACHit: 3d8+5 damageBone-Rattling Blow (encounter)The void orc guard makes a maul attack against anadjacent target. On a hit, all enemies adjacent to thevoid orc guard are knocked prone.

    M INOR ACTIONSShaking It Off(encounter)The void orc guard makes an immediate saving throwagainst an ongoing effect.

    DemonsSome are surprised to discover large numbers ofdemon strongholds throughout space. This is,naturally, worrisome. The demons populating these

    fortresses remain tight-lipped about their truepurpose, but are more than willing to raid shipsand cause havoc.

    Most of the demons within these strongholds aretransplanted from the Nine Hells by variousdemon lords. They do occasionally fight with eachother, so perhaps they're just further demonicterritories.

    However, rumors abound that the demons have bigplans for space, to the point of suggesting that thedemons' fortresses are being built in a shape that

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    forms a vast arcane pattern of great power.

    Mechanical MenThese armored humanoids are best at repetitivejobs.

    But don't take them lightly. Not only do they needupkeepoil, cool-down periods, occasionalmagical re-alignmentsthey can be outrightdangerous if they break their control bolt and gorogue. There's a whole league of rogue mechanicalmen.

    Control bolts are the only means we really have tokeep mechanical men at their jobs. Fit one on amechanical man and he will obey your every order,in accordance with the Five Laws of Moff Azi:

    1. A mechanical man must not, throughaction or inaction, cause a sentientcreature to be harmed.

    2. A mechanical man must obey itscontroller's orders, unless that conflictswith the first, highest law.

    3. A mechanical man must protect its ownability to function, unless that conflictswith a higher law.

    4. A mechanical man must obey a sentient'sorders, unless that conflicts with either ofthe higher laws.

    5. A mechanical man must not, throughaction or inaction, cause an intelligent,non-sentient creature to be harmed, unlessthat conflicts with a higher law.

    Mechanical Guard Level 6 SkirmisherMedium humanoid XP 250Initiative +9 Senses Perception +8; darkvisionHP 75; Bloodied 37AC 20; Fortitude 19; Reflex 19; Will 17Speed 6STANDARD ACTIONS(BW) Shock Staff(at-will)Attack: +11 vs. ACHit: 1d6+4 damage, and ongoing 5 lightning damage(save ends).

    Stunning Blow (at-will)Attack: +9 vs. ReflexHit: 1d6 damage, and the target is stunned (save ends).

    MINOR ACTIONSTarget Acquired (1/round; at-will)The mechanical guard chooses an enemy as its quarry.The mechanical guard's attacks deal an extra 1d6damage against its quarry. The quarry remains in effecton the same target until that target falls unconscious orthe end of the encounter.

    TRIGGERED ACTIONSCalculating Danger (immediate reaction; when hit by anattack; encounter)The mechanical guard makes a saving throw. Ifsuccessful, the mechanical guard shifts up to 3 squaresand the attack misses.

    Most mechanical men are humanoid, but manyvariations exist, from four-armed giants to crab-like constructs.

    Skinner

    Skinner wears a control bolt on a lanyard around

    his neck, a constant reminder that nobody controlshim. He makes a tidy sum trading magical artifactsand information from the bridge of his heavilymodified skiff, the Deliverance. He's crafty andwell-connected; though he travels alone, he cantrade in a lot of favors.

    Skinner Level 5 SoldierMedium humanoid XP 200Initiative +6 Senses Perception +4; darkvisionHP 60; Bloodied 30AC 21; Fortitude 16, Reflex 18, Will 17Immune disease, poison, sleepVulnerable 5 acidSpeed 6

    STAN DA RD ACTIONS(B) Pistol (at-will)Attack: Ranged 10; +12 vs. ACHit: 2d4+6 damage,

    (B) Stun Arm (at-will)Attack: +10 vs. ReflexHit: 1d10+5 lightning damage, and the target is dazed(save ends),

    MINOR ACTIONSOut Of Harm's Way (at-will)

    Skinner shifts up to 2 squares.

    The Pain LordsI don't care how powerful you are; everyone'safraid of the Pain Lords. They're cruel, merciless

    humanoids who preside over ships full ofmiserable slaves.

    Pain Lords (don't let the male name fool you; atleast half of them are female) are hairless, piercedto the point of grotesque, and dress in painfulclothing: too-tight corsets, high boots, and thoseconstricting bands around their foreheads.

    They love torture, apparently seeing it as theultimate expression of power.

    Fortunately, the Pain Lords usually employextremely stupid lieutenants.

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    Slave Boss

    Slave Boss Level 8 BruteMedium humanoid XP 350Initiative +7 Senses Perception +4HP 100; Bloodied 50AC 20; Fortitude 20, Reflex 20, Will 19

    Speed 6STANDARD ACTIONS(B) Harsh Whipping (at-will)Attack: +11 vs. ACHit: 2d8+4 damage, and the slave boss makes a secondattack.Second attack: +9 vs. FortitudeSecond hit:The target takes 5 ongoing damage and isdazed (save ends both).

    Cruel Threats (recharge 4-6)Attack: +11 vs. ACHit: 2d8+6 psychic damage, and the target isimmobilized (save ends).

    Pain Lady

    Pain Lady Level 16 Controller (Leader)Medium humanoid XP 1,400Initiative +9 Senses Perception +14HP 140; Bloodied 70Regeneration 5AC 30; Fortitude 28, Reflex 27, Will 29Speed 6TRAITSTwisting the KnifeThe Pain Lady deals an extra 5 damage to bloodiedenemies, only if the Pain Lady is not bloodied herself.

    STANDARD ACTIONS(B) Staff of Thorns (at-will)Attack: Reach 2; +21 vs. ACHit: 2d8+9 damage, and the target is knocked prone.

    Agonizing Light (recharge 6)Attack: Area burst 1 within 10; +21 vs. Fortitude

    Hit: 2d8+6 damage, and the target is slowed (saveends).First Failed Saving Throw:The target is immobilized.Effect:The burst creates a zone of painful energy. Eachcreature that starts its turn within the zone takes 5damage.

    Horrifying Visions (recharge 5-6)Attack: Area burst 1 within 10; +21 vs. FortitudeHit: 2d8+6 psychic damage, and ongoing 10 psychicdamage (save ends).

    Priestess of Pain

    Within Pain Lord society, their religious orders areeven more extreme than the Pain Lordsthemselves, inflicting tremendous agony onthemselves as experiments for the tortures they'lllater inflict on others.

    Priestess of Pain Level 20 ArtilleryMedium humanoid XP 2,800Initiative +16 Senses Perception +16; blindsight 10HP 150; Bloodied 75AC 32; Fortitude 34, Reflex 32, Will 32Immune poison; Resist 15 psychicSpeed 6

    STAN DA RD ACTIONS(B) Scourge (at-will)Attack: Reach 2; +27 vs. ACHit: 3d8+2 damage.

    Shrieking Shadows (at-will)Attack: Area burst 2 within 20; +25 vs. WillHit: 2d8+9 psychic damage, and the target is dazeduntil the end of the priestess's next turn.

    M INOR ACTIONSCurse of Torment (encounter)Attack: Close burst 3; +25 vs. WillHit: 2d8+9 psychic damage, and the target takes 10ongoing psychic damage (save ends).Miss:The target takes 2d8 psychic damage.

    TRIGGERED ACTIONSLash of Vengeance (free; when the priestess is hit with

    an attack, up to twice per round)Trigger:The priestess is hit by an attack, up to twice perroundAttack: Melee 1 (triggering enemy): +25 vs. ReflexHit: 2d6+10 damage, and the target is slowed (saveends).

    Tanglers

    Young Tangler Level 22 LurkerLarge aberrant, space XP 4,000Initiative +23 Senses Perception +22HP 160; Bloodied 80AC 36; Fortitude 34, Reflex 33, Will 31Speed 6Special Ability The Tangler can take 2 standard actionsper turn.STAN DA RD ACTIONS(B) Smashing Tentacle (at-will)Attack: Reach 5; +26 vs. ACHit: 2d12+5 damage, and the target is knocked prone.

    Tentacle Grab (at-will)Attack: Reach 5; +24 vs. ReflexHit: 1d12+3 damage, and the target is grabbed.

