Copyright 1990 Tony Figueroa (except the Mok RCC) MO' Darkworld TERRORS and Inhabitants Purple Mist (The Violets): This is a malevolent elemental creature from the elements of air and water. It appears as a purple/blue gaseous cloud with a four-pointed star shaped liquid eye in its center. Four limbs adorn its perimeter. These limbs end in a semi-solid dangerously cold sabres. The eye can fire a freezing and shattering blue beam. Their body temperature is usually -13 Celsius. They hate heat, but it doesn't do double damage to them. Impervious to air/water/cold/ice based attacks (spells), projectiles, physical slicing, and bashing. Energy weapons, fire, explosives, and magic weapons do full damage. Size: 10' average IQ 5d6 / MS + EN 24 (+5 Save) / ST 24 / Spd 24+2d6; MR 11, DDP 2d8x10, APM 4, S/P/D +1d10+2, Cold Claw 4d8 DD, Beam (1x/Melee) 4d12 DD; MSP 1d6x50 Voidwing (Shadowwing) : These lifeforms exist of shadow and void. They inhabit the Erval atmospheric layer and never travel outside its perimeter. Swooping down, devouring, and retreating back to the Erval layer is their most common method of attack. They're rarely encountered near the ground. Most often they appear as a black darkness with a bird/dragon head, wings, a pair of talons, and a twisted tail. Length: 30-50', Weight: mostly immaterial, Impervious to physical/kinetic attacks, Damagable By: Energy weapons, fire, magic, and psionics, lasers do double damage, light, MR 13, DDP 2d6x100+100, IQ 2d6 / ST 2d6x10 / Spd 180; APM 5, Saves +5, S/P/D +1d10+4, Anti-Matter Bite 1d6x10+20 DD (1x/melee), Talon 5d6+12 DD, Due to their nature, anything in contact with them loses 5% of its current DAP/DDP per full melee of contact. Their bite spreads void or in other words, displaces substance with nothing. MSP (1d8+1)x50 Jaren: This transdimensional predator feeds on lesser demons although they are just as evil and occasionally enjoy devouring and torturing other intelligent life. This 13' horror has a toothed beak and a pair of forward pointed head horns. The head, neck, arms, legs and tail are jet black. The two eyes in the bird/reptile head glow bright purple. Its body consists of a bony rock-like rectangular piece of violet armor. The two horns protruding from its chest are pure black. Purple is also the color of its bones, claws, horns, and teeth. Its tentacle-style pair of arms split in two before even halfway down the length. This makes for a total of four ends. The upper right end is a two piece claw, and the lower right end is a three fingered clawed hand. A bi-pupil eye is the upper left end while a circular razor-toothed mouth is the lower left end. Its backward bent three-toed legs each have an eye in the ankle area. Two spikes jut from each heel. The tail is lethally bladed with a three piece club/claw. Attr: IQ 5d6 / MS 24 / ST + EN 1d6x10+1 / Spd 23+2d6 (leap 30x30'); MR 16, MS Saves +12, DDP 6d6x10+45, APM 5, S/P/D +1d8+6, (optional: quardrupled wps), Bite 4d6+10 DD, Arm 3d6+10 DD, Kick 3d6+12 DD, Tail 5d6+10 DD (Poison: save or 90 DD, can save vs death to negate that but failure results in death); MSP 1d6x50 Magic: Multiple Energy Blast (1x/melee)- hits 1d4, does 1d6x10+10 DD, no save must dodge, Dimensional Teleport - 80%, (1x/melee) Psionic Defense: Dome (1x/hour) - MR 23, DDP 375, dur-10 melees Cimidar: These voracious evil predators dwell in forests and jungle areas. Their skin can change color to fit the camoflauge of foilage around them. They cannot be classified as mammal or reptile. Their hand is but an extra appendage on the underside of the blade that continues on over the back of the hand. From the tip of the blade to the shoulder, it's as long as the body is tall (9'). The natural blade curves as the fingers do. Elbow spikes adorn each arm. Its head is monstrous with a beak and two horns that jut in the opposite direction the beak points. The eyes are on either side of the head. Its legs are backward bent and end in hooves that have a forward razor. Three blades curve downward out of its chest. From behind each armpit extends a bladed tentacle ending in a three blade claw with a poisonous bite in the center. Its tail ends in a triple lash. A blade also protrudes from each shoulder blade and curves forward over the shoulder to point at the hooves. MSP: 3d6+9 Attr: IQ 4d6 / MS 24 / ST + EN 1d6x10+10 / Spd 20; MR 14, DDP 4d8x10+30, APM 5, S/P/D +1d6+5, scimidar arm 1d8x5+10 DD, tentacle 3d8+10 DD, bite 1d12+10 DD, tail 3d8+10 DD, kick 1d12 DAP + ST damage bonus, (Poison: bite + tail - save or paralysis 1d4 melees, tentacle -3d12 DD) Phoenix: They generally look like a large predatory bird only a bit more exotic. Instead of a tail they have three lashes of linked scales. They live by a code of non-agression amongst themselves and fire elementals. They've been known to hunt both in flocks and alone. If killed, the spot they died on or over bursts into fire, and they rise again in 3d10 minutes. 