Just three days left until the end of the Dark Matter Mega Box Kickstarter! Let's wrap up our previews of Dark Matter with the Spells and Appendices.
I thought this was going to be a light month, but it turns out to be a casual 72 pages.
Spells
You'll notice some massive improvements throughout the entire Spells chapter that get even more pronounced when you dig deeper. We've introduced and entire new category of spell, Spellhacks, and expanded the list in every direction. Put your brain in a robot with Mega Spells have been moved to their own section at the end and completely overhauled so every spell is uniquely useful in ship combat and nobody grabs a Mega spell by mistake.
Appendices
Appendices might not be sexy, but they sure are useful! This might just be the beating heart of your Dark Matter campaign, especially if you improvise a lot. Here's a quick summary of what we've included (it's a lot!)
Appendix A: Creating a Planet provides GMs with an invaluable series of tables to quickly generate new planets with their own unique hooks, quirks, and names.
Appendix B: Adventure Hooks is a d100 table of short, open-ended primers for adventures, intended to intrigue players and act as a launching point for the GM.
Appendix C: Nonplayer Characters contains a list of compelling NPCs—both friends and foes.
Appendix D: Spacer Lingo is a one-page non-comprehensive list of spacer lingo.
Appendix E: Monster Lists provides tables that list new monsters by CR with d100 tables and by habitat, including new habitats introduced in this book.
Appendix F: Random Magic Items presents d100 tables that sort new magic items by category—Arcana, Armaments, Implements, Relics—and then by rarity.
Appendix G: Price Tables includes quick-reference tables that list every piece of gear, armor, weapons, and magic items in this book, with prices in Credits listed for everything.
Appendix F: Glossary contains a list of critical terms and rules for the game, including new skills, hazards, starship roles, and more.