    Feed Me (at-will)Attack:Targets a creature grabbed by the Tangler;Reach 5; +22 vs. ReflexHit: 1d12+3 damage, and the target is pulled up to 5squares towards the Tangler's mouth. The target isconsumed.

    M INOR ACTIONS(B) Crushing Tentacle (at-will)

    Target:Targets ships; +24 vs. Fortitude

    Hit: 2d8+6 damage,Consume (at-will)Attack:Targets a consumed creature; no attack roll.Hit: 2d12+7 acid damage, and 10 ongoing aciddamage.Effect: A consumed creature is completely immobilized,but can take standard and minor actions. It may onlyleave the Tangler's mouth after it deals damage to theTangler while the Tangler is bloodied. Attacks made fromwithin the Tangler gain an automatic +10 on attack rollsand +10 on damage.

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    These large, many-tentacled creatures are the truepredators of space. A tangler will leap on a ship,wrapping its thirteen tentacles around its hull.While some of the tentacles try to crush the shipwhole, others lash out at any poor souls on theship's deck, pulling them towards its huge,

    gibbering maw and three glistening eyes.

    Mature Tangler Level 25 BruteLarge aberrant, space XP 4,200Initiative +17 Senses Perception +25; darkvisionHP 210; Bloodied 105AC 34; Fortitude 33, Reflex 34, Will 33Speed 6TRAITSEnhanced MovementThe Tangler can take 2 standard actions during its turn.

    STAND AR D ACTIONS(B) Smashing Tentacle (at-will)Attack: Reach 5; +29 vs. ACHit: 3d10+7 damage, and the target is knocked proneand takes ongoing 15 acid damage (save ends).

    Tentacle Grab (at-will)Attack: Reach 5; +27 vs. ReflexHit: 3d10+5 damage, and the target is grabbed andtakes ongoing 15 acid damage (save ends ongoingdamage).

    Feed Me (at-will)Attack:Targets a creature grabbed by the Tangler;Reach 5; +25 vs. ReflexHit: 1d12+5 damage, and the target is pulled up to 5squares to the Tangler's mouth.Effect: Unless a condition limits the target's movementso that it does not enter the Tangler's mouth, the targetis consumed.

    MINOR ACTIONS(B) Crushing Tentacle (at-will)Attack:Targets ships; +27 vs. FortitudeHit: 2d10+4 damage,

    Consume (at-will)Attack:Targets a consumed creature; no attack roll.Hit: 2d12+10 acid damage, and 15 ongoing aciddamage.Effect: A consumed creature is completely immobilized,but can take standard and minor actions. It may onlyleave the Tangler's mouth after it deals damage to theTangler while the Tangler is bloodied. Attacks made fromwithin the Tangler gain an automatic +12 on attack rollsand +12 on damage.

    GoushokJust imagine being captured by a vaguelyhumanoid creature that straps you down, thrusts aproboscis up your nose, and roots around in your

    brain for a while. After it's done, you're a willingslave of its race, and your skin grows sallow as youbegin growing extra lumps, features; even extralimbs. You become a shambling monstrosity, totallycommitted to your race. Worse,you're still trappedinside your mind, unable resist, watching yourbody carry out horrible acts.

    The big problem with the goushok is how manythere are. They haven't attacked enough ships toattract the Terai's attention yet, but those few whoescape them describe huge, barnacle-like ships

    filled with hundreds of moaning goushok. What dothey want? Who knows?

    Goushok Newspawn Level 11 SkirmisherMedium humanoid XP 1,100Initiative +17 Senses Perception +17HP 110; Bloodied 55AC 35; Fortitude 36, Reflex 34, Will 33Speed 6STAN DA RD ACTIONS(BW) Slam (at-will)Attack: +26 vs. ACHit: 3d6 damage

    (W) Proboscis (at-will)Attack: +24 vs. ReflexEffect:Target is grabbed.

    Brain Drain (at-will)Attack:Targets the creature grabbed by the GoushokNewspawn'sproboscis attack. +22 vs. WillHit:The target takes its bloodied value in damage.Effect: If the target ends the encounter with 0 or fewerHP, it turns into a Goushok Newspawn.

    Goushok Mule Level 14 BruteMedium humanoid XP 1,400Initiative +20 Senses Perception +20HP 150; Bloodied 75AC 38; Fortitude 39, Reflex 37, Will 36Speed 6STAN DA RD ACTIONS(B) Acid Claws (at-will)Attack: +29 vs. ACHit: 2d6 acid damage, and make an immediate secondattack against the target.Second Attack: +27 vs. ACSecond Hit: 2d6 acid damage, and ongoing 10 aciddamage.

    Proboscis (at-will)Attack: +27 vs. ReflexHit: 1d8 damage, and the target is grabbed.

    Brain Drain (at-will)Attack:Targets the creature grabbed by the GoushokMule; +25 vs. WillHit:The target takes its bloodied value in damage.Effect: If the target ends the encounter with 0 or fewerHP, it turns into a Goushok Newspawn.

    Mighty Throw (at-will)Attack: +27 vs. ReflexHit: 1d8+8 damage, and the target is pushed 6 squares.

    Running the Goushok

    What do the goushok want? You can play this manyways, but here are a few options.

    The goushok could be essentially a virus: eachgoushok's primary goal is to turn non-goushok intogoushok. Once everything's a goushok...well, thatwould take quite a while. But that's bad enough.

    Or the goushok could be searching for a magicalartifact that will make them far more powerful.

    What if the goushok were created by another, morepowerful race, and are awaiting the command fromtheir fearsome masters before launching a full-scaleattack on the regular races of space?

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    Goushok Healer Level 16 ControllerMedium humanoid XP 1,500Initiative +22 Senses Perception +22HP 170; Bloodied 85AC 40; Fortitude 41, Reflex 39, Will 38Speed 6STAND AR D ACTIONS

    (B) Claws (at-will)Attack: +31 vs. ACHit: 4d6 poison damage and ongoing 15 poisondamage,

    Proboscis (at-will)Attack: +29 vs. ReflexHit: 1d8 damage, and the target is grabbed.

    Brain Drain (at-will)Attack:Targets the creature grabbed by the GoushokHealer; +25 vs. WillHit:The target takes its bloodied value in damage.Effect: If the target ends the encounter with 0 or fewerHP, it turns into a Goushok Newspawn.

    Toxic Spores (encounter)Attack: Area burst 5 within 5; targets enemies; +29 vs.FortitudeHit: 2d8 poison damage and 5 ongoing poison damage.

    Spores of Regeneration (encounter)Attack: Close burst 8Effect: All Goushok within the burst regain 20 HP.

    ZyoxidBlack Wyrms. Devil Dragons. Lifestealers. Sharksof Space. These are all names for the Zyoxid.

    A grown Zyoxid is a dark-skinned worm about sixmeters long. Scaled fins tipped with spikes run thelength of its body, enabling it to swim through theair when there's no gravity or slither along theground when there is.

    The head of a Zyoxid consists of a several close-set

    eye- and ear-stalks that sit behind of slaveringmaw of razor-sharp teeth, which the Zyoxid canextend outside of its mouth to rake across its prey.Worse, once they smell blood, they surge towardsit with renewed savagery.

    Anyone who stumbles on a Zyoxid is quicklygripped by fear. Turns out this isn't just becausethey're so ugly; their minds resonate with theirprey, dominating and frightening them.

    Zyoxids don't breathe, so they can live in spaceindefinitely. They feed on living creatures, and cango weeks between meals.

    A Zyoxid's only weakness is its relative stupidity.

    They're ruthless, vicious killers, but they appear tolack true sentience.

    Zyoxid Larva Level 15 MinionSmall aberrant beast XP 300Initiative +10 Senses Perception +6; darkvisionHP 1; a missed attack never damages a minion.AC 29; Fortitude 28, Reflex 27, Will 25Speed 7STAN DA RD ACTIONS

    (B) Bite (standard; at-will)Attack: +20 vs. ACHit: 12 damage.

    M INOR ACTIONSMurder From the Darkness (minor; encounter)Attack: Ranged 5; +18 vs. WillHit: 2d4+6 psychic damage.

    Zyoxid Adult Level 18 SoldierMedium aberrant beast XP 2,000Initiative +10 Senses Perception +16; darkvisionHP 180; Bloodied 90AC 34; Fortitude 31, Reflex 30, Will 29Speed 8STAN DA RD ACTIONS(B) Bite (standard; at-will)Attack: Reach 2

    Hit: +24 vs. AC; 1d10+8 damage.Rending Flesh (standard; at-will)Attack:Targets a bloodied creature; +23 vs. ReflexHit: 2d10+7 damage.