3d12 fire Taut worms will also emerge from the pyre (see Rips CB/P.RPG). If the spot was water (ocean/lake), the rebirth won't occur until it's no longer aquatic. Thankfully, these immortal creatures rarely have offspring. Attr: IQ animal / ST 26+2d6 / Spd 1d6x10+40 (3d6x10+90 fire-form); Impervious to Fire, Saves +12, Supernatural Power: They can become a bird of fire, gaining all the immunities and weaknesses of a minor fire elemental (see Rips C.B.); DDP 1d6x10+30, APM 3, S/P/D +1d8+4, Autododge, Beak 2d12 DD, Talons 3d10 DD Lucifer Folk: These demons come from a mysterious dimension, Nemesis. They attack indiscriminately and mercilessly. They've interfered with human history since 21st Century times, but if they have a special motive, it's unknown. Lucifer Folk appear as tall, thin, skeletal, dark, and twisted creatures. Most have one or two legs, varied amounts of arms, tentacles, and a wing or two. Sometimes their appendages are too weird and grotesque to describe. Some have great amounts of psionics, magic, and special powers while others have little. One description is two legs, a grotesque tentacle on the right, and a bi-arm on the left. Height: 7' average, Weight: unknown, Attr: IQ 3d6 / MS 4d10 / ST 1d6x10+10 / EN 20+2d10 / Spd 10+3d10; DDP 2d6x10, APM 1d6+3, S/P/D +1d10+5, physical attack 4d6 DD, MSP 1d6x50, dimensional teleport 75% (1 attempt/melee); Black magic will cost them the non-demon cost to cast (see the Critical Astral Saint notes in the Mecha Notes section). They're impervious to all but magic and psionics. Some other powers include more DDP, supernatural strength 2d6x5 (see Rips CB), regeneration per melee action, metamorphisis, and Saint-style knock back attacks. Most have the ability to transform into ectoplasm (see Rips psionics). Narchank: (pronounced nar-chaenk); These are mutated drackors that inhabit the Vipen islands which were originally part of the Legas continent. Some of these islands have drifted halfway to Arck! They are more instinct than intellect. Alignment: Diabolic, Attr: IQ 1d6+1 / MS (3d6+1d8)x2 / ST 5d6x2 / DX 3d6x2 / EN 6d6x2 / LK 1d4 / Spd 4d10+10; MR 17, HP see below, DAP: EN x 10, Hand to Hand Ultraviolent, Claw 6d6, Bite 1d4x10, Tail 3d8, MSP: MS+EN, ESP: 2d6x10, Nuker Psionics: 1d6+3 Powers is average, Wasteland Mutations: 1d6+3 average; HP (1d4): 1 - normal, 2 - 1d8 DDP PL, 3 - DDP = EN+HP Bonus, 4 - 1 DDP; [25% have supernatural strength, their claws glow yellow with radiation]; Common Nuker Powers: 2-4, 11-14, 16-19, 22 Fangtooth: If a small hairy dwarf-like humanoid 2.5' tall leaps and bites you, it's probably a fangtooth. These faerie-folk are abominations. After latching on to something with their teeth, they secrete acid saliva and wait for the victim to die so that the pack can devour it. Attr: IQ 2d6 / ST 2d6 / Spd 30; DDP 1d6x10+45, Bite 4d10 DAP, Claw 3d8 DAP, Acid (1x/melee) 1d6x10 DD, Power Bite (2 APM) 4d10 DD, Power Punch (2 APM) 3d8 DD, APM 6, leap attack, S/P/D +1d8+4, Saves +7, Prowl/Ambush 75% Sawflies: These 6" insects have bladed forearms with which to kill mammals and other prey. They fly by in swarms, slashing back and forth until the victim is dead. A large spike protrudes from their forehead, and the beak is separate from the one piece head exo-skeleton. They're nearly fearless. HP 1d10, Spd 50+5d6, APM 3, Strike +3, Dodge +12, Slash 1d10 DAP, Average Swarm: 3d6, MSP: 1 Vampir: This supernatural predator of demon-kind was one of the first spawn of D-36. The Vampir Lords are the greater demon of their kind. The Vampir Lords are rare but unfortunately not rare enough. They resemble a normal humanoid but if a save vs magic is made, an onlooker can see that their eyes contain an image of swirling mesmerizing mist that flashes black and red. At will, they can sprout bat-wings enabling flight and make their teeth into fangs. To be well fed, they need to blood/life force drain once a week. A couple of months unfed will cause madness and death. The more kills a Vampir scores, the more powerful it becomes. The life force drinking process goes as follows: The Vampir must first grab the victim and can then begin drinking if the fangs can penetrate the flesh. When killed by the damage, all the blood has been drained. At this point, the victim must make a save vs death and magic. If both are saved, the life force goes free, and the Vampir doens't gain power although it's still nourished. The