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Voidrunner Medicine

Voidrunner Medicine

Advanced medicine is another hallmark of many science fiction settings, with medical technology and procedures that can cure many ailments and injuries. In addition to the standard medical pouch (see tools) the following drugs and other items are available.

 

Drugs


Voidrunners often benefit from the better living chemistry provides. Whether they are used to heal, harm, or anything in between, drugs can be administered physically, orally, or via airhypo as an action.

Drugs do not affect synthetic lifeforms like androids.

Table: Drugs

ITEM

COST

WEIGHT

Anti-G Cocktail 50 cr
Anti-Rad 10 cr
Gullibility Serum 100 cr
Quick-Sober Patch 25 cr
Smelling Salts 5 cr
Styx 75 cr
Synthetic Adrenaline 250 cr
Truth Serum 100 cr
Universal Airhypo 20 cr ½ lb.

 

Anti-G Cocktail. Administered to pilots and passengers on aircraft and spacecraft executing high-g maneuvers, these injected drugs are unpleasant, but potentially life-saving. A user gains an expertise die on saving throws for starship maneuvers, but also takes 1d4 poison damage. A dose lasts for 10 minutes. The delivery system is typically integrated into a vehicle seat, where it can be activated with the user’s reaction in response to starting a maneuver. If it needs to be administered manually with an airhypo, it takes an action.

Anti-Rad. Anti-rad flushes radiation from a creature’s body. A dose is administered via airhypo as an action and takes 10 minutes to take effect, but then immediately flushes all radiation from the patient’s body. The process is exhausting, and leaves the patient with two levels of fatigue.

Gullibility Serum. This drug, administered via ingestion or injection, makes the victim extremely trusting. The victim makes a DC 13 Wisdom saving throw or Persuasion checks made against the target have advantage for the next hour.

Quick-Sober Patch.  This is a small drug patch about an inch square that can be applied to any exposed skin as an action. It takes effect in one minute, immediately ending the effects of alcohol and similar “soft” drugs on the user once the minute has passed. Poisons with a save DC of less than 13 are simultaneously neutralized in the patient’s system, and the user gains an immediate saving throw at advantage against poisons with a DC of 13 or higher.

Smelling Salts. Available in several different forms (crystals, a solution, etc.) when the fumes from smelling salts are inhaled by a creature, they immediately become more alert. Unconscious creatures make a DC 10 Constitution saving throw, and on a success, regain consciousness. creatures that are already conscious can ignore the effects of one level of fatigue for up to 10 minutes. Overuse of smelling salts can be dangerous. For every dose beyond the first in a 24-hour period, a creature makes a constitution saving throw of DC 11 + 1 per dose beyond the first. A creature that fails takes 1d4 points of poison damage.

Styx. A potent memory-erasing drug, Styx forces a creature exposed to it to make a DC 14 Constitution saving throw or forget the last hour of their life. It can be injected or ingested. Multiple doses extend further back, and it is possible to wipe out weeks or even months of a creature’s memory with repeated or large doses. If a creature is subjected to additional doses within 1 hour of failing this saving throw, they must repeat the saving throw, losing an additional 1d4 days of memory on a failed save.

Synthetic Adrenaline. Typically used as a combat drug, but sometimes used recreationally, synthetic adrenaline gives the user advantage on Strength, Dexterity, and Constitution checks and saves for one minute. Once the effect ends, the user immediately gains two levels of fatigue. It can only be injected.

Truth Serum. A drug used by interrogators, a victim injected with truth serum makes a DC 17 Constitution save and on a failed save is unable to lie for an hour, and remaining silent or vague when asked questions requires a separate DC 14 Wisdom saving throw for each question asked.

Universal Airhypo. Can be used to administer a dose of any injected drug to the user or a willing or restrained creature as an action.

 

 

Injury Treatment


Futuristic science has produced a variety of items to help voidrunners live to see another day.