    M INOR ACTIONSMurder From the Darkness (minor; encounter)Attack: Close blast 5; targets enemies; +21 vs. WillHit: 1d8+6 psychic damage and the target is helpless(save ends).

    Zyoxid Horror Level 22 BruteMedium aberrant beast XP 4,100Initiative +18 Senses Perception +14; darkvisionHP 200; Bloodied 100AC 34; Fortitude 34, Reflex 34, Will 33Speed 8STAN DA RD ACTIONS(B) Bite (at-will)Attack: Reach 2; +25 vs. ACHit: 3d10+4 damage, and the target is grabbed.

    Rending Flesh (at-will)Attack:Targets a bloodied creature; +25 vs. ReflexHit: 4d6+8 damage.Effect: Each subsequent rending flesh attack by thiszyoxid horror against the same target while it isgrabbed deals an extra 1d6 damage, cumulative.

    M INOR ACTIONSAcid Spit (at-will; recharge 5-6)Attack: Area burst 2 within 10; targets enemies +23 vs.ReflexHit: 2d6+7 acid damage and ongoing 10 acid damage.Miss: 1d6+4 acid damage.

    Murder From the Darkness (encounter)

    Attack: Close blast 5; targets enemies; +23 vs. WillHit: 3d10+4 psychic damage and the target is dazed(save ends).

    TRIGGERED ACTIONSSavage Reaction (immediate reaction; when the ZyoxidHorror is damaged by a melee attack)

    If the Zyoxid Horror is not currently grabbing an enemy,it makes a bite attack against the creature that justdamaged it.

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    IncubatorsStories are told of ships that are full of crews oneday, then empty, bloody messes the next. Tales aretold of comrades who fall mysteriously ill, thenexplode into monstrous beasts that look like abeholder's insides.

    These are the incubators. Very few have seen oneand lived to describe it. Nobody knows how theyinfect crews.

    Early-Stage Incubator Level 21 BruteMedium aberrant beast XP 4,100Initiative +14 Senses Perception +16HP 180; Bloodied 90AC 33; Fortitude 34, Reflex 33, Will 32Resist 15 acidSpeed 8STAND AR D ACTIONS(B) Tentacle Slash (at-will)Attack: Reach 2; +26 vs. ReflexHit: 2d10+4 acid damage, and ongoing 5 acid damage

    (save ends).Bite (at-will)Attack: +26 vs. AC; 2d8 damage, and the target isgrabbed. Against a target grabbed by any incubator:another 1d8 damage.

    MINOR ACTIONSLook At That Thing (at-will; recharges on 5-6)Attack: +26 vs. Will;Hit: 2d10 psychic damage and the target is dazed (saveends).

    MOVE ACTIONSIt's Getting Away! (encounter)The incubator moves up to 15 squares.

    Late-Stage Incubator Level 24 ArtilleryLarge aberrant beast XP 6,200Initiative +17 Senses Perception +19HP 200; Bloodied 100AC 36; Fortitude 37, Reflex 36, Will 35Resist 15 acidSpeed 8STAND AR D ACTIONS(B) Tentacle Slash (at-will)Attack: Reach 3; +29 vs. ReflexHit: 2d10+8 acid damage, and make an immediatesecond attack against the target.Second Attack: +31 vs. ReflexSecond Hit: 2d8+4 acid damage, and ongoing 10 aciddamage (save ends).

    Whipping Tentacles (at-will)The incubator makes two tentacle slash attacks.

    Bite (at-will)Attack: +30 vs. AC

    Hit: 2d10 damage, and the target is grabbed. Against atarget grabbed by any incubator: another 1d10 damage.

    MINOR ACTIONSLook At That Thing (at-will; recharges on 5-6)Attack: +29 vs. WillHit: 3d10+6 psychic damage and the target is dazed(save ends).

    TRIGGERED ACTIONSAcidic Flesh (immediate reaction; when the incubator ishit with a melee attack)Attack: +27 vs. FortitudeHit: 1d12+4 acid damage, and 10 ongoing acid damage(save ends).

    Exploding Spine (immediate reaction; when theincubator is bloodied)

    Attack: Close burst 5; +29 vs. ReflexHit: 3d8+10 damage and the target is restrained(pinned to the ground by exploding shreds of bone).

    Space WhalesThese large creatures swim across space,apparently feeding on tiny creatures that float inthe vastness. However, they possess ateleportation ability, so pods soaring placidlythrough space are punctuated with individualwhales blinking in and out of the herd.

    Though normally placid unless threatened, duringthe mating season males and females both turninto violent killers.

    Moving close to a space whale is a strangeexperience, as they project a disturbing psychicaura. This makes them very valuable researchsubjects for arcanists and psionicists.

    Baby Space Whale Level 18 SkirmisherMedium aberrant beast XP 2,000Initiative +12 Senses Perception +20; low-lightvisionHP 170; Bloodied 85AC 32; Fortitude 33, Reflex 31, Will 29Speed 8, teleport 6STAN DA RD ACTIONS(B) Smash (standard; at-will)Attack: +21 vs. ReflexHit: 3d6+7 damage.

    Scalding Spout (standard; at-will)Attack: Reach 5; +21 vs. ReflexHit: 2d6+7 damage.

    MINOR ACTIONS

    Psychic Field (minor; recharge 5-6)Attack: Close burst 5Effect: Creates a zone of psychic energy that moveswith the baby space whale (sustain minor). Any creaturewithin the psychic field takes 10 psychic damage.

    Adult Space Whale Level 24 BruteMedium aberrant beast XP 4,100Initiative +19 Senses Perception +15; low-lightvisionPsychic Field aura 5; each creature within the aura takes15 psychic damage.HP 225; Bloodied 112AC 38; Fortitude 39, Reflex 37, Will 35Speed 8; teleport 6STAN DA RD ACTIONS(B) Smash (standard; at-will)

    Attack: +27 vs. ReflexHit: 3d8+9 damage.

    Scalding Spout (standard; at-will)Attack: Reach 5; +27 vs. ReflexHit: 2d8+9 damage.

    The GodsSome say that the void is the gods' graveyard.There are certainly many empty heavens and hellsin the void, and some of them still contain theremains of their former inhabitants. Indeed, someof the gods still live in remote corners of the void.

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    These godly haunts are opportunities for greatwealth and great danger. One might discover awarrior's hall, full of the old warriors' resting soulsand treasureresting, that is, until theadventurers find it.

    Moreover, most gods have many homes, so it is not

    unusual to stumble upon an empty utopia thatcurrently misses its god.

    The gods themselves are inscrutable. Some aremost likely to trick trespassing humans; others willannihilate them for daring to even see the gods'secret retreats.

    On the other hand, if the gods have retreats inspace, what are they retreating from?

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    Voidjumpers of Space, Evolved Release Themes of the Void 12

    Themes of theVoidSpace PirateYou areor werea savage mercenary of space.

    Your key attributes include Dexterity andCharisma.

    This theme works like a standard D&D 4E theme:at each specified level, you can choose a SpacePirate power instead of one of your class's powersat that level. You may use this list for re-trainingpowers, as well.

    Class Feature

    As a Space Pirate, you have access to the Pirate'sMarkclass feature.

    Once per turn, at the beginning of your turn, youcan designate any enemy within 10 squares asyour mark.

    This enemy takes a -2 penalty on all attacks thatdo not include you, and you take +2 on all attacksthat target onlythis enemy.

    This mark remains in effect until the end of theencounter, the mark is reduced to 0 HP or fewer,or you designate a different mark.

    You can only designate one enemy as your mark ata time. You can remove your mark (thus having noenemies marked) as a free action.

    Level 1 Abilities

    At first level, you may choose from these powersinstead of your class's first-level powers.

    Have At You! Space Pirate Attack 1

    You call out an insult and hack away at your foe.

    At-Will Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage.Miss: Dexterity modifier damage.

    You Can't Hit Me! Space Pirate Attack 1

    You nimbly leap out of the way as you slash at yourenemy.

    At-Will Martial, WeaponStandard Action Melee weaponTarget: One creatureSpecial: Shift up to 2 squares before your attackAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage.