life force remains in the Vampir, so a ressurection isn't possible until it's killed. If the life force is drunk or if the Vampir wants it so, the victim will rise as a Vampir in 1d6 hours. Also, unless the victim is exorcised first, they'll take damage from any ressurection/healing spells rather than be benefited. Vampir: Attributes same as original humanoid, but they're now an evil demon either miscreant or diabolic. DDP 13 (+1d6 per victim), APM 5, S/P/D (DX doesn't matter here) +1d6+7, Claws 3d6 DD, Bite 3d8 DD; *(APX DDP ENx100) Vampir Lord: IQ 5d6 / MS 20+2d10 / AP 5d6 / ST 1d6x10+30 / EN 20+2d10 / LK 5d6 / Spd 1d6x10+30 (x3 flying); DDP 130 (+1d6x10 per victim), APM 6, S/P/D +1d4+12, Claw 5d6 DD, Bite 5d8 DD; *(APX DDP ENx1,000) Weaknesses: They have all the standard D-36 immunities and weaknesses. Sunlight inflicts 5d10 DD per mele. Any heal spell inflicts equivalent damage although total heal spells inflict 1d6x10 DD (+10 PL). Restore does 1d6x100+300 DD, and ressurection does 3d10x100 DD. They're also vulnerable to energy weapons. Wood and silver hurts them as if magic. Holy symbols backed up by the person's belief hold them at a 12' range. Wooden attacks called to the heart do quadruple damage. A critical hit from a piercing wooden weapon to the heart will kill them. Special Power: Mist Transformation: In this form, the Vampir moves at running speed. It can do anything mist can. In this form, fire does hurt it for half damage. Sunlight, lasers, particle beams, and healing spells also can harm it. Anything else is virtually useless. The Vampir also has no means of harming anyone in this form. Slither Tendrils: These are gray spheres with a three-pronged beak and 24 tentacles. They're asexual and considered one of the most dangerous life forms in existance. These deathegg pods are normally content to hunt in the forest. In fact, after a period of 1d6 years, they lose their deadly reproductive ability. Deathegg pods reproduce by firing egg pods into a foe. The unreproducing ones are considered disarmed. These slither tendrils are 5-8' in diameter with tentacles twice as long. The active adults are 12-24' (60' is uncomfirmed) in diameter with tentacle lengths twice the diameter's width. An active deathegg pod contains 24 eggs. They grow in 1-2' in size with each egg fired. They also become more bloodthirsty and likely to fight to the death. Vision is by a heat sensor organ that functions much like thermo-imaging. They have 4d6 MSP. Active Adult: IQ animal / ST 2d6x10 / EN 40 / Spd 1d4x10+10; DDP 1d4x100+20, Weight: dia x15 lbs, APM 6, S/P/D +1d6+6, tentacle 5d6 DD, beak 1d6x5 DD; Egg Pod: range width x 3, 1d8x5 RDP, More DDP can be obtained by the firing of an egg pod. Usually 10-20 DDP is gained by this. Even though they aren't listed as having a paired or more weapon skill, they can frequently perform as if having one. Their tentacles have 1/10 of the body DDP. They regenerate one per day. Hatchling: This inflicts 1d4x10 RDP at the beginning of the next melee due to its sprouting tentacles and a beak. It inflicts the same on its last action. The pod continues this until forcibly removed or the host is dead. At the beginning of each round, it grows in size but never enough to not be maintainable on the host until the host is dead. ST 10+1d6 / EN 20 / Spd 10+1d6; RDP 1d6x10, APM 3, S/P/D +1d6, tentacle 3d6 RDP, beak 2d6 RDP; Within 1d4 melees, it can grow to the size of a man (+40 RDP). It can double that size every minute thereafter until reaching the base size of the adult that produced them (use adult stats as RDP). A slither tendril doesn't become an active adult until the germination period has passed. They often fight in a coordinated manner with each other although sometimes they run rampant. Disarmed Adult: They slowly shrink after becoming infertile. Their skin turns a putrid black color, and they grow six new tentacles. Size: diameter is 5-8', tentacles are 10-20' long; MR 9, DDP Body 3d6x10, Tentacles 1d4x10+10; ST 1d6x10+10 / EN 20+2d10 / Spd 20+1d10; Tentacle 4d6 DD, Bite 5d6 DD + Save vs Poison or suffer 3d4 melees of paralysis, Regeneration 10 DDP per melee + one destroyed tentacle; These slither tendrils desire blood more than meat. Mountain Scuttler: Mountain scuttlers are humanoid carnivores that scuttle with their upper legs pointed upwards to the side and the lower legs coming down from the knees that are at about armpit level. They have no head but have a face with a round and fanged mouth. Two eyes are right above that. Their stony complexion is grayish, brownish, or blackish. The arms extend from the shoulders that are just about where the ears are on humans. A stony piece of armor