Wednesday, July 30, 2014

Voidjammer: Horde Void Cruiser

The Evil Horde from the classic He-Man and She-Ra franchise is so delightfully grim-n-Goofy that I think it is PERFECT for Voidjammer and Spelljammer. So expect more ships, weapons and monsters from the Filmation/Kenner cartoons and toys as well as many others from other old favorites.
Below is a general transport ship for The Horde, that showed up in numerous episodes of the cartoon(s). They are tough, versatile, and tough enough to make for worthy foes or even useful ships for adventurers.
This conversion uses the Blood and Treasure RPG system. Check it out! All the cool kids are doing it...

Horde Void Cruiser
Colossal Vehicle
HD:  22, 181 hp
AC: 18, Hardness 10
Speed: As per Helm and Helmsman
Atk: 2 Fireball Cannons (10d6) or 1 Lightning Gun (3d6)
Hordaks Personal Cruiser
SV: 3 (Metal)
----------
Crew: 1/2
Air Capacity: 2,400 man-days
Landing: Land
Power Type: Major Helm (see Helms)
Cargo: 20 tons
Keel/Beam Length: 180ft by 30ft
Cost: 42,000gp

The Horde Void Cruiser is a mass produced voidship used extensively by The Horde and its allies, though a number of these vessels are sold on the open market. The Void Cruiser is primarily a cargo hauler and troop transport for the Horde war effort, as its cargo bay is spacious enough to hold two Large Vehicles (usually Batmeks) one Huge Vehicle (usually a Destructo Tank) or up to 50 Horde Troopers. If stacked properly, a Horde Void Cruiser can hold a great deal of cargo with only a minimum of crew.
Though the standard Void Cruiser is fairly standard individual units are often stylized after the whims of the ships owner. Leering faces, eye-slit windows and other personal touches are common. All of these ships are combat ready and are typically accompanied by large numbers of Batmeks.
Weapons Helm: Alongside the ships standard Helm is the Weapons Helm. This seat can control the ships weapons and ramp doors remotely, allowing the Void Cruiser to rain destruction of the enemies of the Horde without additional crewmembers.
Airtight: Not only is a Void Cruisers deck covered, but the entire interior of the Voidship is airtight, and temperature controlled. This makes the Void Cruiser capable of flying through poisonous atmospheres without endangering any living crewmemebers and prevents the ships air from being fouled.
MOTU Examples: Annihilator, Doom Buster


Tuesday, July 29, 2014

Voidjammer: Talon Fighter

Talon Fighter
Large Vehicle
Look at that thing! 
HD:  15, 94 hp
AC: 15, Hardness 10
Speed: As Minor Helm and Helmsmen
Atk: 2 Talons (2d8), 2 Energy Missile Cannons (4d6+4)
SV: 4 (Steel)
----------
Crew: 1/2
Air Capacity: 100 man-days
Landing: Land Only
Power Type: Minor Helm*
Cargo: 2 tons
Keel/Beam Length: 12ft/20ft
Cost: 8,000gp

The Talon Fighter is a winged flying vehicle, which can carry two people on board, styled to resemble a bird of prey in flight. These voidships are still rare in the Spheres, but have already made a stir due to their versatility.These vessels have seen considerable action in recent days in battling The Horde during its advancement across the spheres. The Talon Fighter is extremely useful in battling the Batmek fighters employed by The Horde with one Talon Fighter being the equivalent of five Batmeks in battle.
In combat the Talon Fighter often relies on its Energy Missile Cannons and its great speed. In a pinch, these vehicles can employ their landing gear to claw ships and creatures in melee range.
Ether Wings*: The Talon Fighters wings allow it to fly at a speed equal to a Major Helm while equipped with only a Minor Helm (see Helms). The fighters tonnage is not affected.
Scrying Array: This marvelous device allows the helmsman or passenger to send messages to scry as per the spell cast by an tenth level magic user. See Scrying (see Blood and Treasure PHB page 141) for details.




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: 150ft/250ft
Cost: 2,870,000 gp

Greater Citadels are truly immense vessels, more like small mobile moons that voidships. At a maximum of 3,000 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 have limited telepathic abilities, being able to communicate telepathically with sentient creatures up to 150 feet away. This also allows them to attempt to implant a suggestion, per the spell, three times per day in other humanoids. 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.

