Hyperion Voyages
Campaign Setting
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To boldly botch where no one has rolled before!
Introduction
Where did all of this come from, and what is this campaign setting’s purpose?
Chapter 1: Lore
This section will eventually have more content than the rest of the book combined, but for now there’s only some rudimentary background information.
Chapter 2: Game Feel
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 to each imported variant are written into their descriptions to fit in with rebalancing and so that they mesh well with eachother and the setting.
Chapter 3: Races
Creatures of every sort are abundant in this setting, including many obscure playable races and a few new LA+0 templates.
Chapter 4: Classes
There are a few new classes unique to Hyperion Voyages, and a number of classes gain fixes or changes which improve their flavor and utility.
Chapter 5: Skills, Feats, and Flaws
New character options are available.
Chapter 6: Magic
Hyperion Voyages may be psionics-heavy, but there’s a number of new forms of magic available too.
Chapter 7: Psionics
Psionics got some major upgrades.
Chapter 8: Technology
It’s been 3000 years since the standard D&D setting, and innumerable technological advancements have been made.
Chapter 9: New Creatures
New life is out there, and not all of it is friendly.
Chapter 10: Appendices
The character sheet, glossary, etc.