raps around the back to the nearly connect in the front like an external ribcage. Near the wrists and ankles, the skin become scaly. The claws are two-pronged while the feet have two bladed toes in front and one on the heel. They're usually on good terms with giants such as jotans and titans. Mountain scuttler blood is reddish brown and boiling hot. Height: 6' (12' standing upright) Attr: IQ 2d6 / ST 5d6+10 / Spd 12+2d6; Impervious to bladed/edged weapons, MR 7, DDP 1d4x10+20, APM 4, Claws 3d6 DD, Throw small boulders 3d10 DD, If they make a paired grab (3d6 DD), they can begin crushing the next action for double claw damage. MSP: 1d6x10 Optional: DDP 4d6x10+40 and/or Supernatural ST (Rips C.B.) Elemental Faerie Folk: These faeries are inherently maliscious. They delight in causing destruction and trouble. They also hate each other and try to make sure any plans that are made by another of a different element fail. Listed below are the four types of these magical beings. Basic to all: IQ 2d6 / MS 29 / AP 2d6 / EN 45 / LK 2d6; Speak Elemental, Magically Understand all languages, Unimpairable Sight, Height 1-6', Humanoid, Shoulder Modules, Impervious to Poison and things meant to influence bodies of normal life forms; Spell Casting: Elemental Spells of Element, no restriction but use Warlocke casting APM; Regeneration: 1d6x10 DDP per minute; MSP 1d8x10+40; They have the powers as listed under Warlock (Rips CB) and understand all about their element. Their weight is half the minimum for Minor Elementals. Fire Folk: ST 20 / Spd 2d4x10; DDP 1d6x10+30, APM 5, S/P/D + 1d8+2, Punch 4d6+6 DD, Shoulder Blast - Range 90' - 4d6+12 DD, Vulnerable to energy (not fire), magic, psionics, and water (see Minor Elementals - Rips CB), Explosions doing 80+ DD cause loss of 1 APM; Spells L1-6 Air Folk: ST 30 / Spd 3d6x10; DDP 1d6x10+30, APM 6, S/P/D + 1d6+6, Punch 3d6+6 DD, Wind Blast - 120' - 3d6+12 DD, Vulnerable to energy, magic, psionics, and electricity (double damage), Explosions doing 80+ DD cause loss of 1 APM; Spells L1-6 Water Folk: ST 28 / Spd 1d6x10+10 (x2 in water); DDP 1d6x10+60, APM 5, S/P/D + 1d6+5, Punch 3d6+6 DD, Water Bolts - Range 36' - 4d6+12 DD, Vulnerable to energy, fire (x2 damage), magic, and psionics, Explosions doing 50+ DD cause loss of 1 APM; Spells L1-5 Earth Folk: ST 38 / Spd 20+6d6; Travel through Earth (like spell); DDP 1d8x10+60, APM 5, S/P/D +1d6+3, Punch 5d6+6 DD, Stone Missiles - Range 240' - 5d6+12 DD, No special Invulnerabilities; Spells L1-6 Cosmic Dragons: These dragons of Miranda X are more powerful than most. They are creatures whose interstellar and interdimensional powers are not natural but are obtained through magic and psioinics. There are four variaties named for heavenly formations. These names are presumably their origin. This is all legend though. All four stellar dragons have their MSP restored at midnight. Usually, they are a bane to all other life. They are power hungry and driven by greed to explore, learn, and conquer their universe. Fortunately, there are exceptions. Attributes: IQ 4d12 / MS 3d12 / AP 4d12 / ST 2d12x10+20 / DX 3d12 / EN 3d12 / LK 4d12 / Spd 2d12x10+20 (x1000 in space) DDP: Young (1-120 years) 1d6x100 Mature (120-1000) 1d6x100+300 Adult (1000-3000) 1d6x1000+2000 Old (3000-12000) 2d8x1000+3000 MSP: 1d6x100 (+1d6x100 PerLevelAdvanced) ESP: 1d8x10 (Know all of one psi category: DW (any but mechlar), Rips (one of the 4, usually sensitive), or P.RPG (all counted as one) ) Hand to Hand Dragon Martial Arts (+1 melee attack) OR APM 5, S/P/D (DX bonus accounted for) 1d12+7 Damage: Bite/Claw 1d6x10 DD (+10 PLA), Tail does half claw damage A DD ST bonus is not added! Star Dragon: Fire Breath: R-290', 4d6x10 DD, see note Comet Dragon: Ice Breath: R-290', 3d6x10 DD, see note Pulsar Dragon: Energy Breath: R-290', 4d6x10 DD, see note Note: The above breath attacks can be a 3' to 29' stream or be a cone that is as wide at the end as the cone is long. The range can be lowered to as little as 12'. Nebula Dragon: Death Gas (1,inhale) save vs death or Chi/EN halved, lose half HP/DAP or DDP; Death Gas (2,touch) save vs magic or MSP halved, lose half APM; Both lifeforce draining effects stay in effect until a restore spell is used. After the first successful nebula attack, the others inflict 1d6x10+30 DD. Range 290', width variable Size: Length (Young) 40-50' (Old) 60-90', Wingspan x2 Length, Weight 25-50 tons Color: Dragon colors aren't restricted by race. The normal dragon scale colors are red, blue, yellow, white, black, green, and silver. Natural Abilities: Survive in Vacuum (Engages heat and cold shielding as well), Impervious to Radiation, Sense Magic by sight (They can see