    You're Going Down! Space Pirate Attack 1

    You snarl and push forward, knocking your foebackwards with the force of your blade.

    At-Will Martial, WeaponStandard Action Melee weaponTarget: One creature

    Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage, and youpush the target 1 square if it is your size, smallerthan you, or one category larger. You can shift intothe space that the target occupied.

    Try This On For Size! Space Pirate Attack 1

    Your foe is amazed at the flourish of your blade.

    Encounter Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage, and thetarget is dazed until the end of your turn.

    Grab the Line! Space Pirate Utility 1

    You grab a conveniently swinging rope and sail over yourenemies' heads.

    Encounter MartialMove ActionEffect: Fly up to 8 squares. Your movement mustend on a solid surface.

    Die, You Scum! Space Pirate Attack 1

    You hack away savagely at your foe.

    Daily Martial, WeaponTarget: One creature

    Attack: Dexterity vs. ReflexEffect: 2[W] + Dexterity modifier damage, plus 2ongoing damage (save ends).

    Level 2 Abilities

    At second level, you may choose the use of thefollowing power instead of a 2nd-level power fromyour class.

    Out Of My Way, Dogs! Space Pirate Attack 2

    You run past the closest wave of enemies, ignoring theirswinging blades.

    Encounter MartialMove Action

    Effect: Move up to your speed. All opportunityattacks made against you during your move actiontake a -2 penalty.Penalty is -5 at 11th level.Penalty is -8 at 21st level.

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    Level 3 Abilities

    I Won't Miss This Time! Space Pirate Attack 3

    Your strike hones in on your target.

    At-Will Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: Dexterity + 3 vs. ReflexHit: 1[W] + Dexterity modifier damage, and thetarget is dazed.

    Level 5 Abilities

    I Fight Better When I've Had a Few! Utility 5

    The grog flowing through your body lets you shrug offpain.

    Daily MartialMinor Action PersonalEffect: You regain the use of your second wind,and one ongoing effect on you immediately ends.

    Level 6 Abilities

    You gain an automatic +2 on all Bluff checks. Iftrained, you gain an additional +2 on all Bluffchecks.

    Level 7 Abilities

    Kiss The Mermaids For Me! Pirate Attack 7

    A vicious blow sends your enemy reeling.

    Encounter Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creature

    Attack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage, and thetarget is pushed up to 3 squares.

    Low Blow Space Pirate Attack 7

    You strike your enemy at a particularly sensitive spot.

    Encounter Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage, plus thetarget is dazed and takes 2 ongoing damage and a-2 penalty on attack rolls (save ends all three).

    Level 9 Abilities

    Curse Your Hide! Space Pirate Attack 9

    You utter a dire curse at your enemy, who doubles over inpain the more it attacks your allies.

    Daily MartialStandard Action Ranged 10Target: One creatureAttack: Charisma vs. WillHit: 1d10 psychic damage, and the targetcontractspirate's curse (see below).

    Pirate's Curse Space Pirate Level 9 Disease

    Improve DC 26; maintain DC 22; worsen DC 21 orlower.

    Stage 1: The curse is lifted from the target.Stage 2, Initial Effect: When the cursed targethits one of its enemies, the cursed target takes

    ongoing 5 psychic damage (save ends).Stage 3: When the cursed target hits one of itsenemies, the cursed target takes ongoing 10psychic damage (save ends).Stage 4, Final: The cursed target is weakened,and cannot make attacks.

    Level 10 Abilities

    Fight On! Space Pirate Utility 10

    You shout an encouraging word to your allies, who cheerand fight on.

    Daily MartialStandard Action Close burst 5

    Target: Each ally in burstEffect: Each ally can spend a healing surge andgains a +2 power bonus on their next attack.

    Level 13 Abilities

    Bloody Roar Space Pirate Utility 13

    Blood spatters on the deck of your ship, but with a hellishshout you are only more determined to fight.

    Encounter MartialFree Action PersonalTrigger: You are bloodied.Effect: You gain a +2 power bonus on all meleeattacks until the end of the encounter.

    Level 15 Abilities

    You'll Be Feeling This in the Morning! Attack15

    You make a savage thrust at an enemy.

    Daily Martial, WeaponStandard Action Melee or Ranged weaponTarget: One creatureAttack: Dexterity vs. ReflexHit: 3[W] + Dexterity modifier damage, andongoing 5 damage (save ends).

    You're All Mine! Space Pirate Attack 15

    You swing with a wide arc, hitting all the enemies aroundyou.

    Daily Martial, WeaponStandard Action Close burst 1Target: All enemies in the burstAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage.

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    Level 16 Abilities

    Choose Diplomacy or Streetwise. From this pointforward, you gain an automatic +4 on all checksusing this skill. If trained, you gain an additional+2 on all checks using this skill.

    Level 17 Abilities

    I'm Not Left-Handed, Either! Pirate Attack 17

    Your display of martial prowess frightens your enemywitless.

    Encounter Martial, WeaponStandard Action Ranged 5Target: One enemyAttack: Charisma vs. WillHit: 3[W] + Charisma modifier psychic damage,and the target is dazed and unable to make attacksthat include you until the end of your next turn.

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    Voidjumpers of Space, Evolved Release Themes of the Void 15

    Void ArcanistThe void provides a clarity that is of great use tomagic users. Some use this clarity to plumb thedepths of magic and learn strange spells availableonly to those who have spent time in the spaces

    between worlds.

    Fear-based blast and burst attacks dealing psychicdamage, walls of protection, and movement-basedabilities (specifically, teleportation). Sprinkle insome force- and cold-based attacks.

    Intelligence is your key attribute.

    This theme works like a standard D&D 4E theme:at each specified level, you can choose a VoidArcanist power instead of one of your class'spowers at that level. You may use this list for re-training powers, as well.

    Class FeatureYour strange powers give you a small measure ofcontrol over your own luck.

    Strange Fortune Void Arcanist Utility

    With a wry smile, you turn failure into success.

    DailyImmediate, InterruptTrigger: You fail on any saving throw.Effect: Re-roll and use whichever roll is highest.

    Level 1 Abilities

    Psychic Blow Void Arcanist Chant 1

    You unleash a psychic blow on your enemy.

    At-Will ArcaneStandard Action Ranged 5Target: One creatureAttack: Intelligence vs. ACHit: 1[W] + Intelligence modifier psychic damage.

    Psychic Blast Void Arcanist Chant 1

    You unleash a psychic blast on your enemy.

    At-Will ArcaneStandard Action Area burst 1 within 5squaresTarget: Every creature in blast

    Attack: Intelligence vs. ACHit: 1d6 + Intelligence modifier damage.

    Wall of Shadow Void Arcanist Chant 1

    A shadowed wall springs up between you and yourenemies.

    Encounter ArcaneStandard Action Area wall 5 within 10squares

    Effect: You conjure a wall of shadow that lasts untilthe end of your next turn. This wall grantsconcealment to enemies on the other side of thewall. If a creature enters the wall's space or startsits turn there, it takes 1d6 + Intelligence modifiershadow damage.

    Blink Step Void Arcanist Utility 1

    You move to any position on the battlefield at will.

    Daily Arcane, TeleportationMinor Action PersonalEffect: All your move actions become teleportsuntil the end of the encounter.

    Level 3 Abilities

    Cold of Space Void Arcanist Chant 3

    The temperature in the room drops precipitously.

    Encounter ArcaneStandard Action Area burst 2 within 10Target: Each creature in burstAttack: Intelligence vs. WillHit: 2d6 + Intelligence modifier cold damage.

    Level 5 Abilities

    Hideous Visions Void Arcanist Chant 5

    A shadowed wall springs up between you and yourenemies.

    Encounter ArcaneStandard Action Area burst 2 within 10Target: Each creature in burstAttack: Intelligence vs. WillHit: 1d8 + Intelligence modifier damage, andongoing 5 psychic damage (save ends).Effect: The burst creates a zone of hideous visionsthat blocks line of sight until the end of your nextturn. Creatures that enter the zone or start theirturns there take 1d8 + Intelligence modifier psychicdamage, and ongoing 5 psychic damage (saveends). As a move action, you can move the zone upto 5 squares.

    Sustain Minor: The zone persists.

