Thursday, July 24, 2014

Voidjammer: Wildspace Creature Template

Fantasy space is chock full of weird creatures, many of whom are quite powerful. However, there are also plenty of "every day" creatures out there. Schools of space-going fish, asteroid dwellers and assorted oddities that make life possible in the Void.


Wildspace Creature Template
A wildspace creature is a creature that either lives in Wildspace and the Phlogiston or can survive there indefinitely. Wildspace creatures often hibernate in comets and asteroids. Others wander outer space in search of food, occasionally taking up residence on planets where food is abundant (assuming they can find a safe way to the surface). Wildspace creatures even threaten idle voidships from time to time.
All wildspace creatures have their own look that marks them as different from normal cousins. Many have a sleek, elongated look, often eschewing noses, ears or other features we associate with the base creature, others are far far weirder in appearance.
Not all wildspace creatures are motivated by hunger or sheer malice; other likely motives include natural curiosity or a desire for companionship. Wildspace is, after all, a vast and lonely place.
Wildspace creatures share the following characteristics:

1. Wildspace animals and vermin become magical beasts; other creatures retain their normal type.

2. In wildspace and other zero-gravity environments, a wildspace creature can fly at a rate equal to its base speed. Some wildspace creatures can fly as though equipped with a minor or even major helm.

4. A wildspace creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.

5. Wildspace creatures cold resistance and fire resistance.


SAMPLE WILDSPACE CREATURES


Space Ape (Giant Ape)
Huge Animal, Neutral (N), Animal Intelligence; Troop (1d4);
HD 8; AC 15; ATK 2 claws (1d8 + rend) and bite (1d8); MV 30 (Climb 15), Fly 30ft; SV F 6, R 9, W 14; XP 800 (CL 9); Special: doesn't breathe, cold resistance, fire resistance.


Space Dolphin
Medium Magical Beast, Neutral (N), Low Intelligence; School (1d20)
HD 2, AC 15, ATK Slam (2d4), MV Fly 80ft, SV F 12, R 11, W 18, XP 100 (CL 2); Special: Space Dolphins can “see” via echoes on the etheric plane, that allow them to locate objects and creatures within 120 feet. A silence spell forces the dolphin to rely on its vision. doesn't breathe, cold resistance, fire resistance.


USING TEMPLATES
A template’s description provides a set of instructions for altering an existing creature, known as the “base creature”. The changes that a template might cause to each line of a creature’s statistics are discussed
below. Generally, if a template does not cause a change to a certain statistic, that entry is missing from the template description. Remember, if a monster’s Hit Dice are changed, its saving throw values and experience point value are also changed.

Wednesday, July 23, 2014

Voidjammer: Citadel Ships

Citadels are asteroids (celestial bodies) that have been converted into voidships. The process of conversion is a long one, requiring the installation of a massive helm of one kind or another, and the hollowing out of tunnels, living spaces and other features. Several races construct Citadel Ships, each with a slightly different look to the overall design. But the end result is much like a mobile, mini-world that is as much home as vessel.

Azer Citadels
The fiery Azer are close cousins to the Dwarves, and so it is small wonder that they have access to Dwarven Forges. Azer citadels are often found close to a crystal spheres sun (see Hot Orbital Zones), or near volcanic planets. Such citadels have shining towers and relatively smooth surfaces.

Dwarven Citadels
These flying mountains are similar in look and appearance as any number of Dwarf strongholds in most campaign worlds. These vessels all sport beautiful and functional craftsmanship and are home of entire Dwarf clans, often with room for other races for the purposes of trade. Glow moss and other subterranean plants are cultivated on Dwarven Citadels to help supply air, as well as a potential food source.

Fraal Citadels
The mysterious Fraal have their own citadels which they call Nationships. Such vessels are covered in observatories, greenhouse domes and all manner of wonderful structures, though these are always utilitarian rather than flamboyant. The forges themselves are replaced with laboratories, meditation chambers (for psychic discipline), and lecture halls. Weaponry on Fraal Nationships should be replaced with gadgets devised via the scientist class, firing a nasty assortment of weird energies rather than cannonballs and such.

Gnomish Citadels
The Minoi Gnomes of Wildspace also build citadels. However, while dwarf citadels are awe-inspiring structures of exquisite craftsmanship, Gnomish citadels are a riot of ungainly mechanisms and structures. Often, very little of the original asteroid is visible on a Gnomish Citadel, being liberally covered in elaborate devices, domes, spired and other attachments.