ley energy from orbit.), Jump to Lightspeed in Space (Teleportation spells are usually needed to break free from a planet's gravity.), Speak Elven Invulnerabilities by Type: Star - Fire, Comet - Ice/Cold, Pulsar - Energy, Nebula - Fire/Ice/Cold Magic: They can learn Sorcery as if a mage (not ninja mage). Necromancy is reserved for the nebula dragons and isn't learned in the normal fashion by them. Three spells per level is their rate of learning. Dragons don't usually worship anything, so divine and black magic are a rarity among them. They can only learn one type of magic. Shadowfiends: A shadowfiend appears as a large humanoid in dark robes. Visible under the cowl is only darkness because a shadowfiend is a living shadow. In bright light, it becomes twisted and distorted, even nonexistant temporarily. Under their robes are great wings of darkness, and their claws are weapons that inflict terrible matter to shadow wounds. Their intelligence only makes them that much more deadly. These creatures are definitely not native to this dimension. The shadowrealm is their world. A far off star existing in mythology is thought to give off blacklight, causing the night. It isn't entirely true. There is a shadowstar, but it's a portal to the shadowrealm, giving off neither light nor darkness. That place is home to these fiends. Height: 9-18', Attr: IQ 5d6 / AP 4d6+8 / MS 2d12+12 / ST 40 / DX 31 / EN 40 / SPD 3d8+12 (triple flying) DDP: 5d6x100, MSP: 2d6x100+200 APM 7, S/P/D +8, Claw 5d6 DD Powers: Imp to all non-energy attacks, Imp to all anti-matter (positron), vulnerable to negatrons, Shadowmeld, Control all shadowcreatures (MS test) Magic: Cast Infuse Shadow (at L7+1d8) 3x a day Shade: This is a spirit of one killed by a shadowcreature. This is often the result of victims of voidwings, shadowfiends, and other such creatures. They possess all the attributes they had in life and hide from the world for the most part. DDP 1d6x10+30 Powers: naturally invisibe, may become visible at will, shadowmeld The touch of a shade drains half the victim's ST. If ST is reduced to below one, another hit will transform the victim into a shade. Fortunately, not all shades are evil. They're frequently the alignment they were in life. They're only hurt/affected by magic/psionics. Many view this new existance as a curse and seek to end it or suffer it in stride. Lycanthropes The lycanthropes are creatures of a humanoid animal form. Their powers of invulnerability and shapechanging have kept these normally despised creatures alive over the centuries. Invulnerability: They can only be killed by silver, magic, psionics, or other lycanthropes. Only DD magic and psionics will hurt them by inflicting the Lycanthropic HP equivalent (6 magical DD = 6 L.HP). DAP Silver weapons inflict the the damage they normally do to the werebeast (as lycanthropes are often called). DD silver weapons inflict double damage (a DD silver weapon would have to be magical). Other attack forms will damage them but can never kill a werebeast for the creature will regenerate the damage at the same rate it's inflicted. A werebeast's DD will do to another werebeast the L.HP equivalent plus ST bonus. Shapechanging: A werebeast's normal form is an animalistic-looking fur- covered humanoid. In anger, this form can sometimes become more monstrous, but that is rare and is often seen only in the completely evil ones. However, this is form is called the monster form even if the creature resembles nothing but a furry beastial human (with a tail usually). The forms available to them are that of any humanoid creature not greater than 1.5x their normal size or lesser than 50% their original size. They can also become the animal which they resemble. This change requires 3 APM. In animal form, they retain all their powers, but in humanoid form, they're much weakened and don't have their invulnerability. In humanoid form, their ST, DX, EN, and Spd are halved. In death, they retain the form in which they were killed. Lycanthropic Curse: A creature bitten by a true werebeast's bite must save vs poison or contract lycanthropy. They are then a thralled werebeast. In rare cases, a cursed werebeast may be encountered. This is a magical creature as powerful as a true werebeast but created by magical means. A save vs magic is required against a cursed lycanthrope's bite. True werebeast's don't register as magic. In any case, the ST, DX, EN, and Spd of the victim are rerolled with the werebeast stats and the HP are replaced with werebeast HP. Roll half as many HP die as were rolled for the one that infected the victim (to a minimum of 3d10, half of one 1d6x10 die ). Yes, thralled or cursed victims