Combat Medics are healers. They have unique weapons that allow them to steal health points from adversaries and use that to heal their allies. They are more about health management rather than pure healing. They can quickly manipulate allied health by transferring health from themselves to their ally. They are a much needed ally on the battlefield.
The Field Knight is a mobile tank (a character with high health points and armor). They start the game with jetpacks and rocket boots, allowing them to charge across the battlefield dragging adversaries with them. They can activate rockets within their weapons to inflict more damage and throw adversaries across the battlefield. They feed off the flow of the battle, growing stronger as the fighting shifts in their favor.
The Mechromancer class is a spellcasting fighter class that consumes the life essence of fallen adversaries to grow stronger. Their weapons consume this essence to grow in strength the more essence within them. Mechromancers can use this essence for many things, including the summoning of undead mechanical minions. Mechromancers are the manipulators of both the dead and the living. They use their sheer power to bend spells to their will.
Mimic is the strangest class in the group. They are a defensive class that specializes in reactions that allow them to reduce damage and launch an adversary’s attacks back at the attacker. They tear at the sanity of adversaries and channel the energy of the Realm of Reflection. Mimics are always thinking two steps ahead of each enemy movement, and making their targets regret every crossing paths with them.
Naturalists are a spellcasting class known as the devout of Elanath the Eternal Queen (known to most as the Aspect of Life). She grants them each a powerful book that allows them to summon the wrath and fury of nature itself. They also specialize in summoning powerful creatures and healing spells. Many of them can even manipulate the strands of fate itself at later levels.
Negotiators are the talkative class. They use their Manipulation Tactics to interrupt and distract adversaries while simultaneously assisting their allies. This class focuses on the power of their words and is encouraged to talk through every problem. The Negotiator can easily sell a glass of water to a Water Thaumatech.
Soldiers are cybernetically-enhanced fighters from various soldier corps. They are proficient with nearly every ranged weapon and many melee weapons as well. Their cybernetics change based on what weapon they are wielding, granting them unique bonuses and effects. Their Corps gives additional powerful effects as well as a few fun role-playing aspects.
Smugglers are the greatest pilots and gunslingers of the universe. They launch attacks before combat even begins, and fire debilitating shots that hinder adversaries. Smugglers also know all the paths in a city to quickly disappear, or where to sell illegal goods. Few can outlast them in a dogfight or in a back alleyway fight. And they live by the rule that in space, there are no rules.
The Thaumatech is an advanced techno-spellcasting class that switches between different elemental USBs: Fire, Earth, Water, and Air. They can store spells in their weapons and even overcharge the spell’s power and damage. Thaumatechs can also open a portal into the Arcane Realm and call down the most potent and dangerous of spells. Few can master spells better than the Arcanatech wielding Thaumatechs.
The Classes of Veil of the Void
There are nine base classes within Veil of the Void. Each one designed with a unique concept in mind, blending fantasy and sci-fi into one.
Our class system is designed to be fully customizable. At level one, you choose your base class from one of the above classes, but then you are free to take any non-unique class ability from any other class! This gives you so many options for character creation and progression, and lets you make that perfect character idea.
What Makes A Living Rule-set?
A living rule-set is comprised of many different elements all working together in beautiful harmony. Elements such as skills, expertise, classes, races, spells. Everything within the core rulebook is designed to grow and develop alongside players, encouraging story along the way. Even the lore of our universe will change and adapt based on the communities overall stories. So many things come together to make something feel alive.
Skills are your active actions such as Balance, Covert, Arcanting, etc. These skills all have multiple levels that you can invest Skill Points into which in turn makes you better at them. Skills also level alongside your character as they perform checks! This means you level up skills without needing to invest points into them. This sort of active progression system gives room for your character to grow into a more diverse individual.
Proficiency with items, equipment, and weapons are earned through practicing and using an equipment item. The more time in game your character uses these things, the better you get at using it. This means you can pick up and learn to use most any item, weapon, or armor in this game as any class. Want to be a Thaumatech that runs around with a great chain-blade? Why not! Just practice enough and you'll be swinging it with ease.
Expertise is the character's passive knowledge or ability. You choose Expertise as you level but you also gain expertise over time based on character choices. Everyone makes their own decisions while exploring the universe, these decisions grant unique Expertise designed around those choices. This lets you see that every action means something and that these actions grow your character more and more.
Veil of the Void strives to make homebrewing easy and open for anyone to do. There are steps and rules to build whatever you can imagine! Our book has a full chapter designed to help a GM create any thing from an Expertise to a class. With these rules and the examples throughout the book you should be able to homebrew your entire universe! One of the biggest homebrew factors is flavor. Anything in the game can be quickly re-flavored to build your exact idea.
A Custom Six-sided Dice System
All of this is made possible through a custom ruleset that uses the standard six-sided die. The rules have been painstakingly designed to encourage the roleplaying and storytelling aspects of tabletop rpgs. The Core Rulebook has the GM's guide, Player's Guide, Monster Manual, and Homebrewing gude all in one book; and every rule, damage, and check uses the six-sided die, so all you need to play Veil of the Void is the Core Rulebook and a set of six-sided dice!
Customized Space Ships and Vehicles
No sci-fi setting is complete without space ships; Veil of the Void is no exception. Our universe is massive and filled with all types of alien craft. Star Ships and vehicles in Veil of the Void are mobile bases for players. They encourage stories and give a great place for downtime roleplaying. Yet our ships, mechas, and vehicles are more than this, they are characters themselves!
Ships gain expertise as players do! While we have in our section many different unique ship-based Expertise, it is encouraged to make custom Expertise just as the GM does for PCs. Has your ship survived many an encounter with an alien annihilation ray? Perhaps the ship gains a small resistance to the damaging effects of future annihilation encounters. The possibilities are endless and the stories will help shape the party’s ship into its character.
Different Combat Modes
Our combat is diverse for ships and vehicles. Based on if the ship is in space or not, the attacks differ. While not in space combat (on a planet for instance) it gains bonuses and negatives. Its attacks deal more damage and it is more potent, but it has limited movements and control. This makes for a fun fighting style whether you are in space or on the ground.
An Expansive Magic System
In this system, everyone can use magic and has access to all spell trees (aside from the Unique Naturalist tree) regardless of chosen class. We have designed the magic system to be very open and customizable; after all, what is a mage that cannot create or manipulate their spells?
A mage, or Arcanter as they are referred to within Veil of the Void, is not limited to their spell type. They are able to manipulate spells to transform their effects or damage type into something else, giving them huge flexibility in combat. That fire spell isn’t working for you? Transform it into a water spell instead! There is so much possibility for a magic caster.
Arcanters are capable of more than simply the casting and manipulation of spells. Mages within our universe are able to fully create their own spells! Much like how proficiency and skills are gained by using them, custom spells are gained by practicing and using them. No good wizard is ever bound just to their basic spells. Any good mage builds off what they know to create something even better.
Where Veil of the Void Can Be Purchased
All of this and so much more reside within the Veil of the Void Core Rulebook. The Hardback copy is available for all stores worldwide, and is available on websites like Amazon. Ask your local gaming store for an order or, if you are looking to support us in the best way possible, buy straight from our distributor: Bookbaby. The link to our store will be below, and if you use the code WINTERVOID you get 15% off!
It takes a whole crew to run a ship, each performing an important task. In Veil of the Void, starships have several roles that gain certain benefits based on those performing the task. Engineer, Captain, Pilot, Navigator, etc; all of these roles are critical to intergalactic travel and combat!