Citadel, Lesser
Awesome Vehicle
HD:  150, 800 hp
AC: 20, Hardness 25
Speed: As Helm
Atk: 4 Heavy Catapults (6d6), 8 Heavy Cannon (10d6), 12 Light Cannon (5d6), 3 Heavy Jettisons (3d8)
SV: 10 (Stone)
----------
Crew: 100/300
Air Capacity: 36,000 man-days
Landing: N/A
Power Type: Forge Helm or Gnomish Helm (see Helms)
Cargo: 150 tons
Keel/Beam Length: 150ft/120ft
Cost: 1,230,000 gp

These (max 300-ton) citadel is the smallest that a forge can power, and as a result, the most frequently encountered citadel in space. The majority of a citadel's space is taken up by the forge and the living quarters for the crew. Lesser citadels are usually mining ships, roving asteroid belts of the less hospitable regions of the spheres, harvesting ores and other treasures. Lesser citadels are usually outer colony ships serving a Greater Citadel or a stationary asteroid base.
Deckplans of any citadel ship should be handled as though mapping out a dungeon, and should be handled with care.

Citadel, Greater 
Titanic Vehicle
HD:  350, 2,100 hp
AC 20, Hardness 40
Speed: As Helm
Atk: 8 Heavy Cannon (6d6), 16 Light Cannon (5d6), 24 Ballista (3d8), 6 Heavy Jettisons (3d8)
SV: 10 (Stone)
----------
Crew: 235/700
Air Capacity: 84,000 man-days.
Landing: N/A
Power Type: Forge Helm or Gnomish Helm (see Helms)
Cargo: 350 tons
Keel/Beam Length: 190ft/160ft
Cost: 2,870,000 gp

Greater Citadels are truly immense vessels, more like small mobile moons that voidships. At a maximum of 700 tons, Greater Citadels are amongst the largest and most powerful vessels in space. Like the Lesser Citadel, the  majority of a citadel's space is taken up by the forge and the living quarters for the crew. However, these vessels sport even more elaborate structures both inside and outside its main body. Massive domes of glassteel, stout towers and a terrifying array of weapons all cover these ships.
Deckplans of any citadel ship should be handled as though mapping out a dungeon, and should be handled with care.


Tuesday, July 22, 2014

Voidjammer: Fraal and Oortlings


FRAAL 
Small Humanoid, Neutral (LN), High Intelligence; Company(1d6)
HD 1
AC 14 (Fraal Body Cowl)
ATK By weapon or spells
MV 30
SV F 14, R 16, W 15
XP 50 (CL 1)
Sometimes known simply as the visitors, the fraal are highly sophisticated humanoids from somewhere else. Some sages speculate that these visitors come from either another plane of existence. Of seemingly fragile build, the fraal rely on devices of unusual workmanship and power to protect themselves. These devices are not magical; in fad, the fraal know almost nothing of magic.
The fraal are thin humanoids, averaging about five feet in height. They can be distinguished by their large eyes, their pale, almost luminous skin, their swept-back ears, and their round heads. Most fraal encountered so far have been bald, although some individuals have been encountered who have wisps of silver, white, or pale-yellow hair. A most disconcerting element is that all fraal display a wizened countenance, much like the eldest of wizards.
The frail are natural telepathic and can telepathically communicate with creatures of low intelligence or better. Whether they have a verbal language of their own is uncertain, though they have never been seen to converse verbally among themselves. They have been known to speak Common to those not of their kind, though they speak it slowly and with some difficulty. Their words display a quiet demeanor and they are not given to excitement or violent emotion.
If fraal should find combat unavoidable, they rely upon psionics (spells) and/or bodyguards of some kind. Any aggressive force of Fraal will have a number of robotic servants (use shield guardian or living statue stats). Hand crossbows and scientific weapons are common.

Spells: At will - telepathic bond; 3/day - suggestion.

FRAAL CHARACTERS
Fraal modify their starting ability scores as follows: Str -2, Con -1, Int +2, Cha +1. They are small creatures but have a standard speed of 30 ft. per round. Fraal can cast telepathic bond at will and suggestion 3/day. Fraal have darkvision out to 60 feet. Fraal are proficient in the hand crossbow and all pistols.
Fraal can advance up to 6th level as Fighters, Magic-Users, Monks, and Thieves, but have unlimited advancement as Leeches, Scientists or Sorcerers*.
*Note: If psionics are used, replace scientist with telepath.


FRAAL TECHNOLOGY
Fraal scientists are famous for their magnificent work, and are highly valued as weapon-makers. Below are a two specialized gadgets commonly found in Fraal markets.

