Beefermatic
Hero
So, I'm currently running a High Cosmic campaign, and I've made quite a few ideas to add depth and flavor to my multiverse. In addition to demiurges, nehaschemic dragons, and anomalies for my PCs to fight, I've also made many mortal factions with mechs and ships, both good and evil, and I made extremely advanced beings using the "spiritual growth" table on page 17 of Ascension, I call Hyperboreans.
I also have some new ideas for distance and a few interesting limiting factors for the Pleroma to add a bit of challenge. I'll start with that, then give a couple of stat blocks for a spaceship, and a hyperborean.
It's been theorized that the distance of the universe is somewhere in the neighborhood of 46 billion lightyears in radius, round that up to 50 billion lightyears in radius, and that is how far I allow things like Omnipresent or Cosmic Conciousness to work. It's also how far I allow a being's actual total reach to not exceed. I do, however, allow beings to see further than this, but in more of as astronomers vice astronauts. They cannot affect it without first reaching it.
In my version of the Pleroma, the hardest obstacle to overcome is the distance. There are these absurdly huge distances that take even Time Lords and the like at least 3d20 days to traverse, because of this, I have devised 2 systems of travel throughout the Pleroma: Starflight, and Rails.
Rails are like Pleromic Wormholes, they allow fast travel to certain points throughout the Pleroma. It is also called the Slipstream. This also allows for cultural centers, and points of interest. So it's helpful from a DM pov.
Essentially, it is akin to a huge magnetic tramway, through an artificially created wormhole that connects huge portions of the Pleroma. It looks like three giant, seamlessly smooth metal tracks, 2 below the craft, and 1 above, all evenly spaced with similar looking metal rings around the perimeter at regular intervals. This track runs in a circuit throughout condensed space and branches out an infinite amount of times, to an infinite amount of places.
There are older Rails too, many of which are reminants from past civilizations. If the PCs can get to them, they'd still be operational, but who knows where they lead...
Starflight is an Extraordinary Ability that I swiped from the Shantak in Pathfinder's Beastiary 2. It is the ability to traverse the multiverse by collapsing space, it takes 3d20 days to get to any point. In conjunction with Inner Eye, that means 3 days. I make this a standard ability for all Sidereals and above, though it is limited to their parent universe until they become Demiurges.
Now on to the fun part, monsters. First I'll talk about the mortal factions. One thing that always intrigued me was the idea of advanced civilizations that would somehow be able to breach the barrier between the Pleroma and their universe, if they did what would they find on the other side, and what kind of tech would they bring with them to the Pleroma?
One story I've worked on is the idea of people from our actual Earth, thousands of years from now, would pull this off and reach the Pleroma. However, they'd bring the worst traits of our civilization, greed, conquest, and a pro-human agenda to the Pleroma.
The Terrans, as they're called, have a Star Wars Empire approach to Multiversal conquest. They subdue and enslave Demiurges, imprisoning them and using their essence to power Dyson Sphere like power generators. They are powerful and resourceful, but come from a universe entirely devoid of magic, giving them a distinct disadvantage. The advantage they do have however, is that none of their special abilities are considered Supernatural Abilities or lower, all abilities are Extraordinary.
Terrans are all technologically enhanced, and are bred to be Paragons; these are called Transhumans. Their movers and shakers however are called Posthumans, these are the big dogs, the planners, and the richest most and powerful of men. Shorthand, you could do a double Paragon, or even an Amidah with no magical abilities. I also give any and all Progress Level 9 or above Technology to these guys for flavor. For anyone who's familiar.
Here is the "Luna Class" Fighter ship, it's weak, but made to attack in groups. Forgive the messy formating doing this on my phone, lol.
-------------------------------
Luna Class Starfighter,
CR: 250
H. Construct
Init: +500. Speed: Superluminal
HD:250d100+10,000+125,000 Shields (160,000hp)
AC:750 (250 Nat, 250 Dex, 250 Insight)
Abilities:
Str: 150 (+75)
Dex: 500 (+250)
Con:--
Int:--
Wis: 500 (+250)
Cha: 1
Defenses:
Fort: 125
Ref: 375
Will: 125
DR: 1,500/--
SR: Immune to Magic
Attack:
-Hypercannon: +750 Ranged Touch, Always Hits, 1 Light Day long range.
