Tag: Rules

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  • House Rules

    ( [[Game Feel | ⇪ Game Feel]] ) In-general, Hyperion Voyages uses all of the house-rules written in "the “Maginomicon’s D&D 3.5 House Rules” document":https://docs.google.com/document/d/1BRJtiZwGf-52M4szBM0kb1ZdSE2zTQIa0w8DdPT2RIU/edit. Please look …

  • Game Feel

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) Hyperion Voyages uses a number of variant systems (some of which are heavily inspired by other sources) that are pervasive to this campaign setting and should not be removed. Exceptions and clarifications …

  • Action Points

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Similar to 4e action points, but much more versatile. Action points give characters the means to affect game play in significant ways, by improving important rolls or unlocking …

  • Armor As Damage Reduction

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* You can choose to buy armor that gives Damage Reduction (DR). When you buy armor, you can choose between “deflective” (standard-issue) and “ablative” variants of that armor. …

  • Banking and Economics

    ( [[Lore | ⇪ Lore]] ) Hyperion planets have access to “The Bank”. The Bank has a withdrawal limit equal to the community’s “gp Limit” (DMG page 137) for any given day. However, you can deposit as much raw cash (in gp, sp, and cp) as you want (other …

  • Bell Curve Rolls

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Average rolls become more likely, fringe rolls become less likely. Here’s perhaps the most fundamental variant to the d20 rules: Don’t use a d20! Instead, roll 3d6 whenever you …

  • Complex Skill Checks

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Similar to 4e skill challenges. There are also complex ability checks. A specific number of successful skill checks must be achieved to complete the task. The complexity of the …

  • Death and Dying

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) Under the standard d20 rules, unconsciousness and death are predictable states: When a character reaches negative hit points, he goes unconscious. When he reaches -10, he dies. This variant takes …

  • Defense Bonus

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Class level bonus to Armor Class (AC), alternative to armor. In the standard d20 rules, a character’s skill at attacking gets better as he goes up in level — but not so his skill …

  • Game Clock is Different

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) Hyperion Voyages is balanced on the assumption that the game is run on a much smaller in-game time frame and uses villains that express their timetables in days instead of weeks or months. A party …

  • Item Rarity

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) Your ability to find any given item in a community is influenced by a number of factors: table(#TableItemAvailabilityFactors){margin:0 auto 1em auto;}. |\3. *Table: Item Availability Factors* | …

  • Passive Checks and Saves

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) Let's face it. Sometimes... *players* can be really... really... stupid. When I look at their *character's* ability scores and skills, in-character they wouldn't automatically be that stupid or …

  • Players Roll All The Dice

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Gives the players more control over what happens. In large combats, players often have little control over the outcome of events when it isn’t their turn. This can lead to …

  • Reserve Points

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* Similar to D&D 4e healing surges, but also triggers automatically. This variant gives each character a capacity to recover quickly from injury. This capacity, measured as reserve …

  • Save Points

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* This makes saving throws at least partially a "gradual defense":http://www.minmaxboards.com/index.php?topic=1533.0. Your Save Points are *Fortitude Points* (*FP* a.k.a. “your …

  • Strife

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* A new value called "Strife" is added to your character sheet. This value protects you against what are colloquially known as "offensive no-save effects". Strife acts kind-of like …

  • Variable Modifiers

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) Any time a character would [[Bell Curve Rolls | roll a 3d6]], they can choose whether or not to “press their luck” and change their static modifier on the roll to a variable equivalent. A character …

  • XP is Different

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) I use a few variants that intrinsically change the way XP is handled. Overall, this will create fewer headaches in the long run compared to the way the original XP rules worked. h2(#Level- …

  • Psithief

    ( [[Classes| ⇪ Classes]] ) Much like spellthieves, psithieves use skill and psionics to drain the abilities of their opponents and turn their foes’ own powers against them. Psithieves love the challenges that adventure brings, and they relish finding …

  • Improved Bard

    ( [[Classes| ⇪ Classes]] ) The "bard":http://www.d20srd.org/srd/classes/bard.htm has always been the red-headed stepchild of the standard casting classes, and the Spell Points (SP) system reduces their effectiveness by comparison to other casters even …

  • Improved Divine Mind

    ( [[Classes| ⇪ Classes]] ) The Divine Mind is massively underpowered as-is, and needs more paladin-like flavor. Remember to read "the setting-specific errata for this class":https://hyperion-voyages.obsidianportal.com/wikis/house-rules#DivineMindClass …

