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$3,350
pledged of $6,000pledged of $6,000 goal
54
backers
14days to go

All or nothing. This project will only be funded if it reaches its goal by Thu, April 4 2019 4:00 PM UTC +00:00.

$3,350
pledged of $6,000pledged of $6,000 goal
54
backers
14days to go

All or nothing. This project will only be funded if it reaches its goal by Thu, April 4 2019 4:00 PM UTC +00:00.

About

Veil of the Void is your answer to ending the daunting task of reading through complex manuals full of endless rules and limitations. Whether you are new to TTRPGs or are an expert, you can enjoy and quickly learn this game. The rules are written in an easy-to-read tone and formatted for easy navigation so instead of spending hours trying to learn what you can and cannot do; you can create your character in a short time and begin your quest full of adventure, danger, and creativity!

Veil of the Void has been my passion since I was 10 years old, designing and building a living breathing universe. I have spent countless hours researching, GMing TTRPGs, and talking with other players and GMs to see what creates fun for them while playing TTRPGs. I love this universe and rules more than anything, this game is my baby! I love how Veil of the void feels and plays. We can be storytellers together, crafting and building something that everyone involved can love and enjoy. Everyone is a storyteller! It's my dream to build something from the ideas of everyone within the Veil of the Void community. I strive to create a fun and high-quality RPG that everyone can enjoy. 

"I’m not a table-top role-playing gamer; I don’t really understand the appeal. When I want to engage in a story, I write one myself, which is probably why I’ve always felt ttrpgs were restrictive. I’ve played some games with my friends, but I always felt like the character concepts I had in my head didn’t work with the rules. I tried one concept—a pure healer incapable of causing damage—in a few systems. Even though healing was the only thing I wanted to do, the character always seemed ineffective. When I helped beta-test Veil of the Void, I decided to give my concept one last try. I’m happy to say my character could come to life in this system, and she felt powerful despite her limited range of abilities. This game and the friends I’ve made playing it have shown me the love and excitement others feel for these games. I can finally say, 'I get it.'" - Noble Grant

"I've played this game for about 8 months or so and it is a lot of fun. I've broken the elements of the book, while it was in beta, down to basics and have built up so many different worlds off the base system. I can run a multiplayer Bendy and the Ink Machine horror game, a sci-fi fantasy world of magic powered spaceships, a Disney 3 Musketeers world, or even a 1920s Chicago centered gang war all without having to reinvent the wheel or rewrite any of the base game. It is super adaptable for a game master to run what they want, though I am a fan of the lore and world of the base game. As a player, I made a Transformer, a StarLord knockoff, Carmen Sandiego, a Fortnite OC, and even several derivatives based on Overwatch characters with what the core book contains. I recommend it. 10/10" - Frank "OB-3" White (Alpha- tester)

"The great thing about Veil of the Void is the skill system. Every time you successfully use a skill in Veil of the Void, it counts towards leveling it up. With each skill level, called Skill Point, players can increase their chances of success, from adding extra pips to their dice to make them successful (or, just as often, avoid critically failing) to reducing the difficultly of the check. Like most RPGs, there are critical fails and successes. Unlike any other game I am aware of, because the mechanics of the game, it is possible to both critically fail and critically succeed on the same roll. The result provides narrative juice and, more often than not, quite a lot of laughs." - Patrick "Tendo N-9102" (Alpha- tester)

"I think you have a potentially groundbreaking system in the making here, and I'm excited to see where it goes." - The Friendly Dungeon Master (@Friendly_DM)

"I love that Veil of the Void offers players so many choices, and inspires so many unique character ideas. The rules are easy to understand and I think any new DM would be comfortable picking this up quickly and getting into the adventure!" - Sara | Ascension Stories (@Simorene8)

Veil of the Void is not just another tabletop RPG. It is a carefully crafted sci-fantasy universe with a living rule-set that changes dynamically alongside players as they interact with the world. Each class and race is designed to break molds and encourage out of the box thinking, while not being restricted to exist only within a sci-fantasy world. Within your own personal campaign, you can leap from fantasy, to sci-fantasy, to noir, to horror, to western, and then back to sci-fantasy!

The rules are designed to evolve just like the story and characters do, embracing your story and spotlighting the importance of flavor. Everything can be adjusted to build the perfect character and universe. The rules are generic enough that they can be bent and broken as needed. You can easily create your own rules on the fly! You can build your own universe, or use our pre-built ever-expanding one. Our hope is simply to create something incredible together.