-Light Grenade: +750 Ranged, 2.5 mile splash, 25,000 mile range
-Ram: +575 Melee
Damage:
-Hypercannon: 250d20x2 (5 attacks)
-Light Grenade: 250d100 (1 attack plus splash)
-Ram: 120d20 +75
Special Abilities:
Blast Wave (Ex): 100 ft wide, 25,000 mile long wave, deals 250d100 Transcendental Damage, Fort DC 375 for 1/2 damage
Power Stream (Ex): 1 Light Day long line, 250d100, Fort DC 375 for 1/2 damage.
Shield (Ex): 125,000 hp barrier surrounds the craft, damage done to the ship is applied to the shield first. It regenerates 2,500 health per round.
Luminal Celerity (Ex): Always Hasted, Improved Evasion, and Superluminal. For 1 round every 1d4+1 rounds, can make a double action just as if they had the Time Dilation cosmic ability.
Inertial Dampeners (Ex): Perfect Maneuverability, can make an immediate move action after an attacker misses or doesn't break through the shield.
Adaption (Ex): Can become immune to a single form of attack an attacker uses, can be changed as a free action 1/round, can only adapt to 1 enemy at a time.
Additionally, this allows for the ship to exist in most forms of natural environment without damage, with the exception of the most harsh of conditions such as the inside of a star or a black hole, it also grants it 3 Anyfeat slots, and allows the ship to not be undermined by temporal means.
Phalanx Missiles (Ex): As an immediate action, can fire a barrage of missiles made of light. This ability works like the magic missile spell, but there is no limit to the number of missiles fired (125), these have a 25,000 mile long range, are not subject to spell resistance or shield spells, and deal 1d100+100 damage each. These can be used defensively or offensively, and the missiles can target different opponents.
Probability Matrix (Ex): By manipulating the fundamental matrices of Fate and Chance, the Terrans can bend reality to allow for the best possible outcome in any given situation. This ability mimics the "Inner Eye" Cosmic Ability, and allows the ship to apply it's Wisdom bonus as Insight to AC, Attack, and Initiative.
Starflight (Ex): Can compress space to reach any point in the multiverse in 3d20 days.
------------------------------------
I have another stronger Terran Ship, and a Hyperborean to put on here, but I got to get ready for work. Before I go, a bit more about the Hyperboreans, they'd be like what Goku is. Not a god, but able to hang with them through sheer brutal will and dedication. Tell me what you guys think.
I also have some new ideas for distance and a few interesting limiting factors for the Pleroma to add a bit of challenge. I'll start with that, then give a couple of stat blocks for a spaceship, and a hyperborean.
It's been theorized that the distance of the universe is somewhere in the neighborhood of 46 billion lightyears in radius, round that up to 50 billion lightyears in radius, and that is how far I allow things like Omnipresent or Cosmic Conciousness to work. It's also how far I allow a being's actual total reach to not exceed. I do, however, allow beings to see further than this, but in more of as astronomers vice astronauts. They cannot affect it without first reaching it.
In my version of the Pleroma, the hardest obstacle to overcome is the distance. There are these absurdly huge distances that take even Time Lords and the like at least 3d20 days to traverse, because of this, I have devised 2 systems of travel throughout the Pleroma: Starflight, and Rails.
Rails are like Pleromic Wormholes, they allow fast travel to certain points throughout the Pleroma. It is also called the Slipstream. This also allows for cultural centers, and points of interest. So it's helpful from a DM pov.
Essentially, it is akin to a huge magnetic tramway, through an artificially created wormhole that connects huge portions of the Pleroma. It looks like three giant, seamlessly smooth metal tracks, 2 below the craft, and 1 above, all evenly spaced with similar looking metal rings around the perimeter at regular intervals. This track runs in a circuit throughout condensed space and branches out an infinite amount of times, to an infinite amount of places.
There are older Rails too, many of which are reminants from past civilizations. If the PCs can get to them, they'd still be operational, but who knows where they lead...
Starflight is an Extraordinary Ability that I swiped from the Shantak in Pathfinder's Beastiary 2. It is the ability to traverse the multiverse by collapsing space, it takes 3d20 days to get to any point. In conjunction with Inner Eye, that means 3 days. I make this a standard ability for all Sidereals and above, though it is limited to their parent universe until they become Demiurges.