may create more like themselves, but the original victim is in complete obediance to the master as are any the victim may create although the victim's creatures will obey him/her as long as the orders aren't against the master. The conversion into a lycanthrope requires 1 hour per EN point possessed by the victim. Society: There is a great animosity within the species of werebeasts. This animosity has often become war and the reason for it is the time-honoured tradition of good against evil. Each race of lycanthropes has an alignment which they lean toward. Werewolves tend toward evil as is their nature but not all fit that mold. There have been great wars in the past where the different races of werebeasts nearly decimated each other. Now, the werecreature is an endangered species, and the truth is they're in danger mostly from themselves. The werebear, weretiger, werepanther, werecougar, and others are quite rare if they still exist at all. The three most plentiful that remain are the werewolf, werecheetah, and the werebat. The werebat is the most despised of all the werecreatures and even the werewolf and werecheetah who are mortal enemies will collaborate to destroy one. Note: Lycanthrope attributes are SET as in they cannot be changed by skills. They have the normal chance for DW general psi-talents. Werewolf: Monster Form: Ht 6'+4d6", 180+1d8x10 lbs Animal Form: Ht 4-6' at shoulders, 300+2d10x10 lbs Alignment: Typically Evil Attr: IQ 2d6+6 / MS 3d6+12 / AP 4d6 / ST 1d6x10+30 / DX 3d6+12 / EN 6d6+10 / LK 5d6 / Spd 40+3d6 - Don't add HP bonus to lycanthropes. L.HP: 6d6x10 +4d6 HP PLA MSP: MSx4 Battle Stats: As per hand to hand form, Claw 1d6x10 DD, Bite 6d6 DD Abilities: Track by smell 75%, Swim 70%, Prowl 55%, Nightvision, See the Invisible, Enhanced vision/hearing (% rises 5% PLA) Regeneration: 1d6x10/minute OCCs Available: "OCC Normal" - start L1 with 10 OCC skills Werecheetah: Monster Form: Ht 6'+2d6", 140+1d8x10 lbs Animal Form: Ht 4-5' at shoulders, 300+2d8x10 lbs Alignment: Typically Selfish but good natured Attr: IQ 2d6+6 / MS 3d6+12 / AP 4d6 / ST 2d12+24 / DX 3d6+18 / EN 4d6+10 LK 5d6 / Spd 110+3d6 L.HP: 6d6x10 +4d6 HP PLA MSP: MSx4 Battle Stats: As per combat form, +3 APM from speed, Claw 6d6 DD, Bite 5d6 DD Abilities: Track by Smell 55%, Swim 60%, Prowl 55%, Climb 50%, Leap 20' up and 30' across, See the Invisible, Enhanced vision/hearing, Nightvision Regeneration: 1d6x10/minute OCCs Available: "OCC Normal", natural abilities with % rise 5% PLA Werebat: Monster Form: 6'+6d6", 280+1d8x10 lbs Animal Form: normal-sized vampire bat Alignment: Evil Attr: IQ 5d6 / MS 2d12+12 / AP 6d6 / ST 3d10+30 / DX 4d6+12 / EN 18+3d6 LK 6d6 / Spd 30+3d10 and same speed during flight L.HP: 4d12x10 +4d6 HP PLA MSP: MSx4 Note: The monster form is always terrifyingly hideous. Other Weaknesses: Fire, DD Fire does double damage, Garlic is extremely offensive to them in smell + taste, garlic coated weapons cause extreme pain to them (-5 S/P/D that action), a silver weapon through the heart will paralyze them (called shot of 22+), mirrors drive them into a rage (self- hatred), hydrophobic; Plus: The magically cursed ones take damage from holy water as if a demon. Battle Stats: As per combat form, Claw 5d6 DD, Bite 2d6 DD or 2 DAP plus Blood Drain: After the initial bite, the fangs can begin draining blood per action. Drain does 2d6 direct to HP or 4d6 DD if DDP. Against werebeasts, the drain does 1d6x10, and they heal the same amount. Abilities: See Invisible, Nightvision (thermal), Sonar/Echolocation, Ultrasonic hearing, don't lose invulnerablility in humanoid form (retain all powers!) Regeneration: 1d6x10/minute even if killed, burning/disintegration only way to be sure of killing it; If they regenerate from death, they are then undead. They stop gaining HP per level once undead, and sun will do 1d6x10 per melee to them. Available OCCs: Any Werebeast Warclub: Throughout the centuries that they've battled each other, the werebeasts have developed more effective ways of killing themselves. One of those methods is this visciously-bladed silver two- handed warclub. Damage: 5d6 DD but 5d6x3 HP to werebeasts (Don't double it again for being normally DD. That's accounted for.) This weapon requries a ST of 30 to use it. A fighter has a penalty to fight with it that is equal to however much their strength is below 30. (A ST 25 fighter is -5 S/P with it.) The Rare (extinct?) Lycanthropes: Wereleopard and panther: Bite 5d6 DD, Claw 6d6 DD, use wolf attr but cheetah ST, track by smell 50%, swim 80%, prowl 90%, climb 75%, leap 40' up and 80' across, nightvision, keen hearing, Body 5-7', Tail 4-5', Wt 230+1d12x10 lbs, Align: normally good natured selfish Werecougar and puma: same as leopard/panther but climb 90% and swim 50% Werejaguar: Bite 5d6 DD, Claw 6d6 DD, wolf attr but cheetah ST, Prowl 80%, Swim 60%, Climb 80%, track smell 60%, Leap 30' up or across, Body 6-10', Weight 330+1d12x10 lbs, Alignment: normally selfish or evil Weretiger: Bite 6d6 DD, Claw 1d6x10 DD, wolf attr but HP 6d12x10, track smell 50%, swim 80%, prowl 70%, climb 50%, leap 40'up and 50 across, nightvsion, keen hearing, Body 7-10', Tail 4-5', Wt 630+1d12x10 lbs, Alignment: most often selfish or evil Werelion: same as weretiger but track smell 70%, swim 50%, prowl 70%, climb 30%, leap 30' up and 40' across, nightvision, keen hearing, Body 5-7', Tail 3-5', Wt 400+2d10x10 lbs, Align: normally selfish Werebear: wolf stats but HP 9d12x10, nightvision, prowl 30%, track smell 70%, swim 70%, Body 7-12' (6+1d6'), Wt 1000+1d10x100 lbs, Alignment: normally good natured selfish Werefox: Bite 4d6 DD, Claw 5d6 DD, HP 4d6x10, wolf attr but cheetah ST/EN, nightvision, prowl 50%, track smell 60%, swim 50%, climb 50%, Body 3-4', Tail 2-3', Wt 20+1d10x10 lbs, Alignment: typically selfish Werejackal and coyote: same as werefox but prowl 35%, Align: typically evil Maroil: (Optional Player Race): These avian humanoids inhabit primarily the highest peaks of the Arck Mts. They could pass themselves off as either elves or humans fairly well if not for their large wings. They are 75% lighter than other humanoids in their size class and have less muscle, but they are evolved for flight which requires less mass and allows quick escape from those enemies stronger than they. They can be any OCC. Attr: All are 3d6 except ST which is 2d6, and their SPD which is 3d6+2d8 because they must pick the running skill (exercise from learning to fly). Flying: Their speed in flight is their SPD x3. Wingspan: 10' Flashcat: These sentient psionic felines have been found everywhere, excluding the Wasteland. Even the arctic continents have small numbers of them that have developed cryokinetic powers. Although they've been seen smaller and larger, on average they're 1.5-2' long with 12 to 15 inches of tail. They could be allowed as possible player characters as they are sentient and quite psionically endowed (equivalent: Master Esper). Attr: MS 6d6, ST 3d4, DX 18+3d6, Spd 6d6; All others are 3d6. DDP: This is determined exactly like the HP of humanoids. Claw: 1d4 DAP or 1 DD on a power claw (2 APM), They could use up to all four of their claws on a leap attack. Skills: They're not suited to most humanoid skills like weapons, physical skills, or combat, but they could learn several languages (would have to use telepathy) and lore skills. They could perhaps even use a computer. Combat Stats: APM 3 at L1, +1 APM at levels 3, 4, 8, and 12; Autododge at L4; +2 S/P/D at L2, L6, and L12; Critical hit 17-20 at L6; Leap Attack at L2 Quinclops: This five-eyed giant averages between 9 and 12 feet tall. They are generally strong, intelligent, and given to giving orders well. They were an up and coming force long ago until they turned on themselves due to their own fear. One side joined with the delves, and the others joined with whomever would have them, usually ogres and trolls. Now, they are an endangered species. However, the delves were not able to resist the charisma of the quinclops among them, and so many rose high in dark elf ruling hierarchy. Currently, a quinclops known as Lazzar is the President of LarMoire, the delven kingdom that rules over the Pentad Nexus. Their natural aptitude for magic has meant that it has been virtually unknown for a quinclops not to take that path in life. Most become mages, cycle mages, or metamancers, but rare ones have followed the dark path of death magic and have done much to stain the image of those who call necromancy, "the magic of life." Attributes: IQ 4d6 / MS 5d6 / AP 6d6 / ST 1d6x10+30 / DX 4d6 / EN 6d6 / LK 2d6 / Spd 6d6; DDP: EN x15 Advancement and Improvement: They aren't immune to attribute bonuses, but ST bonuses usually pale in comparison to what comes naturally. They gain 15 DDP PLA. Natural Magic: This actually in every technical sense is the psionic power of electrokinesis, but they need expend no ESP or MSP to use it. Combat Stats: Their sheer size, mass, and strength allow them to inflict 5d6 DD with fists or 6d6 DD with kicks. A bonus of +1 DD is provided for every 10 ST above 40 to a max normally of +5 DD (+6 is absolute max). Elven Folk The delven people are the evolved state of elves on Arcanar. Their dark skin provides camoflauge in the darkness which consumes most of the days, and their mental strength has provided them with an aptitude for magic and powers of