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    Level 7 Abilities

    Vortex Wall Void Arcanist Chant 7

    A strange, twisting wall of swirling energy springsappears.

    Encounter ArcaneStandard Action Area wall 10 within 10Effect: You conjure a wall of dark vortexes (sustainminor). Objects and creatures on the other side ofthe wall are lightly concealed. If a creature entersthe wall's space or starts its turn there, it takes 2d6+ Intelligence modifier psychic damage.

    Level 9 Abilities

    Mists of Fear Void Arcanist Chant 9

    A mist rises from the floor, disorienting your enemies.

    Daily ArcaneStandard Action Area burst 3 within 20Attack: Intelligence vs. WillHit: 2d6 + Intelligence modifier psychic damage,and ongoing 5 psychic damage (save ends).Sustain Minor: The mist persists as a zone,making another attack.

    Seeds of Confusion Void Arcanist Chant 9

    An enemy becomes confused and lashes out at one of itsallies.

    Daily ArcaneStandard Action Ranged 10Attack: Intelligence vs. WillEffect: The target takes 1d12 + Intelligencemodifier damage and uses an at-will power of yourchoice against one enemy of your choice.

    Level 10 Abilities

    Arrange Yourselves Thusly Arcanist Utility 10

    Your allies are suddenly in completely different places onthe battlefield.

    Daily Arcane, TeleportationStandard Action Close burst 8Effect: Any willing ally in the burst canimmediately teleport to any empty square withinthe burst. Each ally affected by this power gains a+2 power bonus on its first attack next turn.

    GoThere

    Void Arcanist Utility 10Your enemies are suddenly in completely different placeson the battlefield.

    Daily Arcane, TeleportationStandard Action Close burst 8Effect: Immediately teleport up to 5 enemies youchoose in the burst to any empty squares youchoose within the burst. Each enemy chosen mustbe moved to a different square. Each enemyaffected by this power takes a -2 penalty to AC andReflex until the end of your next turn.

    Level 13 Abilities

    Wall of Force Void Arcanist Utility 13

    You create a solid wall.

    Encounter ArcaneStandard Action Area wall 10 within 15Effect: You conjure a solid wall of force. This wallgrants total concealment to enemies on the otherside of the wall. The wall can be destroyedprematurely if it takes 10 points of force damage.Sustain Minor: The wall persists.

    Level 15 Abilities

    Disintegrating Shield Void Arcanist Utility 15

    You are momentarily surrounded by a shimmering auraof darkness that swallows up any missiles that enter it.

    Daily ArcaneStandard Action PersonalEffect: Until the end of your next turn, you gain a+5 power bonus to all defenses. If you move, thiseffect ends.

    Level 16 Abilities

    Choose Bluff or Intimidate.

    You gain an automatic +3 on all checks using thisskill. If trained, you gain an additional +3 on allchecks using this skill.

    Level 17 Abilities

    Shadow Foe Void Arcanist Utility 17

    A creature appears within your enemies' rank. Theyswing wildly at it, but their weapons slice throughnothingness.

    Encounter ArcaneStandard Action Ranged 15Effect: You summon an insubstantial creaturewithin 15 squares. This creature has no HP and nodefenses, cannot take damage, and cannot causedamage. At the start of its turn, choose an enemyadjacent to the creature and make a +16 vs. Willattack. If successful, the enemy must attack thecreature on the enemy's next turn.Sustain Minor: The creature persists.

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    Spectral Ally Void Arcanist Chant 17

    A shadowy, feral creature appears next to you. You pointat an enemy, and your new servant leaps to attack.

    Encounter ArcaneStandard Action PersonalEffect: You summon a creature in an adjacent

    square. This creature has half your maximum HPand half all your defenses and ability scores, and aspeed and fly of 7. Despite its spectral nature, ittakes damage normally.This creature also inherits your basic melee andbasic ranged attacks, exactly as they are when yousummoned the creature.Sustain Minor: The creature persists.

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    Voidjumpers of Space, Evolved Release A Gallery of Voidjumpers 18

    A Gallery ofVoidjumpers

    Voidhopper (Skiff)Level: 2HP: 20 (Bloodied 10)AC: 17Fortitude: 13Size: 1 squareSpeed: 7Actions: 1Max occupants: 12

    Voidhoppers are common pleasure craft for thewealthy, agile but able to seat plenty of friends.

    Stiletto (Fighter)

    Level: 3HP: 25 (Bloodied 12)AC: 15Fortitude: 13Size: 1 squareSpeed: 7Actions: 1Max crew: 2

    Small Lightning Cannon Level 3A small cannon fires a bolt of lightning at enemies.HP 30; Bloodied 15AC 17; Fortitude 15Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 damage. On a

    successful hit, this weapon can take no actions until theend of its next turn.

    Stilettos are small and cheap in every sense.

    Brainstealer (Fighter)Level: 4HP: 35 (Bloodied 17)AC: 16Fortitude: 14Size: 1 squareSpeed: 7Actions: 1Max crew: 2

    Tentacles Level 4Your ship has tentacles. It's that simple.HP 40; Bloodied 20AC 18; Fortitude 16Tear to Pieces (standard; at-will)

    Reach 2; +10 vs. AC; 1d8+4 damage.

    Used only by the Brain Lords, a brainstealer is astrange, egg-shaped craft fronted by six wavingtentacles.

    Kaiken (Fighter)Level: 5HP: 45 (Bloodied 22)AC: 19Fortitude: 17Size: 1 squareSpeed: 8Actions: 1Max crew: 2

    Flame Bolter Level 5A bolt of flame leaps across the blackness.HP 50; Bloodied 25AC 19; Fortitude 17Bolt of Flame (standard; at-will)

    Ranged 15; +12 vs. AC; 1d10+4 damage.

    If you come across a fighter in space, it's mostlikely to be a dagger-shaped kaiken, which hasproved to be the best all-around design.

    Brute Fist (Brute Fighter)Level: 3HP: 20 (Bloodied 10)AC: 15Fortitude: 13Size: 1 squareSpeed: 6Actions: 1Max crew: 2

    Lightning Blaster Level 3Fires an orb of lightning at an enemy.HP 30; Bloodied 15AC 17; Fortitude 15Lightning Blast (standard; at-will)

    Ranged 15; +11 vs. AC; 2d6+2 damage.Overcharge (standard; encounter)

    Blast 5 within 15; +9 vs. Fortitude; 2d8 damage. On asuccessful hit, this weapon can take no actions until theend of its next turn.

    Brute fighters may not have much in the way ofarmor, but they unleash devastating damage withtheir lightning blasters.

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    Lightskimmer (Cruiser)Level: 3HP: 30 (Bloodied 15)AC: 17Fortitude: 15Size: 1x2 squaresSpeed: 6Actions: 4Skeleton crew: 1 (pilot)Max crew: 6Max occupants: 10

    Mechanical Saboteur Level 3Small automatons leap from your ship to your enemy,attempting to sabotage it.HP 30; Bloodied 15AC 17; Fortitude 15Launch Automatons (standard; at-will)

    +9 vs. AC; 1d8+2 damage.

    Force Cannon (2) Level 3Launches waves of pure force at enemy ships.HP 30; Bloodied 15AC 17; Fortitude 15Wave of Power (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8+2 force damage.Wall of Force (standard; encounter)Targets up to 3 ships. Ranged 15; +9 vs. Fortitude;2d8+4 force damage, and the target is weakened (saveends).

    Crossbow Level 3Launches a large, metal-tipped bolt at an enemy.HP 30; Bloodied 15AC 17; Fortitude 15Launch Bolt (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8+2 damage.Flaming Bolt (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 fire damage, and 2 ongoingfire damage.

    This small cruiser is much-loved by small-timetraders and bounty hunters.

    Clipper (Cruiser)Level: 5HP: 50 (Bloodied 25)AC: 19Fortitude: 17Size: 1x2 squaresSpeed: 6Actions: 4Skeleton crew: 1 (pilot)Max crew: 4Max occupants: 10

    Mechanical Saboteur Level 5Small automatons leap from your ship to your enemy,attempting to sabotage it.HP 50; Bloodied 25AC 19; Fortitude 17Launch Automatons (standard; at-will)

    +9 vs. AC; 1d8+2 damage.