Table: Injury Treatment

ITEM

COST

WEIGHT

Antiseptic (5 uses) 7.5 cr
Blood-Stop Bandages 5 cr
First Aid Kit (15 uses) 15 cr 2 lbs.
Medical Gel 250 cr ½ lb.
Nanopatch 30 cr
Nanobot Compound 80 cr
Sedative 3.5 cr

 

Antiseptic (5 uses). Once applied, this fresh-smelling cream can keep a wound moist and prevent infection for more effective healing. You can apply an antiseptic as an action. 
When a non-synthetic creature treated with an antiseptic takes a short rest, they roll a bonus hit die and add the result to the total number of hit points regained from the rest. Once a creature benefits from an antiseptic, it cannot do so again until it finishes a long rest.

Blood-Stop Bandage. These highly durable and stretchy strips are clear to better allow monitoring of a wound’s condition. Additionally, they are coated with a coagulant to help them staunch bleeding. You can use an action to apply a blood-stop bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages, such as torn clothing, there is a 50% chance of exposure to a disease (see Chapter 6: Maladies, in Trials & Treasures). 
Synthetic lifeforms such as androids can benefit fully from this healing, as it prevents the leakage of critical fluids.

First Aid Kit (15 uses). This kit includes all the basic materials you need to staunch bleeding and start treatment of wounds. As an action, you can expend one use of this item to stabilize a non-synthetic creature that has 0 hit points, without needing to make a Medicine check.

Medical Gel. A highly-active slurry of stem cells and various beneficial drugs, medical gel is the ultimate in combat medicine. A single dose, when administered topically, heals 4d6 hit points. It is expensive, but used widely by military units. Synthetic lifeforms such as androids cannot benefit from this healing. This is an advanced item.

Nanopatch. An adhesive fabric bandage infused with nanomachines. When applied to a wound as an action, the nanomachines clean out debris and dead cells, and apply an antiseptic/analgesic compound. The patient recovers 1d6 hit points. 
Synthetic lifeforms such as androids can benefit fully from this healing.

Nanobot Compound. A vial of gray goo that is actually millions of tiny medical nanomachines. These nanomachines can be drunk or applied directly onto a wound as an action. The patient recovers 1d4+4 hit points and in addition, they also gain 4 temporary hit points as the lingering active nanomachines quickly work to repair new injuries. Synthetic lifeforms such as androids can benefit fully from this healing.

Sedative. This calming solution can ease mental pain. When a non-synthetic creature is administered this drug, it recovers a level of strife. Roll 1d10. On a 1, it gains a short-term mental stress effect. Once a creature benefits from a sedative, it cannot do so again until it finishes a long rest.

 

 

Medical Technology Advancements


Medications and first aid supplies advance rapidly as technology improves, but the desired effects often remain the same. The following table details items that have supplanted those found in Adventurer’s Guide. Unless otherwise noted, these items are administered by airhypo or pill, either by the patient or another creature, as an action.

Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests.

Table: Medical Technology Advancements

ITEM

COST

WEIGHT

Anti-Inhibitive 5 cr
Cognitive Enhancer 5 cr
Immune Booster 10 cr
Steroid 10 cr
Stimulant 10 cr
Reflex Enhancer 10 cr

 

Anti-Inhibitive. This reddish liquid fills you with confidence. After injecting it, you gain an expertise die on Charisma saving throws for 2 hours.

Cognitive Enhancer. This amber liquid helps sharpen focus. After injecting this compound you gain an expertise die on Intelligence saving throws for 2 hours.

Immune Booster. This dark liquid boosts your immune system. After injecting it, you gain an expertise die on Constitution saving throws for 2 hours

Steroid. This iron-gray liquid increases a patient’s physical prowess. After injecting it, you gain an expertise die on Strength saving throws for 2 hours.

Stimulant. This cloudy solution heightens the senses. After injecting it, you gain an expertise die on Wisdom saving throws for 1 hour.

Reflex Enhancer. This bright blue liquid improves reaction time. After injecting it, you gain an expertise die on Dexterity saving throws for 2 hours.