Special Abilities: Limited Telepathy (150 ft range).
Spells: 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 have limited telepathic abilities, being able to communicate telepathically with sentient creatures up to 150 feet away. This also allows them to attempt to implant a suggestion, per the spell, once per day in other humanoids. Fraal have a knack for Decipher Codes and have darkvision out to 60 feet. Fraal are proficient in the hand crossbow and all pistols.
Fraal can multi-class as leech/sorcerers*, sorcerer*/scientists, sorcerer*/thieves, and scientist/leeches.
*Note: If psionics are used, replace scientist with psychic.


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.



Wednesday, July 9, 2014

Voidjammer: The Evil Horde

The Evil Horde is a vast, interstellar empire bent on the domination of various spheres across the universe. The centre of the empire is called Hordespace where the infernal House of Kur (see below) reigns supreme. The Horde possesses vast resources and has a great deal of highly sophisticated technology.
The Evil Horde (Horde for short) is a growing Empire whose forces have been spreading across the known spheres at an alarming rate.
The Horde is happy to make use of all manner of creatures, as long as they are of use to the eventual goals of The Horde. From Humanoids, Giants and Undead to the most bizarre and alien Aberrations and Outsiders. Only those deemed to unstable are rejected as the Horde is primarily Lawful Evil in alignment.
Worlds subjugated by The Horde are completely dominated. All planetary resources are devoured by the Hordes war machine. Strip mining, manufacture, agriculture and the gathering of slaves are all managed with brutal efficiency. Monstrous servants of the Horde are bolstered by enormous numbers of Horde Troopers (see below) and weapons.

The House of Kur (Nobles)
At the core of The Horde is an elite family of Tieflings and Half-Fiends known as the House of Kur. Though evil, members of The House of Kur are all fiercely loyal to one another and are firm believers in the goals of The Horde (conquest). This does not mean that all is friendly, far from it, but rather than outright infighting, the assorted members and branches of the family resort to political maneuverings, back-room deals and assassination.
The absolute rulers of the Horde are Half-Fiends (see Blood and Treasure GMG page 175) and should be created as fully detailed NPCs. Most are high level Assassins or Magic-Users, with the truly powerful amongst them are the equivalent of Demon Lords in power.
Horde Prime: Horde Prime (aka Anillus Kur) is the ruler of the vast Evil Horde. Nobody living knows the full extent of Horde Primes powers, but it is known that he is a master of Transmutation magic as well as being physically potent in battle. The Cult of The Horde reveres The Emperor and the goals of The Horde as a profane god. Clerics of The Horde are generalist (Chaos) clerics and not specialists.

Hordelings (Macabre)
Hordelings compose the majority of the extended Kur family, and can be found primarily in Crystal Spheres controlled by The Horde. This fiendish family resemble elf-like humanoids with pointed ears, pugnacious noses and a tendency to snort. Bright clothing and flamboyantly gruesome accoutrements are worn by hordelings, with bat and skill motifs being common. As members of this family advance in rank, further mutations are common, with members embracing various forms of magical mutation such as cybernetics, lycanthropy and the more powerful forms of undead (particularly vampirism).
Hordelings  have been raised to see other races and cultures as naturally inferior. Even those rare few who are not Chaotic in alignment still see humanoid races as not-quite people.
HORDELING CHARACTERS
Hordelings are possessed of strange powers. All of them have rather special powers of regeneration, healing at double the normal human rate (i.e. 2 hp per day). Hordelings can see in the dark up to 120 feet. They speak common and might also know Infernal, Dwarf, Elf, Gnome, Goblin, Halfling and Orc. Hordelings can advance as assassin/fighters, assassin/clerics or assassin/magic‐users, or they can pursue a single class.
Each Hordeling has an additional extraordinary ability rolled on the following table:
D20 EXTRAORDINARY POWER
1 Can boost strength once per day per the strength spell
2 Resistance to fire
3 Resistance to acid
4 Resistance to electricity
5 +3 bonus to save vs. poison
6 +3 bonus to save vs. disease
7 Menagerie (commands a swarm of spiders, a swarm of bats a giant rat or a vulture)
8 Cast prestidigitation three times per day
9 Two Heads (surprise rolled on 1d8 instead of 1d6)
10 Has an imp or dretch as a boon companion.
11 Swordsman (+1 to hit with swords and +1 Armor Class while fighting with a sword)
12 Explosives (can mix and set off alchemist’s fire)
13 Inhumanly tall (-1 to dexterity, +2 to strength)
14 Inhumanly short (-3 to movement, +2 to strength)
15 Inhumanly fat (+3 to movement, +2 to constitution)
16 Inhumanly thin (-1 to constitution, +2 to dexterity)
17 Snarl (once per day, all within earshot must save vs. fear or be frightened for 1d6 rounds)
18 Regenerate 1 hit point per round up to half normal hit points unless reduced to 0 hit points
19 Covered in thick hair or scales (+2 to Armor Class)
20 Has a burrowing speed of 6


CREATURES OF THE HORDE
The Horde will use any monster or race as troopers that is capable of taking orders. Even the weirdest and most vicious monsters has found a home in the forces of the Horde. Araneae, Bat Monsters, Bugbears, Ogres, Orcs, Goblins, Dwarves, Humans, Elves, or any other creature is of potential use. But the most common soldier in The Horde are the Horde Troopers (see below).


Horde Trooper
Medium Construct, Chaotic (LE), Low-Intelligent; Warband (4d6)
HD 4
AC 18
ATK 2 fists (1d8) or Energy Rod (1d6+1)
MV 10
SV F 14, R 15, W 14
XP 400 (CL 5)

A Horde Trooper is a member of the regular army of the Horde Empire. Although each trooper is individually unremarkable, in large numbers they are used to great effect in the occupation of conquered worlds. Vast armies of Horde Troopers are also used during invasion of a Crystal Sphere and planets. When not on the ground, Horde Troopers pilot Glondas, Bat Meks, and other vehicles.
All Horde Troopers come equipped with an Energy Rod that fires an energy missile (see page 83 of the Blood & Treasure PHB). For melee, most troopers use their fists, or have other weapons. As an added feature, Horde Troopers are capable of operating Series Helms as though they possessed spell-like abilities. This allows them to pilot Voidships equipped with such helms without endangering a magic user.
Horde Troopers are often deployed in large numbers as they are, hollow servants to the will of the Horde. However, Hordlings with rank within the Horde can wear these constructs as suits of Full Plate, which also grant darkvision 120ft and the benefits of a Necklace of Adaptation (see page 224 of the Blood and Treasure GMG) allowing humanoid troops to survive in space and other hostile environments. Such troopers are often elite soldiers and officers who adorn their armor with additional items and adornments.


VOIDSHIPS OF THE HORDE
Voidships are plentiful in The Horde, and range from the small Bat Mek fighter to vast warships that are comparable in size and power to Dwarven Citadels.


Bat Meks
Large Vehicle
HD:  2, 30 hp
AC 15
Speed: As Helmsman
Atk: 2 Energy Missile Guns (2d4+2 force damage)
SV: 4 (Steel)
----------
Crew: 1/2
Air Capacity: 84 man-days
Landing: Land
Power Type: Series Helm or Minor Helm
Cargo: 1 ton
Keel/Beam Length: 30ft by 5ft
Cost: 1,875 gp
Bat Meks are commonly flown by Horde Troopers and some living soldiers. They are designed to attack in large numbers, overwhelming the enemy craft. They are also very cheap to produce, reflecting the Horde philosophy of quantity over quality. More or less are expendable, like Robot Horde Troopers.
When Bat Meks show up, it is usually in overwhelming numbers. Sometimes they are accompanying a larger ship, but most often they are sent into regions to "soften up" an area. The low intelligence of Horde Troopers make most encounters with Bat Meks of limited danger, but when piloted by living pilots, these vessels can be a serious threat indeed.


Notes
So here is my first stab into using The Evil Horde in Voidjammer and the Blood and Treasure RPG. These goofy but dangerous villains were a delight to me as a kid, though they were not nearly as scary in the cartoons as they seemed as toys. But to me, the serious but goofy is what RPGs is all about. 
I will be posting additional forces of The Horde and other beings from the MOTU line of creatures and characters. So stay tuned!

Friday, July 4, 2014

Voidjammer: Helms

Voidjammer Helm (Wondrous Item)
The primary method of moving through space is by Voidjamming, which converts magical energy into motive force. This is accomplished by the use of Voidjamming Helms. The standard Voidjammer Helm takes the form of a large, heavy throne-like chair, though how the helm appears and where it is placed on the ship varies considerably.
Both Major and Minor helms work in the same way - by converting magical energy into movement. Because the motive power of the ship comes from the conversion of spell energy, only mages and clerics are able to power this type of helm. While this provides movement, it is primarily used to push the ship forward; maneuvering is primarily accomplished through use of the ship's sails and oars.
A Helm installed on a ship maintains gravity (preset between No Gravity, Light Gravity, Normal Gravity, and Heavy Gravity), and creates the atmosphere envelope around the ship. It does NOT produce breathable air or heat the atmosphere on the ship, requiring other measures to do so. 
A pilot seated in the helm receives a 360-degree mental picture of the area around the ship, out to normal visibility range. The pilot feels as if he or she is flying directly over the ship and able to look in all directions at once. Piloting the ship is always considered a full-round action, and the pilot cannot engage in other activities while controlling the ship. The voidjammer helm may be operated by any spellcaster seated upon it.

TONNAGE
All helms whether Minor or Major must take the ships overall Tonnage into account. Tonnage represents the overall weight and mass of the vehicle, including everyone and everything onboard. To determine a ships tonnage, use the following formula:

SHIPS HIT DICE + CARGO + LIVING CREW = TONNAGE

Living crew means a crewmember, and all of the things he, she or it will require to stay alive such as food, water and living space. Each such crewmember counts as one ton. Its not exact for everyone, but close enough for game purposes.

HELMS
There are many variations of Voidjammer Helms, but all can be broadly categorized as follows:

Minor Helm 
A minor helm can be used to move up to 500 tons. A ship with a Minor Helm onboard can fly at a rate (in feet) equal to 5 times the pilot’s Intelligence score. When the ship passes within a gravity well, such as that generated by a large chunk of drifting matter, it slows to a speed of 30 feet. A Voidship can move at double speed and running speed. Standard Minor Helms can only be used by spellcasters.
When travelling away from any gravity wells, a ship with a minor helm allows a ship to travel between adjacent planets in 2d6+2 days.
Minor Voidjammer Helms cost 100,000 gps. 

Major Helm
A major helm can be used to move up to 1,000 tons. A ship with a Major Helm onboard can fly at a rate (in feet) equal to 10 times the pilot’s Intelligence score. When the ship passes within a gravity well, such as that generated by a large chunk of drifting matter, it slows to a speed of 60 feet. A Voidship can move at double speed and running speed. Standard Major Helms can only be used by spellcasters.
When travelling away from any gravity wells, a ship with a minor helm allows a ship to travel between adjacent planets in 1d6+1 days.
Major Voidjammer Helms cost 250,000 gps.


Other Helms
For one reason or another, variant types of helms have been developed. This is mostly due to some cultural or racial need or lack, but can often be just the fruit of whimsy. Whatever the reason, below are some different types of helms.


Gnomish Helms
As with so many things created by the Minoi Gnomes, by all logic, Gnomish helms should not be able to function, as they defy the very laws of nature. These Helms are created by innovative Minoi Scientists  (multi-class Scientist/Magic Users or Scientist/Clerics) and are composed of a dizzying array of joined devices. As with most other Gnomish creations, they include an incredibly large number of moving parts, bells and whistles, that create much commotion, but do very little.
Gnomish Helms function the same as Minor and Major Helms (see above), but are always considered cursed. For every day that a Gnomish Helm is in use, there is a 5% chance that something breaks down, requiring repairs. Such repairs take 2d6 hours, and often include "improvements" to the original.
They are the object of scorn and ridicule among the larger spacer population, and often at the epicenter of some of the void's most legendary pranks.
Minor Gnomish Helms cost: 50,000gp
Major Gnomish Helms cost: 125,000 gps

Lifejammer Helms (Evil)
The preferred type of helm of slavers and monstrous races, these vile helms literally suck the life-force out of living creatures as a power source. These helms function the same as Major Helms (see above), but can be piloted by anyone with an INT of 6 or higher. They resemble a standard helm, but come equipped with a chair or other chamber (sometimes resembling an Electric Chair or Gas Chamber) into which a living person can be secured to act as fuel.
Every day of operation sucks 1d8 hit points from the creature within the helm, and requires a FORT save. These hit points cannot be regenerated while the creature remains within the helm. A failed saving throw results in 1 point of CON lost. If CON reaches 0 in this way the character cannot be raised or resurrected save through true resurrection of wish.
Lifejammer Helms cost: 80,000 gps

Series Helms (Alien Thulids)
These helms, invented by the Alien Thulids ("Mind Eaters" from Blood and Treasure GMG page 121), have been adapted for use by many other races with natural spell-like abilities. They resemble major and minor helms, but their primary difference is that they can be linked together, increasing their overall power, and can be used by non-mages, provided they have natural spell-like abilities available to them.
Each helm in the series can move a up to 50 tons, each additional helm increases the tons that can be moved by 50 tons. Generally, series helms contain between three and five active helms at any one time. Series helms otherwise function as Minor Helms, using the most intelligent helmsmans INT to determine speed.
Series Helm Cost: 75,000gp (per linked helm)

Pool Helms (Alien Thulids)
Another development of the Alien Thulids, the pool helm uses the natural life-pool of the Alien Thulids to power the ship, rather than the individual Alien Thulids themselves.
These helms are all considered Major Helms. It is not known, currently, what the maximum tonnage of ship that can be moved by this helm is, but rumors hold it to be 2,000 tons.
Pool Helm Cost: 500,000gp (Alien Thulids only)

Forge Helm (Dwarves)
Dwarves, long known for being one of the least-magical races in the void, power their Citadel ships through magical engines known as Forges. The Forge is found in a large foundry room, generally in the base of the ship, where Dwarves work around the clock, crafting and forging. Instead of using magical energy to create motive force, the Forge uses the creative energy of the Dwarves working within it.
Forge Helms can move a number of Tons equal to the number of dwarf craftsmen working in the forge x's 10. This has a minimum 100 tons (10 dwarves) up to a maximum of 3,000 tons (300 dwarves). Additional passengers, pets and docked craft add to the overall tonnage normally.
The Foreman (Forge-Priest) on duty is considered the Helmsman. A Dwarven Citadel with a Forge Helm onboard can fly at a rate (in feet) equal to 5 times the Forman's Intelligence score. When the ship passes within a gravity well, such as that generated by a large chunk of drifting matter, it slows to a speed of 30 feet.
The only races capable of replicating this technology are the the Azer, Monoi Gnomes, and the Fraal. Other races cannot make or use a Forge Helm, though many have tried.
As a side effect of the crafting and forging taking place in the foundry of ships powered by this type of helm, they are home to a huge amount of trade goods, and an even larger armoury.
Forge Helms Cost: 500,000gp (initially) + 100,000gp/year

Pump Helm 
The Pump is a voidjamming helm that must be fed material in order to function. The pump furnace is a large, rune-covered iron sphere 15' in diameter. Two  pipes lead out from the furnaces, one on the top and the other at the  bottom.  They lead to the tail of the ship, spewing the smoke generated  by the burning of material inside the furnace.
In game terms, a pump furnace requires one pound of fuel every hour,and can move a voidjamming ship of up to 1,000 tons for one hour. After that, absolutely nothing is left of the material placed in the helm. Otherwise these Helms function as Major Helms, though non-spellcasters can pilot them.
A particularly gruesome contraption, The Pump is a creation of the unhumans; basically for the goblins and goblinkin races. Since the latest Unhuman Wars began, The Pump has increased in potency as well as popularity. Now, every captain in the goblin fleets wants one for his ship.
Pump Helm Cost: 600,000

Wednesday, July 2, 2014

Voidjammer: Crystal Sphere Layout

Stop The Slaughter by Rodney Matthews
In all space-going stories, whether they be books, comics, movies, TV shows, cartoons or RPGs, there is a tendency to just stick planets, monsters and civilizations wherever the writer or storyteller wants them. While this might not seem like a big deal, it can easily rob the story of vital tools for later development. While I am not a stickler for scientific accuracy in a setting (allowing for The Rule of Cool), I do like some consistency within an imagined setting.
Sure the players, readers and watchers may never catch the big picture, but these small touches can (if done right) lead to a setting that more-or-less writes itself. And once a setting makes its own suggestions, the role of the Gamemaster, Writer and Artist gets a great deal more interesting.
So for creating a Crystal Sphere, I suggest the following basic formula. It is not super-specific, but suggests a basic framework with some measure of internal logic (albeit a logic with Magic and Elves in it).


CRYSTAL SPHERE LAYOUT
Each Crystal Sphere is its own mini-universe, with its own unique properties, cultures and species. The Crystal Spheres most likely to have life and/or other places of interest are Geocentric Spheres and Heliocentric Spheres. As follows:
Geocentric Spheres: A Geocentric Sphere is one in which the primary life-giving planet of a Crystal Sphere is at the absolute center of the system. All other planets and suns orbit around this central planet. The Sun(s) of a Geocentric Sphere are generally small, being on-average the size of our moon. Because of this, Geocentric Spheres have only three Orbital Zones (see below), a Warm Orbital Zone a Cool Orbital Zone and an Outer Orbital Zone.
Heliocentric Spheres: A Heliocentric Sphere is more like our understanding of a Solar System. A Sun is at the core of the Sphere, with all other Celestial Bodies orbiting it. Such Spheres are typically larger and more diverse in environments than Geocentric Spheres, though this is not always the case. Heliocentric Spheres have four distinct orbital zones (see below), a Hot Orbital Zone, a Warm Orbital Zone a Cool Orbital Zone and an Outer Orbital Zone.

ORBITAL ZONES
Orbital Zones are broad categories of regions within a Crystal Sphere. They designate the relative "temperature" of a region as well as its likelihood to have certain types of Celestial Bodies. The Zones are as follows:

Hot Orbital Zone
This is the zone that lies closest to the Sun(s), and as its name implies, it is a region of great heat. Voidships entering this zone will get hotter the closer they get to the Sun(s), with the atmosphere in the ship rising significantly (see the DRY HEAT Wilderness Condition on page 12 of the Blood and Treasure GMG). Foolish Helmsman who fly too close to a Sun may cause fire damage to a ship (TMs prerogative).
Celestial Bodies in Hot Orbital Zones are generally lifeless, rocky worlds, that are often extremely hot, with volcanoes and poisoned atmospheres being common. On the outer edges of Hot Orbital Zones, Liveworlds and Jungle Planets can sometimes be found. Such Celestial Bodies host their own fearsome life-forms and possess steamy, hot atmospheres.
Life within Hot Orbital Zones (where it exists at all) either lives underground or is of the toughest and heat/fire-resistant sort. Outsiders, Earth and Fire-Elementals and other strange and enigmatic beings sometimes dwell here.

Warm Orbital Zone
The Warm Orbital Zone of a Crystal Sphere is at the perfect distance from the Spheres Sun(s) for water to remain liquid. This allows the widest and most diverse ecologies to develop. Wildspace life is also abundant, and can make Voidship travel interesting. Temperature-wise, ships travelling in the Warm Orbital Zone of a Sphere will experience a more-or-less temperate climate (no modifiers).
Celestial Bodies within the Warm Temperate Zone are the most likely to support life that is associated with most game worlds. This does not mean that all planets in a Warm Orbital Zone are friendly to humans, elves, dwarves and the like. Many have thin or poisonous atmospheres or other dangers. So explorers beware!
If there is life in the sphere, it will be the most diverse in this zone. Humanoids, mammals, reptiles, insects and the whole gamut of life-forms found in numerous campaign settings are possible.
The border between the Warm and Cool Orbital Zones are likely to have a large number of Asteroids.

Cool Orbital Zone
The Cool Orbital Zone of a Crystal Sphere is far enough away from the spheres Sun(s) that it appears as nothing brighter than a bright star in the sky. This zone is dark, cold and inhospitable to all but the most extreme beings.
Voidjammers travelling through the Cool Orbital Zone must contend with plunging temperatures (see the COLD Wilderness Condition on page 12 of the Blood and Treasure GMG), as those on deck can quickly freeze. A good lookout is needed, but with the dim light conditions, visibility is brought down to 1/2 normal. Magical assistance is suggested.
Celestial Bodies in this zone are generally Asteroids, but Gas Giants (Air and Water Bodies) are fairly common. Large Gas Giants usually have a large number of moons that are often worlds in their own right. Cold lifeless planets are the norm here, but a number of life-giving planetoids can be found.
Life in this dim region is predominated by the kinds of life that can be found in the Underdark. With Oozes, Slimes and Fungi, with Aberrations and other weird creatures being common. Space-going creatures of strange nature and alien mind dwell in this dark region, as do many spirits and undead beings.
Gas Giants here are often host to powerful elementals who may or may not be friendly to visitors. Despite being Air and Water bodies, Gas Giants are often places of all gasses and liquids, not all of which are safe to breath, drink or touch, so adventurers should be careful.

Outer Orbital Zone
This region lies just before the shell of the Crystal Sphere, and is so far out that the Spheres sun is indistinguishable from a star. It is a cold, pitiful place that is dotted with frozen chunks of ice as big as moons and icy particles that act as a kind of space fog. Comets have their beginning here, and a number of strange sights and stranger beings can be encountered here.
Along with the cold, Voidjammers must be concerned with ice forming on the ship as it passes through ice particle fields. A good lookout is needed, but with the dim light conditions, visibility is brought down to 1/3  normal. Magical assistance is suggested.
Only the coldest and most desolate worlds can be found in this zone, with most being barren worlds of rock and ice. Many such worlds are host to the more loathsome sorts of beings such as undead, icy infernal outsiders and aberrations.

Tuesday, July 1, 2014

Voidjammer: Dragonfly and Tradesman

Below are two favorite ships of mine from the Spelljammer setting. They are both mainstays in my home campaign and amongst the most versatile vessels in space. Light cannon and weirder weapons devised by Magic-Users and Scientists often replace ballistae and catapult in my home campaign.


DRAGONFLY 
Huge Vehicle
HD: 5 (73 hp)
AC: 15, Hardness 5 
Speed: As Helmsman’s Int x’s 5 in Wildspace, fly 30 ft. in a gravity well.
Atk: 1, 1 Light Catapult (4d6) OR 1 Ballistae (3d8)
SV: 14 (Wood)
----------
Crew: 2/5
Air Capacity: 560 man-days
Landing: Land
Power Type: Minor Helm (see Helms)
Cargo: 2 ½ Tons
Keel/Beam Length: 95ft/20ft
Cost: 6,750 gp

 The dragonfly, with the tradesman (below) is one of the workhorses of wildspace. Its small size and good maneuverability make it ideal for transporting small groups, very important persons, and small packages. These features also make the dragonfly the idea ship for smuggling and fast exploration.
    The dragonfly also is highly recommended as a wizard's ship. A truly antisocial mage can load most of his supplies on board and turn the dragonfly into a mobile laboratory and workshop, placing himself literally millions of miles from nowhere. There he can work in relative peace. A large number of dragonfly hulks found in various systems were once used for this purpose, abandoned when their masters moved on or died as a result of their experiments.
    The dragonfly is capable of being handled (badly) by a single man, but operates best with a three-man crew, not including any men required to man the spelljamming helm. The captain is usually the navigator and the quartermaster. The first officer doubles as the helmsman and the cook.


TRADESMAN 
Gargantuan Vehicle
HD:  17 (164 hp)
AC: 15, Hardness 5
Speed: Varies with Helm (see Helms)
Atk: 3, 2 ballistae (3d8), 1 light catapult (4d6)
SV: 14 (Wood)
----------
Crew: 6/17
Air Capacity: 1,904 man-days
Landing: Water
Power Type: Major or Minor Helm (see Helms).
Cargo: 2 ½ Tons
Keel/Beam Length: 120ft/30ft
Cost: 22,950 gp

The standard tradesman is the most common ship in civilized space, varying in weaponry and added features across fantasy space. It is used by nearly all races that can be found in wildspace (including races not typically found in wildspace such as halflings).
    The tradesman is a common short range merchant ship, plying its way between the planets, not equipped to deal with much more than a similarly equipped vessel that has turned pirate. The tradesman is often a first ship for deep-space adventurers.
Deckplans


These rules are derived from the Blood and Treasure RPG

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