    Flame Cannon Level 5Launches orbs of fire at enemy ships.HP 50; Bloodied 25AC 19; Fortitude 17Orb of Fire (standard; at-will)

    Ranged 15; +14 vs. AC; 1d8+2 radiant damage.Orbs of Fiery Death (standard; encounter)Targets up to 3 ships. Ranged 15; +14 vs. Fortitude;2d8+4 fire damage, and ongoing 10 fire damage (saveends).

    Mechanical Eye (2) Level 5A large eye leaps from your ship and hovers somedistance from it, unleashing deadly rays at enemies.HP 50; Bloodied 25AC 19; Fortitude 17Speed 7Radiant Beam (standard; at-will)

    +9 vs. AC; 1d8+2 radiant damage.Sweep of Light (standard; encounter)

    Burst 5; +9 vs. AC; 1d8+2 radiant damage.Bloody Explosion (standard; daily)The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 aciddamage. The eye cannot be used until a new one isgrown overnight.

    The sleek clipper is the go-to model for cruisers.You've really arrived as an adventurer if you man aclipper.

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    Peacekeeper Patroller (Cruiser)Level: 7HP: 70 (Bloodied 35)AC: 21Fortitude: 19Size: 1x3 squaresSpeed: 6Actions: 4Skeleton crew: 1 (pilot)Max crew: 6Max occupants: 10

    Ram Level 7A serrated steel projection juts out from the front of yourship.HP 70; Bloodied 35AC 21; Fortitude 19Slam (standard; at-will)

    +10 vs. AC; 1d6+4 damage.Rip (standard; at-will)Targets a ship hit the previous turn by this ship's Slamattack. +12 vs. AC; 2d6+4 damage.

    Small Lightning Cannon (3) Level 7A small cannon fires a bolt of lightning at enemies.HP 70; Bloodied 35AC 21; Fortitude 19Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 lightning damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. Ona successful hit, this weapon can take no actions untilthe end of your next turn.

    These specialized cruisers are used exclusively bythe Peackeepers (p30). They're not powerful, butthey know how to call for backup.

    Shellback (Light Freighter)Level: 2HP: 50 (Bloodied 25)AC: 16Fortitude: 14Size: 1x3Speed: 5Actions: 2Skeleton crew: 1Max crew: 2Max occupants: 30

    Mechanical Saboteur Level 1Small automatons leap from your ship to your enemy,attempting to sabotage it.

    HP 11; Bloodied 5AC 15; Fortitude 13Launch Automatons (standard; at-will)

    +9 vs. AC; 1d8+2 damage.

    Grapeshot Cannon Level 4Fires a burst of heavy balls. Devastating at short ranges.HP 40; Bloodied 20AC 18; Fortitude 16Grapeshot Blast (standard; at-will)

    Reach 2; +8 vs. AC; 1d8+6 damage.

    Humpback (Medium Freighter)Level: 3HP: 70 (Bloodied 35)AC: 17Fortitude: 15Size: 1x4 squaresSpeed: 4Actions: 3Skeleton crew: 1Max crew: 3Max occupants: 40

    Saw Blade Level 3Spinning saws are embedded in your ship, that dotremendous damage to adjacent ships.HP 50; Bloodied 25AC 17; Fortitude 15Spinning Saws of Death (standard; at-will)

    +7 vs. Reflex; 1d6+8 damage.

    Armed Horror Level 3An arm attached to your ship reaches out and claws atenemies.HP 60; Bloodied 30AC 17; Fortitude 15Horror Claw (standard; at-will)

    +8 vs. AC; 1d6+4 damage.

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    Heavy Hauler (Heavy Freighter)Level: 5HP: 110 (Bloodied 55)AC: 19Fortitude: 17Size: 2x4 squaresSpeed: 4Actions: 3Skeleton crew: 1Max crew: 5Max occupants: 80

    Mechanical Saboteur Level 5Small automatons leap from your ship to your enemy,attempting to sabotage it.HP 11; Bloodied 5AC 15; Fortitude 13Launch Automatons (standard; at-will)

    +9 vs. AC; 1d8+2 damage.

    Ram Level 5A serrated steel projection juts out from the front of yourship.HP 50; Bloodied 25AC 19; Fortitude 17Slam (standard; at-will)

    +10 vs. AC; 1d6+4 damage.Rip (standard; at-will)Targets a ship hit the previous turn by this ship's Slamattack. +12 vs. AC; 2d6+4 damage.

    Eye of the Beholder Level 5A large eye leaps from your ship and hovers somedistance from it, unleashing deadly rays at enemies.HP 50; Bloodied 25AC 19; Fortitude 17Speed 7Radiant Beam (standard; at-will)

    +9 vs. AC; 1d8+2 radiant damage.Telekinesis (standard; at-will)

    +9 vs. AC; 1d8+2 force damage.Bloody Explosion (standard; daily)The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 aciddamage.

    Small Guard Post (GuardStation)

    Level: 2HP: 30 (Bloodied 15)AC: 16

    Fortitude: 14Size: 2x2 squaresSpeed: 0Actions: 2Skeleton crew: 1Max crew: 20Max occupants: 20

    Small Lightning Cannon Level 5A small cannon fires a bolt of lightning at enemies.HP 50; Bloodied 25AC 19; Fortitude 17Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 lightning damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. Ona successful hit, this weapon can take no actions until

    the end of your next turn.

    Holding Ray Level 5A ray leaps out from the station, grabbing a ship in itsgrip.HP 50; Bloodied 25AC 19; Fortitude 17Grabber Beam (standard; at-will)

    +10 vs. AC; 5 force damage, and the target isimmobilized (save ends).

    Standard Guard StationLevel: 5HP: 75 (Bloodied 37)AC: 19Fortitude: 17

    Size: 2x2 squaresSpeed: 0Actions: 2Skeleton crew: 1Max crew: 20Max occupants: 20

    Small Lightning Cannon Level 5A small cannon fires a bolt of lightning at enemies.HP 50; Bloodied 25AC 19; Fortitude 17Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 lightning damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. Ona successful hit, this weapon can take no actions untilthe end of your next turn.

    Holding Ray Level 5A ray leaps out from the station, grabbing a ship in itsgrip.HP 50; Bloodied 25AC 19; Fortitude 17Grabber Beam (standard; at-will)

    +10 vs. AC; 5 force damage, and the target isimmobilized (save ends).

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    Guard Installation (GuardStation)

    Level: 10HP: 150 (Bloodied 75)AC: 24Fortitude: 22

    Size: 3x3 squaresSpeed: 0Actions: 3Skeleton crew: 1Max crew: 45Max occupants: 45

    Small Lightning Cannon Level 5A small cannon fires a bolt of lightning at enemies.HP 50; Bloodied 25AC 19; Fortitude 17Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 lightning damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. Ona successful hit, this weapon can take no actions untilthe end of your next turn.

    Holding Ray Level 5A ray leaps out from the station, grabbing a ship in itsgrip.HP 50; Bloodied 25AC 19; Fortitude 17Grabber Beam (standard; at-will)

    +10 vs. AC; 5 force damage, and the target isimmobilized (save ends).

    Blockade Runner (Corvette)This ship's been optimized for the more, er,exciting aspects of life. It can store massiveamounts of cargomore than a large freighterand has comfortable living quarters for special

    guests.

    Level: 7HP: 70 (Bloodied 35)AC: 21Fortitude: 19Size: 1x3 squaresSpeed: 5Actions: 5Skeleton crew: 10Max crew: 30Max occupants: 10Resist: 7 fire

    Grapeshot Cannon Level 4Fires a burst of heavy balls. Devastating at short ranges.HP 40; Bloodied 20

    AC 18; Fortitude 16Grapeshot Blast (standard; at-will)

    Reach 2; +8 vs. AC; 1d8+6 damage.

    Lightning Blast Cannon Level 11Fires a coiled blast of lightning at the enemy.HP 110; Bloodied 55AC 25; Fortitude 23Lightning Blast (standard; at-will)

    Ranged 20; +16 vs. AC; 1d8+6 lightning damage.Lightning Ball of Death (standard; encounter)

    Ranged 20; +15 vs. Fortitude; 2d8+6 damage. On asuccessful hit, this weapon can take no actions until theend of your next turn.

    Blinding Ray Level 13A dish stores energy from the passing suns and blasts it

    at enemies.HP 130; Bloodied 65AC 27; Fortitude 25Ray (standard; at-will)

    Ranged 20; +18 vs. AC; 2d4+7 fire damage.Blinding Blast (standard; daily)

    Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage.On a successful hit, this weapon can take no actionsuntil the end of your next turn.