 

 

Synthetic Repair


The unique conditions of androids (and other synthetic lifeforms) mean that their injuries must be treated differently than most humanoids. In addition to any treatments that are specified to work on their constructed physique, any injectable substance listed under Medical Technology Advances has an equivalent that can usually be purchased at a cost increase of 50% of the original price, taking the form of short-term programs that act in nearly identical ways.

Additionally, there are the following items:

Table: Synthetic Repair

ITEM

COST

WEIGHT

Patch Kit (15 uses) 50 cr 5 lbs.
Repair Kit 300 cr 15 lbs.

 

Patch Kit (15 uses). This kit includes all the basic materials you need to regulate a construct’s systems, staunch the loss of critical fluids, and begin repair. As an action, you can expend one use of this item to stabilize a synthetic lifeform that has 0 hit points, without needing to make an Engineering check.

Repair Kit. The professional version of a patch kit, repair kits are most useful to those with formal engineering training. Any creature can expend one use to stabilize a dying artificial lifeform without the need for an Engineering check. 
However, creatures with proficiency in Engineering can spend a use of the kit to greater effect. When a creature proficient in this skill makes an Engineering check with the kit to stabilize a synthetic lifeform, the synthetic lifeform recovers 1d6 hit points for every 5 full points the DC of the check is exceeded by (1d6 on a result of 15, 2d6 on a result of 20, etc.). This DC is 10 in most cases, except in the case of especially complicated or severe damage. The kit can be used 5 times before being depleted. Replacement supplies cost 50 credits per use.

 

Voidrunner Jetpacks

Voidrunner Jetpacks

They’re dangerous and impractical, but still the dream of freeform personal flight has always been a technological penultimate goal. Unless otherwise noted, the jetpacks provided here can be worn alongside light or medium armors, but do not provide enough lift for takeoff when wearing heavy armors. For most adventures jetpacks are assumed to function as intended without concerns for fuel. If your campaign is utilizing desperate supply rules, instead each jetpack can function for up to an hour on a full fuel tank and can be refilled at the cost of 25 cr.

Table: Jetpacks

ITEM

COST

WEIGHT

Anti-Grav Pack/BootsA 5,000 cr 30 lbs.
Covert Ops Jetpack 15,000 cr 17 lbs.
Improved JetpackA 10,000 cr 60 lbs.
Jet Boots 1,500 cr 70 lbs.
Microgravity Maneuver Pack 2,500 cr 25 lbs.
Military Ducted Fan Flightpack 10,000 cr 175 lbs.
Standard Jetpack 1,500 cr 40 lbs.

A This is an advanced item.

 

Anti-Grav Pack/Boots. An ultra-tech descendent of the standard jetpack, an Anti-Grav pack uses antigravity technology to maneuver. The user is surrounded by a very lightweight protective field while the pack is active (AC becomes 12 if it would otherwise be lower) which protects the user from the high winds and allows much faster flight speeds. An Anti-Grav pack grants its user a flight speed of 60 feet. Another variant that uses boots or anklets also exists; it works in the same manner.
This is an advanced item.

Covert Ops Jetpack. A military variant of the standard jetpack that incorporates a set of broad, retractable glider wings covered in stealth compound. The pack provides its user a fly speed of 25 feet. While the user is at an altitude of at least 100 feet in atmosphere, they can activate the glider wings and stay aloft mostly by gliding, using only small pulses from the jetpack to stay aloft. While gliding, you have a passive Stealth score of 10 + your Stealth bonus and you can hide in the sky without any obstacles to hide behind. At night or in space, you also receive an expertise die to Stealth checks while aloft.

Improved Jetpack. A technological development of a standard jetpack, these improved models eliminate many of the risks and provide higher speeds. This pack grants the user a fly speed of 30 feet. These jetpacks are designed to integrate with cybernetics or an armor’s system, allowing hands-free operation.
This is an advanced item.

Jet Boots. A favorite of daredevils, jet boots essentially integrate a jetpack into two large, heavy boots. While wearing the jet boots, your walking speed is reduced by 5 feet and you make Stealth checks at disadvantage, but you have a fly speed of 25 feet. You can also make a jet blast attack with the boots. They are considered an improvised weapon, and deal 3d6 fire damage with a reach of 10 feet.