Now on to the fun part, monsters. First I'll talk about the mortal factions. One thing that always intrigued me was the idea of advanced civilizations that would somehow be able to breach the barrier between the Pleroma and their universe, if they did what would they find on the other side, and what kind of tech would they bring with them to the Pleroma?
One story I've worked on is the idea of people from our actual Earth, thousands of years from now, would pull this off and reach the Pleroma. However, they'd bring the worst traits of our civilization, greed, conquest, and a pro-human agenda to the Pleroma.
The Terrans, as they're called, have a Star Wars Empire approach to Multiversal conquest. They subdue and enslave Demiurges, imprisoning them and using their essence to power Dyson Sphere like power generators. They are powerful and resourceful, but come from a universe entirely devoid of magic, giving them a distinct disadvantage. The advantage they do have however, is that none of their special abilities are considered Supernatural Abilities or lower, all abilities are Extraordinary.
Terrans are all technologically enhanced, and are bred to be Paragons; these are called Transhumans. Their movers and shakers however are called Posthumans, these are the big dogs, the planners, and the richest most and powerful of men. Shorthand, you could do a double Paragon, or even an Amidah with no magical abilities. I also give any and all Progress Level 9 or above Technology to these guys for flavor. For anyone who's familiar.
Here is the "Luna Class" Fighter ship, it's weak, but made to attack in groups. Forgive the messy formating doing this on my phone, lol.
-------------------------------
Luna Class Starfighter,
CR: 250
H. Construct
Init: +500. Speed: Superluminal
HD:250d100+10,000+125,000 Shields (160,000hp)
AC:750 (250 Nat, 250 Dex, 250 Insight)
Abilities:
Str: 150 (+75)
Dex: 500 (+250)
Con:--
Int:--
Wis: 500 (+250)
Cha: 1
Defenses:
Fort: 125
Ref: 375
Will: 125
DR: 1,500/--
SR: Immune to Magic
Attack:
-Hypercannon: +750 Ranged Touch, Always Hits, 1 Light Day long range.
-Light Grenade: +750 Ranged, 2.5 mile splash, 25,000 mile range
-Ram: +575 Melee
Damage:
-Hypercannon: 250d20x2 (5 attacks)
-Light Grenade: 250d100 (1 attack plus splash)
-Ram: 120d20 +75
Special Abilities:
Blast Wave (Ex): 100 ft wide, 25,000 mile long wave, deals 250d100 Transcendental Damage, Fort DC 375 for 1/2 damage
Power Stream (Ex): 1 Light Day long line, 250d100, Fort DC 375 for 1/2 damage.
Shield (Ex): 125,000 hp barrier surrounds the craft, damage done to the ship is applied to the shield first. It regenerates 2,500 health per round.
Luminal Celerity (Ex): Always Hasted, Improved Evasion, and Superluminal. For 1 round every 1d4+1 rounds, can make a double action just as if they had the Time Dilation cosmic ability.
Inertial Dampeners (Ex): Perfect Maneuverability, can make an immediate move action after an attacker misses or doesn't break through the shield.
Adaption (Ex): Can become immune to a single form of attack an attacker uses, can be changed as a free action 1/round, can only adapt to 1 enemy at a time.
Additionally, this allows for the ship to exist in most forms of natural environment without damage, with the exception of the most harsh of conditions such as the inside of a star or a black hole, it also grants it 3 Anyfeat slots, and allows the ship to not be undermined by temporal means.
Phalanx Missiles (Ex): As an immediate action, can fire a barrage of missiles made of light. This ability works like the magic missile spell, but there is no limit to the number of missiles fired (125), these have a 25,000 mile long range, are not subject to spell resistance or shield spells, and deal 1d100+100 damage each. These can be used defensively or offensively, and the missiles can target different opponents.
Probability Matrix (Ex): By manipulating the fundamental matrices of Fate and Chance, the Terrans can bend reality to allow for the best possible outcome in any given situation. This ability mimics the "Inner Eye" Cosmic Ability, and allows the ship to apply it's Wisdom bonus as Insight to AC, Attack, and Initiative.
Starflight (Ex): Can compress space to reach any point in the multiverse in 3d20 days.
------------------------------------
I have another stronger Terran Ship, and a Hyperborean to put on here, but I got to get ready for work. Before I go, a bit more about the Hyperboreans, they'd be like what Goku is. Not a god, but able to hang with them through sheer brutal will and dedication. Tell me what you guys think.
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