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    Demoncrawler (Destroyer)Level: 18HP: 200Size: 2x3 squaresSpeed: 4Actions: 5Skeleton crew: 25Max crew: 50Max occupants: 200Resist: 20 fireDemonic Despair aura 10; all enemy creatures onboardships within 5 squares of the Demoncrawler (even if partsof those ships are not within the 5-square limit) take a -5penalty to Will.

    Blinding Ray (2) Level 13A dish stores energy from the passing suns and blasts itat enemies.HP 130; Bloodied 65AC 27; Fortitude 25Ray (standard; at-will)

    Ranged 20; +18 vs. AC; 2d4+7 fire damage.

    Blinding Blast (standard; daily)Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage.On a successful hit, this weapon can take no actionsuntil the end of your next turn.

    Cannon (2) Level 23Fires a ball or mortar using a combustible powder.HP 230; Bloodied 115AC 28; Fortitude 26Cannon Blast (standard; at-will)

    Ranged 20; +29 vs. AC; 3d6+2 damage.

    Catapult Level 25Launches a projectile on an arc.HP 250; Bloodied 125AC 27; Fortitude 25Fiiiiire! (standard; at-will)

    Ranged 20; +30 vs. AC; 2d4+10 damage.Acid Projectile (standard; at-will)

    +28 vs. Fortitude; 2d4+7 acid damage, and ongoing 10acid damage (save ends).

    Flaming Projectile (standard; at-will)+28 vs. Fortitude; 2d4+7 fire damage, and ongoing 10fire damage (save ends).

    Wail of Bondage Level 25A pitiful creature, folded within a tight cage, wails eerily.HP 250; Bloodied 125AC 27; Fortitude 25Horrible Wail (standard; at-will)

    Close blast 5; +30 vs. Will; 2d4+10 psychic damage.Tortured Scream (standard; encounter)

    +32 vs. Will; 2d4+7 psychic damage, and ongoing 10psychic damage (save ends).

    Ship Combat RulesCombat rules for ships in space work almostexactly the same as person-to-person combatrules, except as noted in this section.

    Movement and PositioningEach ship takes up at least one square on a 1grid. One inch on the grid is equivalent to about 50feet.

    Ships may overlap each other on the grid,representing one ship sailing above another.

    You are free to simulate 3-dimensional positioning,but this is unreasonable to assume for most playergroups. All these rules will work for either 2-dimensional or 3-dimensional movement.

    The ship's orientation does not affect the ability tofire any of its weapons. Players may, at any time,

    change the square on their ship from which theirweapons are being fired. This prevents the need totrack the exact location of each weapon on eachship.

    At the end of a ship's move action, its pilot maychange its orientation by 90 degrees.

    You are free to assume that ships can only moveforward in one direction, and must be turned asthrough navigating through water. For simplicity'ssake, this document assumes that ships are notlimited in that way, and can move in any directionwithout turning.

    ActionsEach ship can take several standard actions, oneper weapon. TheActionsstat lists the maximumnumber of standard actions that the ship can takeper turn, as limited by the size of the crew.

    There must be at least one conscious crew-member for each standard action taken by a shipeach turn. If a ship can take 5 standard actionsmaximum, but at the beginning of its turn has 3conscious crew members, it can only take 3standard actions during that turn.

    If the pilot is unconscious, the ship can take noactions.

    Initiative and DefensesEach ship has its own AC and Fortitude. It takesthe Initiative, Reflex, and Will scores of its pilot(the magic user who is controlling the ship'sIllumar).

    Each weapon takes the Initiative, Reflex, and Willscores of the character using that weapon.

    If the pilot becomes unconscious during a battle,

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    the ship's Reflex and Will defenses are set to halftheir normal values. If no pilot is controlling avessel, its Initiative, Reflex, and Will are 0.

    Ship-board Weapons

    Each weapon on-board a ship must be controlledby a sentient creature.

    Each weapon on a ship can also be the target of anattack, with a negative on the attack roll equal tothe smallest number of empty squares between theattacking and target ships. So, a ship 2 squaresaway from another would take a -2 when targetinga specific weapon on another ship.

    When targeting a ship's weapon, use the weapon'sdefenses.

    DamageShips and ship-based weapons can only be

    damaged by ship-based weapons, or close and areaattacks that damage objects. When a ship isbloodied, all attacks made within the confines ofthat shipincluding those made with ship-boardweaponstake a -2 penalty on attack rolls.

    Each hit point of ship damage can be repaired withone man-hour of work. Ships do not have healingsurges, and cannot recover damage in any wayother than by repair.

    When a ship is reduced to 0 or fewer hit points, itcannot move and all its weapons cannot fire.

    Ships do not have healing surges.

    ConditionsShips can only be subject to the following ongoingconditions:

    Blinded

    Immobilized

    Restrained

    Slowed

    Surprised

    Weakened

    If a ship takes a condition, all weapons also takethat condition. The pilot performs the saving roll toshake the condition on his or her turn, and ifsuccessful, the condition is lifted from the ship andall its weapons instantly.

    Character Actions DuringBattle

    Individual characters other than the pilot may takeactions during a ship-to-ship fight (particularly

    while grappling with another ship). Initiative isrolled normally.

    It is sometimes convenient to begin a battle byrolling initiative only for ships, and allowing allweapons on these ships to fire simultaneouslyduring its turn. Later, when players want to get

    their characters into the conflict, you can roll fortheir initiative.

    GrapplingGrappling between ships literally involvesgrappling hooks. All ships come with at least onegrappling hook.

    To grapple a ship, make an attack with a bonusequal to your ship's level against the Reflex of aship that is 3 or fewer squares from your ship. Aship may attempt to break a grapple using itspilot's Wisdom modifier plus half the pilot's levelagainst the Fortitude of the grappling ship.

    Characters on a ship that is grappling another (nomatter which ship initiated the grapple)automatically gain access to the leappower. At thebeginning of a character's turn, a successfulAthletics check with a moderate difficulty allowsthe character to leaponto a grappled ship as amove action. That character must place him orherself on a square on-board the enemy ship asclose as possible to the ship from which thatcharacter leaped. The character may then actnormally while aboard the other ship.

    If a creature is using a ship-board weapon, asuccessful personal grapple check can be used by

    another creature to pull that creature 1 squareaway from the weapon, freeing it for anyone's use.

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    Voidjumpers of Space, Evolved Release Ship Classes 26

    Ship ClassesSkiffA skiff's a small, agile craft, perfect for runningsmall cargo past police forces.

    Level: 2 to 3

    HP: 20 to 30

    Size: 1 square

    Speed: 7

    Standard actions: 0

    Skeleton crew: 1

    Maximum crew/occupants: 4

    Weapons available: None

    Life BoatMost larger ships carry small life boats, allowingpassengers and crew to escape when troublebrews. Life boats typically carry between 2 and 15occupants, and very few have engines. You'reexpected to sit and wait for help to arrive.

    Level: 1

    HP: 10

    Size: 1 square

    Speed: 4

    Standard actions: 0

    Maximum crew/occupants: 15

    Weapons available: None

    FighterTo be honest, most fighters exist mainly to frightenoff casual pirates. Fighters won't make adifference in a serious fight between two largeforces.

    However, a few fighters can sometimes take on acruiser if it's unescorted.

    Level: 2 to 5

    HP: Level x 10 - 5

    Size: 1 square

    Speed: 7

    Standard actions: 1

    Maximum crew/occupants: 2 (pilot, plus co-pilot orbombardier)

    Weapons available: 1, Melee or Small Magical

    Brute FighterSometimes, you need a small ship that can pack alot of punch. Brute fighters have much morepowerful weapons than a typical fighter, but havemuch less HP. You just hope the battle won't lastlong enough to worry about it.

    Level: 2 to 5

    HP: Level x 5 + 5

    Size: 1 square

    Speed: 7

    Standard actions: 1

    Maximum crew/occupants: 2 (pilot, plus co-pilot orbombardier)

    Weapons available: 1, Melee or Small Magical

    FreighterA freighter has one job: get stuff from one spot toanother. Serious caravans of freighters will beaccompanied by corvettes, cruisers, or fighters.