Microgravity Maneuver Pack. Designed specifically for precision movement in space, this maneuver pack has a large number of small but precise thrusters across its entire surface. It allows a user to make incredibly exacting movements in space or in other microgravity situations. The user gains a fly speed of 20 feet while in a zero-g environment, and has both advantage and an expertise die on Acrobatics checks made to maneuver in such environments.

Military Ducted Fan Flightpack. A heavy-duty pair of powerful ducted fans attached to an armor-plated power pack, this flight system can function even with large-sized creatures and creatures wearing heavy armor, granting them a fly speed of 25 feet. It can be operated by one hand using a small handheld control stick.

Standard Jetpack. This device is what most people think of when they imagine a jetpack. A pair of turbines or chemical rockets worn like a backpack that can be operated by one hand using a small handheld control stack. creatures who roll a natural 1 for any attack, check, or saving throw while airborne using the jetpack take 2d6 points of fire damage as they accidentally stick some body part directly in the exhaust stream. It grants the user a fly speed of 25 feet.

Voidrunner General Gear

Voidrunner General Gear

Technological equipment, vehicles, and even beings need to be maintained and built, and those with the knowledge — and implements — to do so have a hand in shaping the future.

Table: Tools

ITEM

COST

WEIGHT

Construction Foam 150 cr 2 lbs.
Duct Tape (60 feet) 2 cr
Earplugs .5 cr
Multitool 75 cr ½ lb.
Notebook 1 cr
Pen (Basic) .1 cr
Pen (Zero-G) 30 cr
Spray Adhesive 8 cr ½ lb.
Spray Paint (5 uses) 1.25 cr ½ lb.
Zero-Friction Lubricant 75 cr ½ lb.

 

Construction Foam. An industrial “spray concrete,” industrial foam comes in a heavy canister or drum and is deployed with a special sprayer. It is semi-solid and shapeable for about 5 minutes after spraying. Once it fully sets after an hour, it becomes a durable stone-like material. A 1-foot thick (cubic) section of construction foam has an AC of 15 and 40 hit points, but only weighs 10 lbs., roughly 1/15th of the weight of concrete. It is waterproof and takes no damage from cold, fire, acid, poison, or lightning. In industrial applications, it is usually transported via truck.
Price and weight are for a smaller backpack applicator that creates 6 cubic feet of the foam.

Duct Tape.  This heavy-duty, airtight, water-resistant tape has a multitude of uses. You can use 3 feet for emergency repairs to clothing, containers, mechanical creatures, or armor, removing the broken condition for 1d8 days. However, if the user suffers a critical hit before the item can be properly repaired, or something else would impose the broken condition on the item, the item re-breaks and cannot be repaired with duct tape again until properly repaired. You can also use 6 feet of the tape and an action to restrain a medium-sized creature (as zip cuffs), 1 foot to blind a restrained creature until an action is spent to remove the tape, and 1 foot to render a restrained creature unable to speak until an action is spent to remove the tape. A restrained creature’s airway can also be covered with 1 foot of the tape, causing it to begin suffocating until an action is spent to remove the tape. You can use 12 feet of the tape to secure a restrained creature to a chair or other stationary object, imposing disadvantage on checks to escape its restraints.

Earplugs. These small, comfortable foam plugs fit into the ear canal of most humanoids. They grant advantage on saving throws to avoid being stunned or deafened by loud noises, but disadvantage on hearing-based Perception checks.

Multitool. A small folding toolkit designed to be clipped to a pocket or carried in a pouch, a multitool usually has pliers, screwdrivers, and a knife blade at a minimum. You can use it for vehicle repair or in place of weaponsmith toolkits, but such checks suffer a –1d4 penalty and take twice as long.

Notebook. Notebooks of various shapes and sizes are still useful—and inexpensive—in the age of digital media.