Everything about this book encourages Flavor, the creative side of role-playing. Just because a rule states one thing doesn't mean you can't make it something else. As long as you keep the same function, you can flavor it however you like.  

Your character is your character! Be as creative as possible and get invested in their story! Your story!

A Living Rule-set

A living rule-set means two things: 1) It is generic enough to where it can be quickly manipulated to create whatever genre, class, and idea you can make, 2) the rules adapt and change to show true player/character growth.

The rules are designed to be flavored towards our universe's setting however they are built to be generic, allowing you to bend the rules and create your own race, class, spell, or entire universe! They are generic but with guidance to allow GMs and PCs to quickly adapt and build their ideas. This gives players a ton of power but still allows a GM to maintain control.

The second part of the living rule-set is represented through many things but most notably the unique rule of Expertise. With Expertise, players gain unique passive abilities based on choices they have made during their exploration.

For Instance: Our Combat Medic was quite versed in medical knowledge due to her background she created; with all the detail she gave in regards to her character she gained an Expertise that made her better with Medical Treatment. However as she played throughout the universe she started performing several surgeries on her crew members. After roughly 8-10 surgeries on party member's injuries she gained an Expertise that improved her base surgery success rate. 

Custom Classing

Our rules allow for more than just multi-classing, in our system it is Custom Classing. This allows you to design your own class using all of the previously released classes (or one you design with your GM). 

When your character levels up you can choose to take a level from any other class that does not have the unique symbol (*) next to it. With access to 8 classes and 3 specializations per class you have so many options to build a class tailored fully to your idea! 

Spell Manipulation

Magic sometimes feels very lack-luster or overpowered in games. Magic classes also can feel very confined or limited with what magic they control. The Arcane system within our game has been carefully designed and flavored over the past 16 years. 

Any character within our game can gain access to magic, regardless of which class you pick. Now some classes are better with magic, for instance the Thaumatech or Naturalist class. Natural Magic classes start with a level in Arcanting, more spells, learn additional spells as they level, and gain 3 unique Superlative level spells at level 20. Non-Arcanting classes that dive into the Arcane gain fewer boons to magic since it isn't their natural talent BUT are still able to keep up with other mages. 

Spells are unique in the fact that your character can create and manipulate spells as they progress throughout the universe. After all what is a mage that cannot both create and experiment with the unknown forces? 

For Instance: if you are in the heat of battle against a large swarm of Crystallized Water Apparitions but only have a fire spell, you can attempt to manipulate it into another element within a known spell tree. If you know Arcane you could attempt to turn it in an electrical current, if you know Ether you could attempt a necrotic blast! Your possibilities in battle are unlimited.

A Diverse Universe

There are many unique and challenging adversaries within the universe. Each one can challenge your group in many ways and factions even grow the more they fight you allowing them to learn your party's weaknesses. This means you and your party should always be on their toes, thinking one step ahead of adversaries and devising new ways to outwit their combatants. 

Every weapon type has its own importance. Magic, Melee, and Ranged are all important and regardless of what method you use you matter in a group. 

Within these pages will be contained every rule needed to play the game: character creation steps, player's guide, GM's guide, 8 Races, 8 Classes, as well as 5 spell trees and their subsequent spells.

The book also contains Filidais' Book of Monsters, Myths, and Magic: a lore book that gives the GM and Players everything centered around the lore of Veil of the Void. From Monsters and Weapons to Deities and Organizations, everything is within this section!

So the Core Rulebook contains the Player's Guide, GM's Guide, and Monster manual all in one, giving the group absolutely everything needed in one place.

The PDFs for reward levels of $1-10 should be available within 1 month after Kickstarter funding. 

The paperback, PDF, and hardback copies of Veil of the Void: Core Rulebook should be fully completed and shipped by July 30th, 2019.

Here is a clear breakdown of what we are using the $6,000 for:

$2000 for artwork

$1500 for editing and writing commissions done in the book.

$2500 for printing (estimated at 100 books based on purchases needed to pay off all previous expenses)

We offer FREE SHIPPING within the United States. The PDF will be available to all countries.  

If we receive funding from the Kickstarter campaign and begin the process of releasing the book, we plan on working out ways to ship outside of the U.S.

Risks and challenges

There are always challenges when releasing a project for the first time. The editing and artwork could take longer than expected or we could have a delay in printing. We have prepared for these by choosing the "expected" delivery date of July 30th; however, it is important for you to know that the book is very close to completion. We hope to get it to you as quickly and professionally as possible.

Questions? Check out the FAQ or contact our email: trever@sdgcreatives.com

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