    Level: 2 to 5

    HP: Level x 20 + 10

    Size: 1x3 to 2x4 squares

    Speed: 5 (levels 2-3) or 4 (levels 4-5)

    Standard actions: 2 (levels 2-3); 3 (levels 4-5)

    Skeleton crew: 1

    Maximum crew/occupants: 10 x number of squares

    occupied

    Weapons available: 2 to 3, Melee

    Guard StationIf you're running a rich planet, sitting in a vastuniverse of money-grubbing adventurers, you wantto know who's passing by. Thus the use of guardoutposts, which usually house between ten andfifty guards, a few skiffs, and maybe a fighter. Anoutpost's purpose is simple: check on anyonecoming near a world. Most wealthy worlds have atleast a few outposts nearby, and require anyincoming ships to stop for some kind of inspection.

    Level: 2 to 10

    HP: Level x 15

    Size: 2x2 to 3x3 squares

    Speed: 0

    Standard actions: 2 (levels 2-5); 3 (levels 6-10)

    Skeleton crew: 1

    Maximum crew/occupants: 5 x number of squaresoccupied

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    Weapons available: 2 to 3, Small magical, Largemagical, or Physical

    CruiserThese are probably the most common ship type in

    space, due to their extreme flexibility. They canfight, haul modest amounts of cargo, and host afew passengers. Most adventurers gravitatetowards cruisers.

    Level: 3 to 7

    HP: Level x 10

    Speed: 6

    Standard actions: 4

    Size: 1x2 squares (levels 3-5) or 1x3 squares(levels 6-7)

    Skeleton crew: 1 (pilot)

    Maximum crew/occupants: Level x 2

    Weapons available: 4, Melee or Small Magical

    CorvetteThis medium-sized ship class can be used foranything. Some say it's mediocre in every respect;others say that it does nothing poorly.

    Level: 6 to 8

    HP: Level x 10

    Size: 1x3 squares

    Speed: 5

    Standard actions: 5

    Skeleton crew: 10

    Maximum crew/occupants: Level x 2 + 10

    Weapons available: 5, Melee or Large magical

    DestroyerNobody wants to take on a destroyer in anythingexcept another destroyer.

    Level: 9 to 10

    HP: Level x 12

    Size: 2x3 squares

    Speed: 4

    Standard actions: 6

    Skeleton crew: 25

    Maximum crew/occupants: hundreds

    Weapons available: 6, Large magical or Physical

    Dwarven Space FortressLevel: 12

    HP: 150

    Size: 5x5 squares

    Speed: 3Standard actions: 8

    Weapons available: 8, Small magical, Largemagical, or Physical

    Terai City ShipThese living ships are made entirely of live wood,grown and warped into beautiful, swooping shapesthat house hundreds of Terai and their attendants.

    Level: 15

    HP: 200

    Size: 10x10 squares

    Speed: 5

    Standard actions: 8

    Weapons available: 8, Large magical or Physical

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    The Weapons ofSpace

    Craft capable of voidjumping can be outfitted witha wide range of weapons, each of which isseparated by type and level.

    Melee WeaponsThese weapons can only be used within one or twosquares of another ship, and thus are effectivelymelee by space standards.

    Mechanical Saboteur Level 1Small automatons leap from your ship to your enemy,attempting to sabotage it.HP 11; Bloodied 5AC 15; Fortitude 13Launch Automatons (standard; at-will)

    +9 vs. AC; 1d8+2 damage.

    Saw Blade Level 2Spinning saws are embedded in your ship, that dotremendous damage to adjacent ships.HP 20; Bloodied 10AC 16; Fortitude 14Spinning Saws of Death (standard; at-will)

    +7 vs. Reflex; 1d6+8 damage.

    Armed Horror Level 3An arm attached to your ship reaches out and claws atenemies.HP 30; Bloodied 15AC 17; Fortitude 15Horror Claw (standard; at-will)

    +8 vs. AC; 1d6+4 damage.

    Grapeshot Cannon Level 4Fires a burst of heavy balls. Devastating at short ranges.HP 40; Bloodied 20AC 18; Fortitude 16Grapeshot Blast (standard; at-will)

    Reach 2; +8 vs. AC; 1d8+6 damage.

    Ram Level 5A serrated steel projection juts out from the front of yourship.HP 50; Bloodied 25AC 19; Fortitude 17Slam (standard; at-will)

    +10 vs. AC; 1d6+4 damage.Rip (standard; at-will)Targets a ship hit the previous turn by this ship's Slamattack. +12 vs. AC; 2d6+4 damage.

    Tentacles Level 6Your ship has tentacles. It's that simple.HP 60; Bloodied 30AC 20; Fortitude 18Tear to Pieces (standard; at-will)

    Reach 2; +10 vs. AC; 1d8+4 damage.

    Small Magical WeaponsThese weapons may have nearly as long a range aslarger weapons, but won't do quite as muchdamage. Due to their compact size, however, theycan fit on smaller craft like fighters and cruisers.

    Smoke Grenade Launcher Level 3Space fills with smoke, obscuring you from your enemies.HP 30; Bloodied 15AC 18; Fortitude 16Blast of Smoke (standard; at-will)

    Creates a burst 5 zone of smoke within 10. Anything inthis zone is heavily obscured. The zone does notmove

    with the ship.Pillar of Smoke (standard; at-will)Creates a rectangle of smoke 5 squares wide and 10squares long (save ends), of which one edge must touchone edge of the ship. Anything in this zone is heavilyobscured. The zone moves with the ship.

    Small Lightning Cannon Level 4A small cannon fires a bolt of lightning at enemies.HP 40; Bloodied 20AC 18; Fortitude 16Lightning Strike (standard; at-will)

    Ranged 15; +9 vs. AC; 1d8 damage.Lightning Surge (standard; encounter)

    Ranged 15; +8 vs. Fortitude; 2d8 damage. On asuccessful hit, this weapon can take no actions until theend of your next turn.

    Goop Launcher Level 5Launches orbs of goop at enemy ships.HP 50; Bloodied 25AC 19; Fortitude 17Goop Blast (standard; at-will)

    Ranged 15; +10 vs. AC; 1d8 damage. One weapon ofyour choice on the enemy's ship is disabled and cannotfire (save ends).

    Mage Amplification Cannon Level 6Launches orbs of fire at enemy ships.HP 60; Bloodied 30AC 20; Fortitude 18Mage Attack(standard; at-will; recharge 5-6)

    One conscious creature on the ship may choose one ofhis or her at-will or encounter powers that has the

    Arcane keyword and is level 6 or lower. This power maybe used against a ship. Any effects outside of the ruleslisted in Ship Combat Rules(p23) are ignored.

    Flame Cannon Level 8Launches orbs of fire at enemy ships.HP 80; Bloodied 40AC 22; Fortitude 20Orb of Fire (standard; at-will)

    Ranged 15; +14 vs. AC; 1d8+2 radiant damage.Orbs of Fiery Death (standard; encounter)Targets up to 3 ships. Ranged 15; +14 vs. Fortitude;2d8+4 fire damage, and ongoing 10 fire damage (saveends).

    Large Magical Weapons

    These weapons are suitable for any larger craft.

    Lightning Blast Cannon Level 11Fires a coiled blast of lightning at the enemy.HP 110; Bloodied 55AC 25; Fortitude 23Lightning Blast (standard; at-will)

    Ranged 20; +16 vs. AC; 1d8+6 lightning damage.Lightning Ball of Death (standard; encounter)

    Ranged 20; +15 vs. Fortitude; 2d8+6 damage. On asuccessful hit, this weapon can take no actions until theend of your next turn.

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    Blinding Ray Level 13A dish stores energy from the passing suns and blasts itat enemies.HP 130; Bloodied 65AC 27; Fortitude 25Ray (standard; at-will)

    Ranged 20; +18 vs. AC; 2d4+7 fire damage.

    Blinding Blast (standard; daily)Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage.On a successful hit, this weapon can take no actionsuntil the end of your next turn.

    Shrieker Level 15This strange, pulsating tube lets out a powerful screamthat penetrates deep into your enemy's mind.HP 150; Bloodied 75AC 29; Fortitude 27Squeal (standard; at-will)

    Ranged 15; +20 vs. AC; 2d6 psychic damage.Psychic Shriek(standard; encounter)

    Ranged 20; +20