Fraal Body Cowl
The Fraal body cowl, consists of a small latex like rubbery material worn as a belt, with a small
battery attached. When switched on the material flows like liquid over the wearer, upto the neck and to the wrists  and ankles only. Thus forming a rigid set of lightweight flexible armour.
AC 14, counts as clothing and not armor.
Weight 4lbs, Cost 1000gp (500gp for Fraal buyers)

Fraal Firerod
The Fraal Firerod is a weapon that looks much like a hand crossbow or pistol though lacking any obvious place for ammunition. When fired the Fraal Firerod fires a ray of scorching energy. Each ray is directed at a target within 30ft, who can avoid the ray with a successful Reflex saving throw. Each ray deals 4d6 points of fire damage.
Weight 3lbs, Cost 2000gp (1000gp for Fraal)


OORTLING (Degenerate Fraal)
Small Humanoid, Neutral (N), Low Intelligence; Herd (2d6)*
HD 0
AC 13
ATK Slam (1d2)
MV 30
SV F 14, R 16, W 16
XP 25 (CL 0)

Oortlings are a pathetic race descended from the Fraal. They dwell on wildspace comets. While the oortlings once had a fairly sophisticated culture, but they were dominated by the Thulid Nations. The thulids that ply wildspace keep them as “cattle”. An Oortling is a small sized hairless humanoid with an unusually large head. Their skin is soft and smooth and nearly white as the snow found on their comets. Within their skulls are the overdeveloped brains of the oortlings, breeding has prevented them from fully using its potential.

Special qualities: Resistance to cold.



Friday, July 18, 2014

Voidjammer: The Thulid Nations

The Thulid Nations comprise a number of types of creatures that are somehow part of a greater species. These creatures do not share the particulars concerning their species beyond reassurances that they are of one race, and allied in a greater nation. The differing types of Thulid include Mind Eaters, Neothelids, Neh‐thalggus, Half-Thulids and related subspecies.
The Thulids are a major race in space. They have their own navies and colonies, and engage in brisk trade with everyone, including the neogi. Their success in space gives cause for concern, since on the ground they are mostly creatures of the deep underdark, light-hating and rarely seen by men. The nautiloid is the most common mind flayer craft in operation, though they use a variety of human-built ships modified to their needs. With the introduction of the pool helms, larger mind flayer craft may be on the way.
Thulids in space may be neutral (non-evil) in alignment, though tales of a lawful good mind eater are just so much space dust. Thulids engaging in deals with other thinking creatures make a point of eating only the brains of criminals and brain mold. In those rare areas where there is a thulid enclave near a human settlement, there is usually a brisk brain-trade business.
Thulid colonies are often found in asteroids, in the underdark or on worlds relatively far from a spheres sun(s). Planets and moons in the Cool Orbital Zone of a Crystal Sphere (solar system) are attractive to Thulid colonists, who use their grasp of strange technologies and planar gates to make otherwise uninhabitable worlds livable. Such colonies are often dark, wet and cool, but liveable. A sizeable slave population is always present on Thulid colonies.


THULID TECHNOLOGY
The Thulid Nations are great proponents of both psionics (or Sorcerer class), magic and science (see Scientist class). Thulid mage-scientists developed both the Series and Pool e Helms and have a wide range of other devices. One device widely known and feared amongst the Thulids is the Silver Cylinder,see below:

Silver Cylinders
CostL 18,000gp (unavailable to non-Thulids)
Cylinders made of a silverish metal in which the Thulids can place the transplanted brains of different species throughout the known and unknown universe. Wires attached to the cylinder and subsequently the brain inside can be hooked to seeing, hearing, and speaking devices. While in the cylinder, the brain is virtually immortal, while the body of the donor can be held indefinitely in suspended animation. The cylinders allow the brains within to be transported through the void of space.
Silver Cylinders are created by Thulid Scientists, and use the equivalent of the 9th level Soul Bind spell.



NAUTILOID
Colossal Vehicle
HD: 35 (285 hp)
AC: 17
Speed: As Helm and Helmsmen
Atk: 5 or 1, 3 medium ballistae (crew 2 each), 1 medium catapult (forward, crew 3), 1 medium jettison (rear, crew 3), OR Ram (3d8).
SV: 3 (magic item)
----------
Crew: 10/35
Air Capacity: 3,920 man days.
Landing: Water
Power Type: Series Helm or Pool Helm
Cargo: 6 tons
Keel/Beam Length: 125/30ft
Cost: 47,250gp

The nautiloid reflects the nature of the alien thulids. Its coiled shell provides the comfort of enclosed space which protectings the thulids from the rays of the fire/radiant bodies. It is the standard ship of the line of the spacefaring Thulids nations.
    A standard mind eater crew has 10 illithids, plus 2-5 additional flayers (depending upon the number of series helms in use). The number of series helms in use determines the ship's tactical speed. A mind eater ship has a single captain and first officer, the remainder of the group being crew.
    If additional crewmen are on board, they are nearly always slaves of the thulids. These expendable slaves (treat most of the slaves as either commoners or experts of 1st thru 4th level) are used to man the catapults, while the alien thulids remain in relative comfort of the interior. Humans are the slaves of choice, but sometimes other races can be found as slaves on a nautiloid.
Deckplans.



I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan