That being said, Void Hunters will have a much tighter focus than BotA, which was a great deal more expansive in theme, covering every sort of post-apocalyptic scenario possible. Folks who have read my previous book Barbarians of the Aftermath will understand the kind of toolbox that I’m talking about.
A lot of the book will help you to decide what assumptions you want to make about technology, aliens even player classes, to make your ideal campaign setting with advice and even random tables for moments of indecision. Second of all, it will be a Toolbox for generating your own setting.
#VOID HUNTERS GAME LICENSE#
In fact, as DCC uses the D20 license and hews closely to OSR rules paradigm (without actually being a pure retro-clone, which is why I like it so much), you will find a lot of rules material in here that will easily translate to your favorite OSR game and the rest should only require minimal conversion. This is fine by me, as we really don’t need yet another retro-clone variation cluttering up a marketplace filled to the brim with minor variations on old school D&D. Licensing rules for Goodman Games prevent me from including the core DCC rules in the book, so you’ll need the main DCC corebook to use it as intended. That’s a mouthful, but describes the book pretty accurately.įirst of all it is a supplement. In summary, Void Hunters will be: A Genre Toolbox Supplement for Dungeon Crawl Classics They carry a powerful Quantum Array Gun specially designed to damage and disrupt Kheldian energy signatures, and have special Nictus fragment implants that protect them from energy attacks.In this post, I’m going to break down Chapter 1 of the book, because it answers a lot of questions about what, exactly, the essence of Void Hunters will be in look, play-style and overall direction. Void Seekers are the lowest rank among the deadly Void Hunter mercenaries, serving mostly as scouts to detect possible Kheldian activity. If the player is in a place where they can fight either group (such as some Rikti War Zone missions) and a Void Hunter spawns within the group, they will be immediately attacked. Longbow and Vanguard will not tolerate Void Hunters within their presence either. If a Void Hunter spawns within a group of Rikti, the Rikti will turn on the lone Void Hunter, and more often than not, the Void Hunter will fall before the Kheldian players approach the mob. A non-Kheldian who has been flagged to have Void Hunters spawn will continue to see them spawn until they log out, even if they are no longer teamed with a Kheldian.ĭue to the second Rikti invasion, the Rikti are now hostile to all other enemy groups, including the Void Hunters. Non-Kheldians who team with a Kheldian become flagged for them as well. Kheldians are always flagged to have them spawn. Void Hunters will not spawn unless you are "flagged" for them. The damage can be healed over time, but too much of this can rip a Peacebringer or Warshade apart killing them. This forcibly rips Kheldians and their host apart. However their weapons use a special quantum wavelength, designed specifically to disrupt the energies that make up a Kheldian. They are a threat to both Kheldians and non-Kheldians alike. Higher ranked Voids have been implanted with so many Nictus fragments that they can even absorb both energy and negative blast energy blasts. The Nictus fragment implants give them high resistance to Kheldian energy blasts. Void Hunters have received special training, Nictus fragment implants, and weapons that are particularly effective against Kheldians. For those who don't want to deal with the Council's mercenaries, they sell Quantum Array Guns, thus creating the "Quantum Faction" to each villain group. The Council have been hiring them out to other groups to help deal with their Kheldian enemies, as well as to make a slight profit. The Void Hunters are a special mercenary group created by the Council of Nictus to combat the growing Peacebringer/Warshade threat currently growing in Paragon City.