  • Improved Samurai

    ( [[Classes| ⇪ Classes]] ) These barbarian-like abilities also allow the samurai to specialize in mounted archery. table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s Note:* Be aware of "these fixes to the samurai":https://hyperion- …

  • Improved Sorcerer

    ( [[Classes| ⇪ Classes]] ) The Spell Points (SP) system drastically reduces the effectiveness of the "sorcerer":http://www.d20srd.org/srd/classes/sorcererWizard.htm in comparison to other casters. To help rebalance this, the sorcerer gains some …

  • Improved Soulknife

    ( [[Classes| ⇪ Classes]] ) The "soulknife":http://www.d20srd.org/srd/psionic/classes/soulknife.htm has learned to form new connections to his mind blade and psionic potential. table(#TableTheImprovedSoulknife){margin:0px 1ex 1em 0px; float: left;}. …

  • Mundane Characters Gestalt

    ( [[Classes| ⇪ Classes]] ) *In a nutshell:* With the changes made to higher-tier classes, mundanes got royally hosed, so they need a major leg-up. Basically, if you chose a mundane class, you also chose another mundane class and take both of those …

  • NPC Class - Psychic Adept

    ( [[Classes| ⇪ Classes]] ) Following in the footsteps of the Psychic Warrior and the Psychic Rogue, the Psychic Adept is a psionic dabbler. *Alignment:* Any *Hit Die:* d4 *Starting gold:* 2d4 ×10 gp h3. Class Skills Autohypnosis (Wis), …

  • Hyperion Template

    ( [[Character Building Variants | ⇪ Character Building Variants]] ) Characters can choose to start with a Hyperion origin. This means that they grew up on a planet that’s a part of the Hyperion Federation. This inherited template can be applied to any …

  • Living Construct Subtype Changes

    ( [[Character Building Variants | ⇪ Character Building Variants]] ) A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of …

  • Pathfinder-Style Character Building

    ( [[Character Building Variants | ⇪ Character Building Variants]] ) A number of obvious improvements were made to the core 3.5 game in Pathfinder. The following changes to character-building are copied from Pathfinder, but that doesn’t mean that other …

  • Energy Recovery Overview

    ( [[Magic Variants | ⇪ Magic Variants]] ) This section is a summary of how quickly non-mundane energy is recovered. table(#TableEnergyAuto-Regeneration){margin:0 0 1em 1ex; float: right;}. |\5. *Table: Energy Auto-Regeneration* | |_. CL/ML |_. …

  • Daily-Use Recharging

    ( [[Magic Variants | ⇪ Magic Variants]] ) To compensate for the 15min workday and to compensate for the increased play speed, we must rethink how “daily” abilities work. This variant is optional but highly recommended. For some campaigns it will make …

  • Infusion Points

    ( [[Magic Variants | ⇪ Magic Variants]] ) table(#InfusionPointCosts){margin:0 0 1em 1ex; float: right;}. |\2. *Table: Infusion Point Costs* | |_. Infusion Level |_. Infusion Point Cost | |=. 1 |=. 1 | |=. 2 |=. 3 | |=. 3 |=. 5 | |=. 4 |=. 7 | …

  • Item Familiars

    ( [[Technology | ⇪ Technology]] ) Like the legendary weapons rules, the item familiars variant system presents a method by which a character, even a non-spellcaster, can find himself linked to a particular magic or psionic item for a large part of his …

  • Meldshaping is Different

    ( [[Magic Variants | ⇪ Magic Variants]] ) Meldshaping in some ways is different from both spellcasting and psionics. Spells, spell-like abilities, and magic items that don’t explicitly state they affect soulmelds but could potentially affect soulmelds …

  • Psionics is Different

    ( [[Magic Variants | ⇪ Magic Variants]] ) The standard psionics system treats psionic energy and magic as mutually and equally vulnerable to _dispel magic_ or _dispel psionics_. Spell resistance protects against powers just as it protects against …

  • Spell Points

    ( [[Magic | ⇪ Magic]] ) h2. Table of Contents * "Foreword":#Foreword ** "Table: Core Class Spell Points Per Day":#TableCoreClassSpellPointsPerDay ** "Table: Non-Core Class Spell Points Per Day":#TableNon-CoreClassSpellPointsPerDay ** "Table: …

  • Skills, Feats, and Flaws

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) New character options are available. h2. Skills |_. Skill |_. Purpose | | *Concentration* | Aim as a move or swift action | | *Knowledge: Hypertechnology* | Know how to use hypertechnology in an …

  • Improved Battle Dancer and Improved Monk

    ( [[Classes| ⇪ Classes]] ) The "monk":http://www.d20srd.org/srd/classes/monk.htm is considered the laughing stock of the core classes even with feat support, and the battle dancer is essentially worthless as-is. However, since [[Variable Modifiers | …

  • Skill Descriptions

    ( [[Skills, Feats, and Flaws | ⇪ Skills, Feats, and Flaws]] ) h2. Table of Contents * "Concentration":#Concentration ** "Aim as a Move Action":#AimAsAMoveAction ** "Aim as a Swift Action":#AimAsASwiftAction * "Knowledge: Hypertechnology":# …

  • Regaining Relevant Knowledge

    ( [[Skills, Feats, and Flaws | ⇪ Skills, Feats, and Flaws]] ) While the ability to identify a creature remains constant when travelling, other aspects of the knowledge skill branches can (at your GM’s discretion) easily become irrelevant in a new area …

  • Feat Descriptions

    ( [[Skills, Feats, and Flaws | ⇪ Skills, Feats, and Flaws]] ) h2(#ArcaneFocus). Arcane Focus [General, Wizard Bonus Feat] Through concentration and preparation your mind can hold special magical energy. *Prerequisite:* Ability to cast 1st-level …

  • Flaw Descriptions

    ( [[Skills, Feats, and Flaws | ⇪ Skills, Feats, and Flaws]] ) h2. Eldritch Blast Focus, Greater [Flaw] Your eldritch blast is tied to a particular focus item. *Prerequisite:* Eldritch blast 1d6 *Effect:* You start play with a suitable handheld …

  • Lore

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) The Hyperion Voyages setting is basically “what might have happened if the generic D&D setting had advanced 3000 years (assuming it doesn’t quite go Tippy-verse)”. Guns and space travel are common, but …

  • Magic

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) h2(#SpellPoints). Spell Points *In a nutshell:* Videogame-like MP The spell point system presented here allows casters to more freely pick and choose which spells they cast each day. While normally …

  • Spell Descriptions

    ( [[Magic | ⇪ Magic]] ) h2(#AuspiciousOdds). Auspicious Odds |\2. *Evocation* | | *Level:* | Luck 3 | | *Components:* | V, S, M, DF | | *Casting Time:* | 1 standard action | | *Range:* | Touch | | *Target:* | Creature touched | | *Duration:* | …

  • Forbidden Magic

    ( [[Magic | ⇪ Magic]] ) While magic in-general is stigmatized by the general public, certain kinds of magic are taboo even amongst spellcasters. h2(#TheEight). The Eight The number eight is universally understood by everyone to be unlucky. There …

  • Psionics

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) h2. Dual-Discipline Powers Dual-discipline powers, featured in this book for the first time, have effects that encompass two distinct disciplines. In all cases, treat these powers as if they belonged to …

  • Warlock Invocations

    ( [[Magic | ⇪ Magic]] ) h2(#EldritchCannon). Eldritch Cannon *Least; 2nd; Blast Shape* You can split up the damage dice in your eldritch blast from class levels into separate blasts. As a full-round action, you can fire all of these blasts (each …

  • Power Descriptions

    ( [[Psionics | ⇪ Psionics]] ) h2(#AuraSight). Aura Sight |\2. *Clairsentience* | | *Level:* | Psion/wilder 4 | | *Display:* | Visual | | *Manifesting Time:* | 1 standard action | | *Range:* | 60 ft. | | *Area:* | Cone-shaped emanation centered …

  • Technology

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) (This page is currently a Work-In-Progress) h2(#Items). Items A number of technological marvels have been invented in the 3000 years since the typical D&D setting. h3(#ItemFamiliars). Item …

  • Line of Effect vs Line of Sight

    ( [[House Rules | ⇪ House Rules]] ) In situations where you have line of sight but not necessarily true line of effect (such as when looking through a glass window or shutter), generally use the description of the effect to determine whether you need …

  • Gun Template

    ( [[Technology | ⇪ Technology]] ) A “gun” is a template that can be applied on any wand (a “wand gun”) or dorje (a “dorje gun”) that meets certain prerequisites. In short: #{margin-bottom:1ex} Guns are considered use-activated ranged simple …

  • Armor and Shields

    ( [[Technology | ⇪ Technology]] ) Hyperion Voyages presents new types of armor appropriate to the setting. Many of these armor types have identical stats as a core counterpart except that they don’t count as being that core armor for the purposes of …

  • Electronics

    ( [[Technology | ⇪ Technology]] ) One of the greatest innovations in Hyperion society was a method to "wirelessly distribute power":http://www.washington.edu/news/2015/11/18/popular-science-names-power-over-wi-fi-one-of-the-years-game-changing- …

  • Skill Advantages

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* To give skill ranks more meaning, in various circumstances you’ll add your number of ranks in a skill to a roll. Skill synergies no longer have prerequisites and don't grant the …

  • Banned Stuff

    ( [[House Rules | ⇪ House Rules]] ) (There are also Recommended Bans in the campaign-setting-specific House Rules section linked above.) h2. Banned Acts Everyone should read this section. Committing a banned in-game act carries the same …

  • Real Alignments

    ( [[House Rules | ⇪ House Rules]] ) h2. Table of Contents * "Foreword":#Foreword * "General Behavior":#GeneralBehavior ** "Alignment Descriptor Effects":#AlignmentDescriptorEffects * "Prerequisites":#Prerequisites * "Detection":#Detection * " …

  • Computing

    ( [[Technology | ⇪ Technology]] ) Most consumer electronics physically consist of a unique pseudo-solid non-toxic crystalline substance that can be programmed to adopt a certain shape, texture, appearance, and behavior. Because this material is so …

  • Hypertooth Interfaces

    ( [[Technology | ⇪ Technology]] ) A hypertooth interface is essentially a construct NPC that is always considered “helpful” to anyone currently interfacing with it (colloquially called a “user”). Hypertooth interfaces usually only interact with a small …

  • Mecha Template

    ( [[Technology | ⇪ Technology]] ) “Mecha” is an inherited template that can be applied to any contiguous (non-swarm or without the mob or dustform templates) aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or vermin of …

  • Cyberspace

    ( [[Technology | ⇪ Technology]] ) Hyperion cyberspace is very similar to the cyberspace presented in Ghost in the Shell™. Upon logging into cyberspace, the creature’s avatar appears at a virtual location specific to that cyberspace access port. …

  • New Creatures

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) h2(#HypertechCreatures). Hypertech Creatures Most complex technological objects in this setting are in fact completely-inorganic technological constructs without the living construct subtype or any modes …

  • Outer Space

    ( [[Technology | ⇪ Technology]] ) [[File:657650 | class=media-item-align-right | 400px | Super-Portal_v3.png]] As it turns out, instantaneous travel and communication have an absolute hard limit of 2000 miles when that distance would cross the …

  • Pathfinder Combat Maneuvers

    ( [[Adventuring Variants | ⇪ Adventuring Variants]] ) *In a nutshell:* This includes grapple, disarm, trip, etc. and some minor additions. "Read this for more details on each maneuver.":http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat- …

  • Item Clarifications

    ( [[House Rules | ⇪ House Rules]] ) In-general, always use the latest version (by publishing date) of a given item. For example, always use the Magic Item Compendium version of the Torc of Power Preservation. h2(#WeaponsInGeneral). Weapons in …

  • Clarifications on Light and Darkness

    ( [[House Rules | ⇪ House Rules]] ) If the specifics about lighting conditions don’t matter to you, you can skip this section. h2(#UsingLightSources). Using Light Sources If an object or creature is partially revealed by light, it’s lit only on …

  • Action Economy

    ( [[House Rules | ⇪ House Rules]] ) As normal, using an immediate action consumes the swift action you would normally have the following round. You can downgrade a standard action to get an extra swift action (regardless of whether you’ve already …

  • Class Fixes

    ( [[House Rules | ⇪ House Rules]] ) h2. Table of Contents "Table: Starting Gold and Starting Ages":#TableStartingGoldAndStartingAges "Ardent":#Ardent "Archivist":#Archivist "Artificer":#Artificer "Bard":#Bard "Beguiler":#Beguiler "Cleric":# …

  • Reducing Level Adjustments

    ( [[House Rules | ⇪ House Rules]] ) table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s Note:* See also the [[XP is Different | XP is Different]] variant. | *Note:* If the character is still being created, first check to see if …

