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    Adastra Nucleus

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    A D A S T R A

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    Version 1.1

    DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYERS HANDBOOK,

    PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, andADVENTURERS VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used withpermission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&Dcharacters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under theDungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System ReferenceDocument, available at www.wizards.com/d20.

    DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo, Andy Collins, and JamesWyatt; DUNGEON MASTERS GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls,Stephen Schubert and James Wyatt; PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and JamesWyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, D&D 4E Game SystemLicense 2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. 2008,

    2009 Wizards of the Coast. All rights reserved.

    Fearless Goblin GamesJames Leonard Jon Leonard Jerry Qualls Mark RossProduced by Freelance Illuminati Productions

    For more, join us at fearlessgoblin.com

    FGG-05132009-CS

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    Table of ContentsChapter 1 - Prologue .... 4 The Rundown ............................. 4

    What is in This Book? .................. 5

    Chapter 2 - The Ages ..... 6

    The First Age ............................ ... 6

    The Second Age .......................... 6

    The Third Age ............................. 7

    The Fourth Age ........................ ... 8

    The Fifth Age ............................ 10

    Chapter 3 - The Six ..... 11 The Awakened Confederacy ..... 11

    The Guild Syndicracy ................. 12

    Order of Protected Worlds ....... 13

    Phoenix Empire ........................ 15

    Purifiers .......................... .......... 15

    Republic of the Pure ................. 16

    Savage Xori Dirge....................... 18

    Chapter 4 - Divinity ...... 19

    Other Gods ....................... ......... 19

    The Cosmic Pantheon ................ 19

    Chapter 5 - Jal .............. 22

    Jal Truth Seeker Paragon Path ... 24

    Scion of the Kin Epic Destiny ...... 25

    Scion of the Progenitor Epic Destiny 25

    Chapter 6 - Feats ......... 27

    New Skills .................................. 27Heroic Tier Feats ........... ............ 28

    Paragon Tier Feats ..................... 30

    Epic Tier Feats .......................... . 32

    Multiclass Feats ......................... 33

    Protoawakened Path and Destiny37

    Chapter 7 - Gear ........... 40

    Weapons ................................... 40

    Ammunition .............................. 47

    Gates and Portals ...................... 48

    Mana ................ ........................ 49

    Chapter 8 - Threats ..... 50

    Monsters ................................... 50

    Encounter Groups .. ................... 53

    Xori Racial Traits ........................ 54

    Chapter 9 - Toolbox .... 55

    Special Rules .. ........................... 55Adastra in your Campaign ......... 56

    Building a Campaign .................. 57

    The Multiverse .......................... 60

    To the DM... .............................. 61

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    A D A S T R A

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    god-like in many respects, and some have even become gods. These beingshave come to be known collectively as the Awakened.

    Over the last century, many factions and nations have started to assessthe true nature of the Awakened, and three conflicted views about themhave formed. While the Awakened cannot be truly dealt with or controlledon any real level, the dubbed Protoawakened are still mortal but havetremendous power. Some groups view them as a threat to their way of lifeand are hunted down like beasts. Other groups want to collect them andturn them into weapons. Others worship them as gods and will fight anddie for them.

    The Awakened, up until the Fourth Age, have dealt little with others

    outside their kin.

    What is in This Book?Contained within this book is everything you need to play in the

    A DASTRA setting, except for the 4e Core Rule Books by Wizards of theCoast.

    This book is filled with story and flavor information that will allow you tobegin adventuring in this unique and imaginative setting. There is also a

    toolbox chapter to allow the DM to incorporate A DASTRA to theircurrent games, or to start a game straight from here.

    NUCLEUS A DASTRA is a living,

    breathing entity of its own. Asmore supplements andadventures are added, the cosmoswill fill with more flavor andthreats that have never been seenbefore.

    This is done using theElements. This book is calledNucleus because it contains all of the major information that isneeded to play in the A DASTRA setting.

