VOID INSTABILITY
Triggered when Void Surge reaches 5 stacks. The Void answers — but what it says depends on the card you draw.
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
FORCEDRoll 1d6 on The Void's Ultimate Wrath sub-table below.
Reality Fracture
Take 11/7/2 Psychic Damage (by gambling skill level) and gain Disadvantage on all actions for 1 round.
Anomaly Storm
All creatures within 15ft take 8/5/2 Energy Damage.
The Void Hungers
Lose half your remaining Health. All creatures within 10ft gain that much Health instead.
Echo of the Self
Your next VoidCall ability casts again automatically at a random target.
The Veil Shifts
Gain Advantage on Foresight and Intelligence checks. Gain Disadvantage on Mental Defence.
Gift of the Void
Heal 10 Health and regain 10% Void Energy.
Void Instincts
Until end of turn: gain +1 Action per round and double Movement speed.
Annihilator's Favour
All VoidCall abilities deal High Damage until the end of your next turn.
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
FORCEDUntil 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.
Crushing Madness
Overwhelmed by the Void, you lose all grip on reality — gain 6 Corruption immediately.
Void Contagion
Every creature within 30ft must pass Mental Defence (tn15) or become permanently Void-Touched.
Shattered Self
You swap places with yourself from another reality. The GM may permanently alter a random trait, flaw, or element of your backstory.
Tear in the World
A Rift opens at your location for 1 minute, spawning Void Creatures under GM control.
Oblivion Burst
Explode in a 40ft radius, dealing (Foresight × 2) Psychic Damage to all creatures including yourself. Cannot be reduced or redirected.