  • Imported Skills

    ( [[House Rules | ⇪ House Rules]] ) Certain skills have uncommon uses. Sections that have been modified by house rules or for this campaign setting are marked in %{color:red}red%. table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s …

  • Clarifications on Consumables and Containers

    ( [[House Rules | ⇪ House Rules]] ) table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s Note:* The "Gun Holsters and Harnesses" section below is marked in red because it's specific to this setting. | h2(#RegardingConsumables). …

  • Imported Spells

    ( [[House Rules | ⇪ House Rules]] ) h2(#SpellLearningEnhancements). Spell Learning Enhancements A number of spells are available to a wide range of casters not specific to the stated spell lists. h3(#SanctifiedMagic). Sanctified Magic (BoED 83 …

  • Learning Opportunities for Spells and Powers

    ( [[House Rules | ⇪ House Rules]] ) table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s Note:* This is in the "GM-only" section of Maginomicon's House Rules. That means that this is an optional behavior that we highly-recommended GM's …

  • Unreasonable Consequences

    ( [[House Rules | ⇪ House Rules]] ) table{margin:0 auto 1em; border:1px solid red;}. | *{color:red}GM’s Note:* This is in the "GM-only" section of Maginomicon's House Rules. That means that this is an optional behavior that we highly-recommended GM's …

  • Clarifications on Passive Senses

    ( [[House Rules | ⇪ House Rules]] ) (Inferred from Rules Compendium page 9) You can assume that everyone is constantly taking 10 on Spot and Listen checks. This represents a creature’s ability to passively spot something in their peripheral vision …

  • Clarifications on Skills

    ( [[House Rules | ⇪ House Rules]] ) All classes that have a full BAB progression get Spot and Listen as class skills. All classes get two extra skill points per level. If you want to craft something, purchasing raw materials requires that you …

  • Critical Hits and Fumbles

    ( [[House Rules | ⇪ House Rules]] ) Every time you would fumble an attack roll, you must also roll to confirm that you fumbled. These confirmation rolls are against the creature's touch AC no matter what the original attack was against, and you roll a …

  • Sheen

    ( [[Technology | ⇪ Technology]] ) The machine cysts that dot a frightening number of the known worlds spread their reach a little more every day. Through fighting this uncaring menace, new technological advances have been inspired or reverse-engineered …

  • Improved Factotum

    ( [[Classes| ⇪ Classes]] ) The factotum is one of the most powerful mundane classes in the game, and in this setting it can even [[Mundane Characters Gestalt | gestalt]]! As such, a number of clarifications have to be made to bring this class back into …

  • Classes

    ( [[Campaign Setting | ⇪ Campaign Setting]] ) This chapter describes classes and class variants that are unique to the Hyperion Voyages campaign setting, although they don’t have to be used in just this setting. For example, the psithief is a new class …

  • Manikin Template

    ( [[Races | ⇪ Races]] ) Manikins are humanoid-[[Sheen | sheen]] hybrids created by a machine cyst in order to study biological life. Many of these attempts at merging biological and machine life fail horribly, but the occasional experiment yields a …

  • Incantations

    ( [[Magic | ⇪ Magic]] ) "Incantations":http://www.d20srd.org/srd/variant/magic/incantations.htm are rituals used by magic-users and non-magic-users alike to create magical effects. For divine incantations, replace all mention of “arcana” in the …

  • Communals

    ( [[Psionics | ⇪ Psionics]] ) Communals are the psionic equivalent of [[Incantations | incantations]], except that they use “Knowledge (psionics)” as the typical skill check involved. Only a psionic creature (a creature with the psionic subtype) can …

  • Astral Construct Power Armor

    ( [[Psionics | ⇪ Psionics]] ) [[File:649887 | class=media-item-align-right | 300px | Astral_Construct.jpg]] It was discovered that you could encase yourself in your "_astral construct_":http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm …

  • Grenade Template

    ( [[Technology | ⇪ Technology]] ) A grenade is a new kind of splash weapon that contains a spell or power. Mechanically, “grenade” is a template that can be applied on any wand (making a “spell grenade”) or dorje (making a “power grenade”) that meets …

  • Improved Shadowcaster

    ( [[Classes| ⇪ Classes]] ) Ari Marmell's fix for the shadowcaster class (listed below) is excellent, but some of it becomes confusing in this setting and without further improvements the class regardless would be even more underpowered than in the …

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