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    A D A S T R A

    - T h

    e

    A g e s

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    The Fifth AgeNKR 840 to CurrentIn the Fifth Age, the cosmos is a vastly different place than it was just ashort 117 years earlier. Now, in the latter half of the ninth century, thereare new powers that control the universe.

    Countless generations lost their lives, and many nations fell, but a newspirit of adventure has opened up since the loss of the Kin. Hope andwonder settle on the general populace as it experiences a general sense of peace, the likes of which it has not known for many years.

    The Kins Legacy can still be felt as many of the locations of their ruinsand cities are revealed and much of their technology has yet to beunderstood. Adventurers have begun to journey forth, hoping to strike itrich by discovering a the Kin supply depot or an ancient weapon left behindfrom one of creations many wars. Others adventure in hopes of findingout more about the civilization that sacrificed itself to save all of existence.

    New threats fill the cosmos, and old ones return to menace thenewfound peace. Some find discontentment with the peace, and still viefor control and power in the form of conspiracy and intrigue. A dearth of

    reports regarding strange, unexplained events floods in to governmentoffices across all of creation; some of them are small, and others are on aplanetary scale.

    Welcome to A DASTRA , and all the astraea within.

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    defending and shielding the lesser gods from the wrath of the evil ones,she ascended to godhood and gathered both the angels of Silvarna andOron as well as their followers into a powerful fighting force and enteredthe divine realms to end the Gods War, with the war over, the gods thenassisted the mortals in their fight against Erebhar.

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    Chapter 5 - JAL Tall and eloquent, they are filled with old power.

    The Jal race is no longer native to any specific astraea; however, theastraea of Loar Uti is considered their home realm.

    The race itself is divided between the genders. Male Jal are naturallyarcane while the female jal all share a divine bloodline of a long-lost godsimply known as the Progenitor .

    For centuries, the jal have been traveling from astraea to astraea to finda home. Their fledgling power has made them feared and respected acrossmany different realms. Most of the time it was for nought and they wouldbe run off and have to find a new place to rest.

    At the end of The Great Roaming the jal and several different racesfound Loar Uti, an uninhabited astraea with enough resources to start asmall homestead, and decided to make a stand.

    Average Height: 72 86Average Weight: 210lb 350lb

    Size: MediumSpeed: 6 squaresVision: Glare-vision, Low-light, Darkvision

    Language: Common, Kin, and one of your choiceAncient Legacy [Kin]: You have been greatly influenced by the Kin. Because

    of that, you are part of their legacy. You count as a Kin for all intents andpurposes. Whenever you spend an action point, you gain +2 all yourdefenses until the end of your next turn.

    Glare-vision: You are immune to effects caused by bright light or radiantkeywords that impair vision such as blindness.

    FEMALE JALAbility Scores: +2 Wisdom, +2 CharismaSkill Bonuses: +2 Religion

    Divine Right: You are a cleric for the purposes of feats, paths, anddestinies. You may expend half of your healing surges, minimum of one,to recover an expended divine power.

    Halo: A glowing aura surrounds you and is especially bright around yourhead. Anyone within half your level squares of you gains a +1 to savingthrows and gains +1d4 temporary hit points when they heal.

    Miracle: You have the miracle power.

    MALE JAL

    Ability Scores: +2 Intelligence, +2 CharismaSkill Bonuses: +2 Arcane

    Arcane Blood: You are a wizard for the purposes of feats, paths, anddestinies. You may expend half of your healing surges, minimum one, asa standard action to recover an expended arcane power.

    Runes: Floating around your body are powerful runes. You may prepare anumber of rituals equal to one fourth your level as though they were

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    walk across the cosmos will eventually lead you to the Aether, a realm of pure probability and knowledge where matter and intention are one andthe same. How long most stay in this journey depends on the awakened

    themselves; but with time and space no longer a limit to you, achieving alevel of immortality that is equal to the gods, you have all of eternity todetermine your purpose.

    SCION OF THE P ROGENITOR High Miracle (21 st level): You can use miracle as an encounter power

    rather than a daily.Strong Essence (24 th level): You gain an additional number of healing

    surges equal to one fourth your level.Defensive Halo (30 th level): All you and your allies within your halo gains

    your wisdom modifier to their defenses.

    SCION OF THE P ROGENITOR P OWER FORM OF THE PROGENITOR UTILITY26You become an example of what the Progenitor was. Daily AwakenedStandard Action PersonalRequirement: You have an awakened sparkEffect: For the rest of the encounter, whenever you expend a healing surge

    for any reason, gain hit points as though you expended a healing surge.

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    Chapter 6 - F EATS As time passes, people find that they have more ways to help. New talents form and new illnesses arise.

    New SkillsWith the advancement of technology and magic, there has been need

    for some new skill sets. Here we introduce the new skill of Mechanics.

    Mechanics (Intelligence)The mechanics check is used when dealing with complex uses of

    technology such as a Kin relic or a matrix. This kind of skill check wontnormally be needed if the device is being used as its meant, however tomanipulate an object to do a different task would require this check.

    Manipulation at the level that the check allows would require skill

    challenges, the complexity depends on what tier the item is. Generally, anitem that is heroic tier (level 1 to 10) is a skill challenge complexity 1, aparagon tier (level 11 to 20) is a skill challenge complexity 2, and an epictier (level 21 to 30) item is a skill challenge complexity 3.

    Combat Use: The skill challenge complexity increases by one if you areusing it in combat..

    Mechanics Modifiers: Some equipment will have an enhancementbonus to the mechanics DC itself. This is common for most the Kin relics.

    Magic and Wondrous Items: You cannot use mechanics checks to

    manipulate magical, wondrous items, or constructs unless they have thematrix descriptor.

    P ROGRAMMING If the device has a matrix, you can attempt to reprogram it to do a

    different function, or even write new instructions for the device tosupplement its systems as long as you are familiar with the instructions italready has.

    If the matrix is locked, you can attempt to access it with a jack. Jacking amatrix requires skill challenges, however the DC may change according tothe counter-jack attempt.

    If the matrix is being jacked, you can counter-jack them. Doing sochanges the mechanics DC.

    Jack Resistance: Some matrices have a jack resistance which is amodifier to the DC against being jacked. The jack resistance as added tothe die roll to counter-jack.

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    Benefit: You gain proficiency with firearms and explosives. You gain a +2to stealth which increases to +3 at level 11 and +4 at level 21.

    Phoenix guerrilla isnt an actual class, you use a power swap feat, you

    may take one of the following powers instead.

    AMBUSH Prerequisites: 4th level, Phoenix GuerrillaBenefit: You can swap one 3rd-level or higher encounter attack power

    you know for the ambush attack power.

    AMBUSH FEAT POWER Surprise makes even the dullest blade a scalpel.

    Encounter MartialStandard Action Melee Weapon Requirement: Must have concealment from your target and have asurprise action against them.Target: One creatureAttack: Dexterity vs. AC Hit: 4[W]+ Dexterity modifier damage. The target is stunned, save ends.Special: You may take a full move action before this attack.

    TAKE C OVER Prerequisites: 8th level, Phoenix GuerrillaBenefit: You can swap one 6th-level or higher utility power you know for

    the take cover utility power.

    TAKECOVER FEAT POWER You can strike your foe and get back to seclusion within a blink of an eye.At-Will MartialImmediate Interrupt PersonalTrigger: You make a successful attack.Requirement: You must have concealment before the triggering attack.Effect: You may make a stealth check to regain concealment with a -5

    penalty.

    M AKE A P OINT Prerequisites: 10th level, Phoenix GuerrillaBenefit: You can swap one 9th-level or higher daily attack power you

    know for the make a point power.

    MAKE APOINT FEAT POWER You make an attack so horrific that it drives your point home.Daily MartialStandard Action Melee WeaponRequirement: You must have concealment before making this attack.Target: One creatureAttack: Dexterity vs. AC

    Hit: 4[W] damage. The target is knocked prone and is stunned. If the targetis dropped to 0 or less you may make an intimidation check with a +10feat bonus against everyone who can see you. You cannot regainconcealment until the end of your next turn.