Pen. Available in a basic, extremely inexpensive variety and a version that works in zero gravity but costs much more, pens are the standard writing utensil of most Voidrunners.

Spray Adhesive. An incredibly strong glue that bonds virtually anything solid to anything else solid. The underlying structures typically give way before the glue does. It comes with a canister of solvent that dissolves a square foot of adhered area in 1 minute. A single spray canister is good for 50 uses. A creature glued to a surface can rip free, taking 1d8 slashing damage in the process.

Spray Paint. Used primarily for painting furniture, machine parts, and so on, spray paint is also used for graffiti and street or vehicle art and can blind creatures and cameras alike. It can be sprayed at a creature or camera within 10 feet. Cameras are automatically blinded until the paint is cleaned off (requiring 2 actions). Creatures make a Dexterity saving throw against the attacker's maneuver DC. Creatures that fail are blinded for 1 round if unprotected, or until 2 actions are spent to clean the lenses or visor of whatever eye or face protection they are wearing. A canister has 5 uses. Luminescent varieties exist that cast dim light within 5 feet of the area they are applied to; they cost twice as much.

Zero-Friction Lubricant. A super-slick sprayed compound, Zero-friction lubricant can make any surface incredibly slippery. It doesn’t quite remove all friction (the name is hyperbole) but any creature attempting to cross a surface coated with the lubricant or hold onto an item sprayed with it makes a DC 19 Dexterity saving throw each round. Failing the save results in the creature falling prone (and needing another check at the same DC to stand up or move from their position) in the case of a surface or drop the item in the case of an item. Spraying a grappling creature with the lubricant gives advantage on checks to escape a grapple. A spray canister contains enough lubricant to cover 25 square feet. Spraying a creature or 5 foot square takes an action.

Voidrunner Communications and Computing

Voidrunner Communications and Computing

Arguably the key technologies of not only the modern world, but most science fiction ones as well, communications and computing are all about data: generating, transmitting, interpreting, manipulating, storing, and concealing it as the need arises. 

Table: Communications and Computing

ITEM

COST

WEIGHT

Data Wafer 2 cr
Personal Communicator 50 cr
Portable Computing Device (PCD) 75 cr 2 lbs.
Signal Jammer 250 cr 10 lbs.
Workstation Computing Device (WCD) 200 cr 20 lbs.

Data Wafer. Data wafers are miniature storage devices about the size of a fingernail. The standard capacity is 1 petabyte.
Holders in the forms of rings, pendants, and other jewelry are often used to avoid losing them.

Personal Communicator (ICD). Individual communication devices are very common in most societies. A typical device allows its user to communicate by video, audio, or through text, can connect to whatever society-wide network exists, and runs a selection of useful programs. A personal communicator is typically a small device controlled with hand gestures, but it may take the form of a heads-up device that combines a monocle or visor with an earpiece, a wristwatch, or even a badge worn as a pin on the lapel. 

Portable Computing Device (PCD). These devices are designed for scenarios where a larger viewable area and/or a bit more processing power than an ICD is desirable. They may be a folding device with a separate keyboard or other control panel and screen, or they may look like a giant ICD (this latter type is sometimes referred to as a datapad). In some worlds, they may also be worn on the arm, generating a user interface out of projected light that can be interacted with by multiple appendages at once.

Signal Jammer. These devices interfere with the signals generated by wireless networks of various types. Signal jammers are usually found in the possession of militaries and clandestine organizations, but criminals, security services, and hackers employ them as well. The listed cost is for a small version that fits in a backpack or briefcase, but larger ones that require vehicles or even towers to employ also exist. The portable version covers roughly 4 city blocks, making it impossible to get a wireless network signal in or out of the area while it is active. Setting the jammer up takes a minute. Once it is set up, activating or deactivating it takes an action. 

Workstation Computing Device (WCD). Dispensing with portability entirely, these larger-scale computers are used on desktops or ship’s terminals. They have a lot of processing power and are favored by those who need it like engineers, programmers, gamers, hackers, and those responsible for creating media such as video and music. 

Notturna

Notturna

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Pagination