VOIDSTRIDER — ANNIHILATOR ↗

VOID INSTABILITY

Triggered when Void Surge reaches 5 stacks. The Void answers — but what it says depends on the card you draw.

HOW IT WORKS

Triggered when Void Surge reaches 5 stacks, then resets to 0. Draw 1, 2, or 3 cards based on your Gambling skill (0–3 = 1 card, 4–6 = 2 cards, 7+ = 3 cards) and choose which result applies. Black Joker and Red Joker are always forced — their effects cannot be swapped or avoided regardless of how many cards were drawn.

INSTABILITY TABLE

Draw 1–3 cards based on Gambling skill. Joker results are always forced — they cannot be avoided regardless of how many cards were drawn.

Annihilation Event

FORCED

Roll 1d6 on The Void's Ultimate Wrath sub-table below.

2

Reality Fracture

Take 11/7/2 Psychic Damage (by gambling skill level) and gain Disadvantage on all actions for 1 round.

3

Anomaly Storm

All creatures within 15ft take 8/5/2 Energy Damage.

4

The Void Hungers

Lose half your remaining Health. All creatures within 10ft gain that much Health instead.

5–6

Echo of the Self

Your next VoidCall ability casts again automatically at a random target.

7–8

The Veil Shifts

Gain Advantage on Foresight and Intelligence checks. Gain Disadvantage on Mental Defence.

9–10

Gift of the Void

Heal 10 Health and regain 10% Void Energy.

11

Void Instincts

Until end of turn: gain +1 Action per round and double Movement speed.

12

Annihilator's Favour

All VoidCall abilities deal High Damage until the end of your next turn.

13

Voided Transcendence

You levitate, take half Damage, and ignore enemy Resistance until end of next turn. Then pass Foresight (tn12) or gain Overloaded and Stunned.

Ascension of the Annihilator

FORCED

Until end of next turn: Invincibility, all VoidCalls cost 0 Void Energy and deal High Damage. Then flip Foresight (tn12) — Pass: survive at 1 HP, can't gain Void Surge for 2 turns. Fail: explode in a 10ft Void burst, fall to Grasping for Life, and can't flip 10+ on future checks this combat.

THE VOID'S ULTIMATE WRATH

Triggered by rolling a Black Joker on the main table. Roll 1d6.

1

Crushing Madness

Overwhelmed by the Void, you lose all grip on reality — gain 6 Corruption immediately.

2–3

Void Contagion

Every creature within 30ft must pass Mental Defence (tn15) or become permanently Void-Touched.

4

Shattered Self

You swap places with yourself from another reality. The GM may permanently alter a random trait, flaw, or element of your backstory.

5

Tear in the World

A Rift opens at your location for 1 minute, spawning Void Creatures under GM control.

6

Oblivion Burst

Explode in a 40ft radius, dealing (Foresight × 2) Psychic Damage to all creatures including yourself. Cannot be reduced or redirected.

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