    Miss: half damage. The target is not knocked prone or stunned. You cannotregain concealment until the end of your next turn.

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    equal to your intelligence modifier. If anyone attempts to occupy a space,you choose if you are in that space or not if; if you are you no longerquantumly occupy any space and you only occupy that space, otherwise

    you no longer quantumly occupy that space. You may take standardactions as if you were in any quantumly-occupied space. You may makeopportunity attacks as if you were in any quantumly-occupied space, butyou may only do so once per turn. If you move, your q uantum form rangemoves with you.

    If an attack hits you may make a saving throw. If you succeed, you maychoose not to be in that square and the attack automatically misses.Otherwise, you are still hit and your quantum form is dissipated and youoccupy the space the attack hit.

    Your quantum form range is reduced by 2d4 at the end of each of yourturns, and your quantum form is dissipated when the range becomes 0 orless.

    Temporal Recovery (24 th level): Once per day, you may recover a powerof your choice, or an ally may recover a power of their choice.

    Third Truth (30 th level): If you are targeted by an attack, you may enterquantum form and attempt to save against it as in quantum form (seeabove). Your quantum form is dissipated at the end of the attackingcreatures turn.

    M ORTAL A WAKENING P OWER UNIFIEDWAVE FORM UTILITY26

    An understanding of the state of reality allows you to hop along its bordersat your whim. Daily AwakenedStandard Action PersonalRequirement: You must be in Quantum Form and have an awakenedspark.Effect: You may take a standard action, then reduce your Quantum Form

    range by 2. You may take another standard action; if you do so, reduceyour Quantum Form range by 2. You may continue in this fashion untilyour Quantum Form range is 0 or less.

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    E QUIPMENT L EVEL The level of the equipment

    represents the approximantpower of the item itself. This issimilar to magic item levels.There is no minimum levelrequirement to use theequipment.

    M ORE ON ABLATION Third Option: While it was

    stated that a bullet can do one of two things, there is actually athird option. It could impact andstick. For rules simplification wedidnt add this fact into it becausewhile bullets can impact hardarmor and stick, an arrow canalso pierce armor and stay inplace. For ease, we rather justallow the bullet through it or toablate on its surface.

    Why not Arrows and Bolts? Itisnt really an issue with theprojectile more that its an issueof speed and how much damagethe projectile can handle. Arrowsand bolts move at high speeds,but not high enough that impactwith armor can destroy it. Abullet moving faster than thespeed of sound is carrying somuch energy that contact with ahard surface will cause it todeform. Ablation, in this sense, ishow much that bullet woulddeform and take away from itsability to deal damage.

    Chapter 7 - G EAR The tools of conquest are similar to tools of defense. It all depends onhow you use them.

    With all the cosmos open to each other in some form, technologystarted to get shared. This sharing of technology and magic allows someamazing equipment and gear to be developed.

    WeaponsWhen the multiverse is at your fingertips, merchants can get all kinds of

    goods from across the cosmos. Some cater to the needs of the adventurerand become providers of powerful weaponry.

    FirearmsThe chaos of the war has

    enabled great advancements inweaponry, creating devices of great worth and great destruction.

    Firearms are one of theseadvancements.

    ABLATION A projectile striking a hard

    surface, such as chainmail, scale, orplate armor, has only two options:it can penetrate it or disintegrate.Because of this, the projectile

    ablates or is otherwise destroyedunless it penetrates the armor.

    If a target is wearing heavy hardarmor such as chain, scale, orplate, the energy of the bullet isgoing to dissipate into the armorfirst. Hard armor provides adamage reduction equal to itsbonus to AC. This is due to thecombination of energy beingdisplaced into the armor and thefact that the armor is causingdamage to the bullet itself as itpasses through.

