Apology for the poor formatting. Check the
manual for nicely formatted tables.
The Necrovoyager is made up of an number of modular rooms of different sizes. During the building phase, any player may elect to build any room which they have the resources to make. Rooms must connect on to a valid door position, but otherwise can be constructed however you like. If contradictory build orders are sent in, the first one will be chosen. Players are allowed and encouraged to pool their resources and collude on building. You may build as many rooms as you afford during the travel phase.
Rooms come in three sizes:
Size Rating Size Durability Armour Normal number of doors
1 Small 2 2 4 small
2 Medium 4 4 2 medium, 4 small
3 Large 6 6 2 large, 4 medium
A room's base cost is doubled for a large room and halved for a small room (minimum 1 for each material type rerquired). Rooms have durability and armour equal to double their size: small rooms have 2 durability, medium have 4, large have 6. Rooms take a number of centuries to produce: this is halved for small rooms and doubled for large rooms. The exception for this is buildings which can only be small or large.
Production time is divided by the number of beings working on the production (rounded up to the nearest century. Small rooms are too small for medium creatures. Medium rooms are too small for large creatures.
Rooms require amounts of metal, stone, wood, bone, or crystal to build. These are obtained from loot after encounters. Rooms are inaccessible (and cannot take damage) until they're built. Progress on a room can continue between encounters.
For a builder to work on building, they must be able to access the inside of the new room (e.g. a Dracolich can't help build medium rooms. A skeleton couldn't assist in expanding a vent).
Room Base Cost Production Time Function Capacity Minimum / Max Size
Replicator 2 metal, 2 crystal Eight centuries Allows weapons to be manufactured. N/A Medium
to Large
Library 4 wood, 2 stone Twelve centuries Allows necromantic research. 3 researchers may research, a dracolich takes up one slot, immaterial beings take up 0 slots. Small to Large
Stasis Chamber 3 metal, 1 crystal Eight centuries Allows enemies to be captured. Captured enemies are considered helpless and may be killed/fed upon at any later date. Crew can place themselves in the stasis field to avoid environmental damage, but they require someone else to let them out. 2 prisoners can be kept per size category. Large enemies take up 2 slots, small enemies take up half a slot. Small to large.
Mausoleum 2 stone, one bone Six centuries Allows vampires to sleep. 2 vampires may sleep per size category. Medium to large.
Corridor 2 stone or 2 wood or 2 bone per segment Four Centuries Connect any unused door to any other unused door. Each segment is the size of a room of the corridor's size. Corridors can be built off of existing corridors (extending the original). No matter how many segments its made up, a corridor counts as a single room for all effects. N/A Small to large
Vent 1 metal per segment Two centuries Connect any unused door to any other unused door. Unlike a corridor, it has no door and will let oxygenating effects through between its two ends. Vents can be connected to other vents. N/A Small only
Decorative Spikes 1 metal OR 1 bone per room Two centuries per room Put spikes on an external wall. These are destroyed if a room is built over them. There are no size limits to building in space, so long as the builder can get to an external door N/A N/A
Blast Door 2 metal Four centuries Creates a door that only inhabitants of the ship can pass through. Has 10 health per size, takes half physical damage, immune to other forms of damage. Requires a valid doorway. N/A Small to Large
Temple 1 crystal, 1 bone, 1 stone Six centuries Each player may pray once per phase at the temple. See Table of Temple. N/A Medium to Large
Hoard 8 stone (for large) Sixteen centuries (for large) You can keep any amount of loot in a hoard. 1 dracolich may sleep here. Large only
Alchemy Lab 3 crystal, 2 stone Ten centuries You can change materials into other materials during travel time. N/A Medium to Large
Freezer 2 crystal, 2 stone, 1 metal Ten centuries You can store corpses here, preventing them from rotting. Up to two corpses per size category. Small to Large
Bonegrove 9 bone, 1 stone Twenty centuries Generates one bone at the end of every century at medium, two bone at large. Bones in the location do not count towards clutter. Medium to Large
Forest 9 wood, 1 stone Twenty centuries Generates one wood at the end of every century at medium, two wood at large. A forest is always considered oxygenated. Wood pieces in the location do not count towards clutter. Medium to Large
Crystal Cave 9 crystal, 1 stone Twenty centuries Generates one crystal at the end of every century, two crystal at large. Crystals in the location do not count towards clutter. Medium to Large
Marsh 2 bone, 2 stone Four centuries Generates stagnant water up to its brim. Small to Large
Teleport Bay 3 metal, 3 crystal Six centuries Teleporting foes beam into a non-full teleport bay rather than anywhere else if they can.
You may invite new level 1 players to join the ship. Attracts 3 teleportees per room size. Medium to Large
Hero Beacon 1 crystal, 1 metal Four centuries The beacon has a button that can be pressed. After being pressed, the encounter table for the next encounter will be rerolled on (combing all results) until a hero result is rolled. The beacon thus guarantees a hero encounter, but can lead to more deadly encounters. N/A Small to Medium
Engine 8 metal, 2 crystal Twenty centuries Allows the ship to move. A ship will drift on its existing inertia for one century between encounters without an engine. N/A Large only
Perilometer 2 crystal, 2 bone, 2 wood Twelve centuries A perilometer allows smooth prediction of upcoming risks. Without one, travel phases are half as long. N/A Medium only
Doorway 1 metal One century Connect up a blocked off door to a corridor, or create an unused doorway on a corridor, or put in a doorway between an unused small door and a blank wall in a large room. N/A N/A
Flux Capacitor 2 crystal Four centuries Time Vortex's last half as long. Medium only
Pit 2 stone, 1 wood Six centuries You can build Pit traps with no cost or production time in a Pit room. A Pit room is always considered shaded. 1 pit trap per size category. Small to Large
Bonebay 3 bone, 1 crystal 8 centuries Skeletal creatures regain 1 health per round (2 if Bonebay is large) while in the Bonebay. Medium to large.
Regression Chamber 2 crystal, 2 wood 8 centuries Once per travel phase, you may unlearn one spell, gift, trick or technique. Non-liches, gain two gifts etc. at your next power-level. Small to Large.
Weapons Bay 10 metal 20 centuries You have a 50% chance of a space horror being avoided while weapon bay is activated. An avoided space horror doesn't activate player's power sources. Medium to Large
Hyper-Engine 10 metal, 10 crystal, 10 bone, 10 wood, 10 stone (large only) 100 centuries (large only) Each century's travel counts as two centuries for the purpose of arriving at the planet. Large only