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    SHOTGUN FIREARM Like a small cannon, it fires a large slug or a bunch of pelletsLvl 1 +0 125g

    Lvl 5 +1 312gLvl 10 +2 781gLvl 15 +3 1,953g

    Lvl 20 +4 4,882g

    Lvl 25 +5 12,207gLvl 30 +6 30,517g

    Group: Longarm Enhancement: Attack and damageProficiency: +2 Damage: 1d12Ranged: 4/40 Load: StandardAmmunition: C Cartridge Magazine: Internal (8)Property: Brutal 1 Weight: 3lbPump Action: This weapon requires you to spend a minor action to load

    the next cartridge to fire.Ranged Melee: This weapon does not provoke opportunity attacks when

    making ranged attacks while in melee. This weapon deals doubledamage against targets within 1 square of you.

    SNIPER RIFLE FIREARM This longarm makes powerful shots at incredible range.Lvl 1 +0 200gLvl 5 +1 500g

    Lvl 10 +2 1,250gLvl 15 +3 3125g

    Lvl 20 +4 7,812gLvl 25 +5 19,531g

    Lvl 30 +6 48,828g

    Group: Longarm Enhancement: Attack and damageProficiency: +3 Damage: 2d12Ranged: 40/400 Load: StandardAmmunition: D Cartridge Magazine: Internal (4)Property: Brutal 1 Weight: 5lbBolt Action: This weapon requires you to spend a move action to load the

    next cartridge to fire.Scope: This weapon extends the vision of a character to 500 squares.

    SUB-MACHINEGUN FIREARM Firing in only full automatic, it can fill the air with cartridges.Lvl 1 +0 125g

    Lvl 5 +1 312gLvl 10 +2 781gLvl 15 +3 1,953g

    Lvl 20 +4 4,882g

    Lvl 25 +5 12,207gLvl 30 +6 30,517g

    Group: Longarm Enhancement: Attack and damageProficiency: +1 Damage: 1d10Ranged: 6/60 Load: MinorAmmunition: A Cartridge Magazine: Box (100)Property: Brutal 1 Weight: 4lbAutomatic Fire: The firearm loads the next cartridge if able. The use of this

    power expends 10 cartridges of ammunition. If you have less than 10cartridges remaining, the attack has a -1 penalty for each cartridgebelow 10 that is not present. As a ranged basic attack with twosecondary targets adjacent to the primary target dealing 1[W] to each.

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    ExplosivesExplosives can be as simple as a basic, yet violent, chemical reaction and

    others can be so complicated that they require magic in their construction.They are single use weapons by their very nature.

    BLASTPACK EXPLOSIVE The satchel has a thin drawstring on the side with a simple message on thetop, pull and go boom.Lvl 1 +1 700gLvl 5 +2 1,750gLvl 10 +3 4,375gLvl 15 +4 10,937g

    Lvl 20 +5 27,343gLvl 25 +6 68,359gLvl 30 +7 170,898g

    Group: Pack Enhancement: Damage and burstProficiency: +0 Damage: 3d12Ranged: None Burst: 20Target: All creatures within burst Attack: Wisdom vs. ReflexProperty: Brutal 1 Weight: 10lbHit: Enhancement [W] Damage. Push all targets to the edge of the burst.Miss: Half damage. They may make an acrobatics check DC 20 to ignore

    this damage.

    Timer: This weapon can be set to go off after a number of rounds up to tenrounds.

    DEMOLITION PACK EXPLOSIVE This satchel is similar to its blast pack cousin, but far more powerful.Lvl 1 +1 1,400g

    Lvl 5 +2 3,500gLvl 10 +3 8,750gLvl 15 +4 21,875g

    Lvl 20 +5 54,687g

    Lvl 25 +6 136,718gLvl 30 +7 341,796g

    Group: Pack Enhancement: Damage and burstProficiency: +0 Damage: 6d12Ranged: None Burst: 40Target: All creatures within burst Attack: Wisdom vs. ReflexProperty: Brutal 1 Weight: 15lbHit: Enhancement [W] Damage. Push all targets to the edge of the burst.

    Miss: Half damage. They may make an acrobatics check DC 20 to ignorethis damage.

    Timer: This weapon can be set to go off after a number of rounds up to tenrounds.

    FLASH-BANG GRENADE EXPLOSIVE Its loud sound and bright flash allows you to disorient your foe for amoment.Lvl 1 -0 15g

    Lvl 5 -1 37gLvl 10 -2 93gLvl 15 -3 234g

    Lvl 20 -4 585g

    Lvl 25 -5 1,464gLvl 30 -6 3,662g

    Group: Grenade Enhancement: Saving ThrowsProficiency: +2 Damage: NoneRanged: 5/10 Burst: 3Target: All creatures within burst Attack: Dex vs. ReflexProperty: Brutal 1 Weight: 1/2lbHit: The target is blinded by a radiant source and deafened by a thunder

    source. Save ends individually with a penalty to their saving throwaccording to the enhancement bonus.

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    Cylinder: The weapon keeps its ammunition in a cylinder, which is partof the weapon and also serves as the firing chamber for each shot. Unlikebox magazines, cylinders cannot be removed and they must be reloaded

    by hand. The cylinder value is the number of shots in the cylinder can hold.Internal: Some weapons keep their ammunition in an internal spacewhich must be loaded by hand. The internal value is the number of shots itcan hold. The load property indicates what action is needed to replace allthe cartridges at once. Anyone wielding an internal weapon may also use amove action to reload one cartridge.

    Linked: Some machine guns use linked ammunition. The shots arechained together with small metal clips forming a belt. In military units, thegunner fires while an assistant clips new ammunition belts together,

    keeping the weapon fed. The load property replaces the link that is loadedinto the weapon. Without assistance, a creature may only carry enoughlinked ammunition to fire for a number of rounds equal to their Strengthand Constitution modifiers combined.

    AmmunitionThe ammunition for the weapons presented here comes in cartridges

    which is a self contained metal casing with a propellant capped with a

    projectile. Cartridges are normally classified by the barrel diameter theyhave to fit in as well as the overall size of the cartage, slugs are classified byweight.

    AMMUNITION Type Quantity per Box Cost

    CARTRIDGE A 100 25gB 100 50gC 50 50gD 50 75g

    Special CartridgesArmor Piercing cartridges have either bullets that are specially hardened

    and shaped to penetrate hardened armor, or they have a softer outer partwith a hardened core.

    Either way, they have an Armor Piercing value and this value is howmuch Ablation the round ignores from the hard armor. These price totalsare added to the price of the cartridge itself above.

    Armor Piercing Additional Cost1 +10g2 +20g3 +30g4 +60g5 +90g6 +150g7 +240g

    8 +390g

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    Chapter 8 - T HREATS The Xori are intelligent, cunning, and ruthless. A trio that cannot be

    overlooked.

    The most common foe to most any party is the Savage Xori Dirge. TheDirge has been outlined in Chapter 2.

    MonstersThey are cunning. The Savage Xori Dirge has many different monsters in

    their employ to wreak havoc on the battlefield. This doesnt mean that theXori themselves dont know how to get dirty in combat either.

    XORI SERVITOR LEVEL2 M INION Medium Natural Animate (Undead) XP 31Initiative +6 Senses Perception +0; darkvisionHP 1; a missed attack never damages a minion. AC 16; Fortitude 17, Reflex 17, Will 11 Immune disease, poison

    Speed 4 M Slam (standard, at-will)

    +7 vs. AC, 4 damage. Alignment unaligned Languages XorStr 20 (+6) Dex 20 (+6) Wis 8 (+0)Con 20 (+6) Int 8 (+0) Cha 8 (+0)

    A corpse shambles towards you with blank expression coming from a porcelain mask.

    XORI LABORER LEVEL3 BRUTE Medium Natural Animate (Undead) XP 150Initiative +4 Senses Perception +0;DarkvisionHP 56, Bloodied 28; see also zombie weaknessAC 15; Fortitude 19, Reflex 16, Will 12 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiantSpeed 4 M Slam (standard, at-will)

    +6 vs. AC; 1d6+3 damage Zombie Weakness

    Any critical hit to the zombie reduce it to 0 hit point instantly.Alignment unaligned Languages XorStr 22 (+7) Dex 16 (+4) Wis 8 (+0)Con 16 (+4) Int 8 (+0) Cha 8 (+0)

    A corps slowly moves towards you, its pockets are filled with randomtools.

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    Xori Racial Traits DARKDESIRE XORI RACIALPOWER

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    Xori Racial TraitsThe xori is a powerful race of neither living nor dead. They belong to an

    unusual group known as the undying. They can spend centuries to perfecta single craft using their vast knowledge and nearly infinite patience.Normally a xori rarely joins a party unless they can gain something formthe adventure.

    Their innate connection with magic leads them to be controllers, but thisflexibility allows them to be dangerous defenders or lethal strikers as well.

    Average Height: 56 62Average Weight: 135lb 220lb

    Ability Scores: +2 Intelligence, +2 CharismaSize: MediumSpeed: 6 squaresVision: Darkvision 12 squares

    Languages: Common, XorSkill Bonuses: +2 Arcana, +2 EnduranceResistance: 1 + level Necrotic and Poison

    Vulnerable: 5 RadiantUndying Traits: +2 to saving throws against ongoing damage. You do noteat, breathe, or sleep; however, this does not render you immune to anyeffect. You are neither living nor undead for effects that require so.

    Aura of Evil: Even though you can have any alignment, you have an aura of evil. Any effect that can target an evil creature, you count as evilregardless of alignment.

    Arcane Affinity: You may choose one arcane encounter power you know;this power is now considered Reliable if it doesnt already have a miss

    ability. You may change which power you have affinity for each time yougain a level.

    Hunger: Unless you eat living flesh every three days, you lose access toyour arcane affinity until you eat living flesh.

    Dark Desire: You have the dark desire power.

    DARKDESIRE XORI RACIALPOWER The hunger is undeniable fact of life, and to an extent, unlife as well.Encounter Heal, NecroticStandard Action Melee BiteTarget: One creatureAttack: Strength vs. ACHit: Deal 1d6 necrotic damage. Any damage you deal with this power, you

    gain in bonus hit points.Special: This counts as eating living flesh if you target a living creature and

    successfully hit for the purposes of hunger .

    Special Rules

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    M ORE ON DISRUPTION A power becomes disrupted

    when the effect severs the powerfrom its power source. This

    condition is rare and adds a levelof difficulty to the encounter.

    M ORE ON AWAKENED Powers of the awakened

    keyword requires that thecharacter has the ability toawaken to begin with. This is whyyou need the awakened spark inorder to access them. Accessingthem while not awakened has

    consequences creating a backlash effect that those kinds of powersnormally have.

    M ORE ON C OUNTERS Counters represent a build up

    of something. At times this isfigurative, but in cases like mana,it is literal.

    Chapter 9 - T OOLBOX Without the right tools, the greatest of works cannot be done.

    The following are tools for your use. This includes assistance in creatingyour own A DASTRA adventures.

    Special RulesBelow are rules and definitions

    that have been added specificallyfor this campaign setting that addsa new level of depth to the game.

    DefinitionsBelow are some new terms and

    status effects.

    AWAKENED [K EYWORD ]

    Powers with an awakenedkeyword are powers and abilitiesthat have tremendous effect tochange the flow of the currentencounter. Normally there is abacklash to the use of the power,such as damage to yourself or thedisruption of the rest of yourpowers.

    Awakened powers require that you have an awakened spark.

    D ISRUPTED [S TATUS E FFECT ]Disrupted or to disrupt is to essentially turn off a power. An individual

    power that is disrupted cannot be used until it loses its disrupted status. If the entire character was disrupted, then they cannot use any powers untilthis status effect ends. The only powers that cannot be disrupted arepowers that count as basic attacks.

    Magical items can be disrupted as well, however, artifacts cannot.

    New RulesBelow are some new rules and special effects.

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