the mind. The majority of delves are quite similar to each other, but there is a special portion of the population referred to as the high delves. Their powers and natural intelligence have placed the most of the high delves within the ruling class portion of delven society. High delven powers that show evolved state are their abilities to melt into the earth at will. They (and equipment) can pass through natural ground as if it weren't there. Liquid, however, can't be phased through. High Delven Attr: IQ 12+1d6 / MS 12+3d6 / AP 3d6 / ST 2d6 / DX 12+1d6 / EN 2d6 / LK 12+1d6 / Spd 4d6; A high delf can add 1d6 to their IQ/DX/LK if the score is 16 or better. Average Lifespan: 1400 years Normal elves can still be found on Arcanar's continent of Zinx although it does in fact support a larger population of delves. They have nightvision, fair skin, fair haired, and a somewhat angelic appearance that their species lost in evolution. Elven Attributes: IQ 3d6+1 / MS 3d6 / AP 2d6 / ST 3d6 / DX 4d6 / EN 3d6 / LK 5d6 / Spd 3d6 Elves have a +10 DAP bonus and gain an extra APM when firing a bow. Average Lifespan: 600 years. They get Speak/Read Elven 98% and one other language as free skills. The propagation of offspring between elves and delves have had some interesting effects. More often than not, the result is a golden skinned elf known as a gryntif. Their dark hair and eyes clash sharply with the golden tint of their skin. If Arcanar had been a world bathed in light, perhaps gryntifs would have been the next step in elven evolution. Gryntif Attributes: IQ 3d6+1 / MS 4d6 / AP 3d6 / ST 3d6 / DX 4d6 / EN 3d6 / LK 5d6 / Spd 4d6 Nightvision and +1 APM with bows are both abilities they possess. One of the most interesting elven races are the blue (or azure) elves who stand only 3 to 9 inches in height. Despite the size and other differences, their genetic makeup definitely links them to some elven ancestor. So, they can normally go places others can't and be places where others are who don't want them there. The form of invisibility they posses allows know one to know they're there unless the elf wants them to know. See the invisible is ineffective against this power but sense presence powers will work. Azure Elves: IQ 3d6+2 / MS 4d6 / AP 1d6 / ST 1-3 (1d6/2) / DX 3d6 / EN 1d6 / LK 3d6 / Spd 8d6+1; Notes: Nightvision and a great capability for sympathy (like to comfort others in times of need). A single physical skill can't raise any single attribute by more than one point (except DX). Average Lifespan: 150 years The final race of elven descent found on Arcanar are the Sky Elves. Although standing generally one foot in height (some have been known to reach three feet), they have the power to walk in midair as if it were ground. Ascending into the air for them is akin to walking up stairs. They also aren't affected by wind which any of them would say is a good thing. Their magic also has one other effect. They can build things that will remian suspended in the air and unaffected by wind. These are generally hidden from view underneath and above by reality bonded magic clouds. Many of their populace lives above the ground to hide from would be enemies. Sky Elves: IQ 4d6 / MS 4d6 / AP 3d6 / ST 2d4 / DX 4d6 / EN 2d6 / LK 3d6 / Spd 6d6 Sight: Normal and Nightvision, Automatic Skill: Free Fall 40+5% (This skill is the ability to negate and reactivate their airwalking ability. They've found this can useful in changing altitudes to escape dangerous encounters.) Spindler: These creatures are confirmed to have come from a different star system. They are intelligent and deadly. Some of the few who have survived encounters with them have decided they would have rathered faced a dragon. The spindler body's features are: bipedal, red/brown skin, a sharply fanged maw, four clawed arms, and a tail to boot. Spindler eyes are on the corners of the face but not quite on the side of the head. Their diet is blood, and the cocoons their claws spin prepare the spindlers' prey well to become dinner. One that was found was hunted down and destroyed in its ship which was found to contain hundred of cocooned victims which well preserved although dead. They definitely came to Arcanar before The Shift although it is believed quite probable they more exist in this alternate universe. None has been none to communicate with any but their own race. IQ 4d6 / MS 3d6 / AP 3d6 / ST 1d6x10+30 / DX 3d6+18 / EN 1d6x10+30 / LK 1d6 / Spd 6d6; Size: 6-9' tall DDP: Dependant on age, anywhere from 1d6x100 to 6d6x100 Lifespan: Unknown but suspected to measure into milennia MSP: 3d6 Combat: APM 6, Strike +2, Parry +4, Dodge +6, Quadrupled Weapons Bite and Claw 6d6 DD The Cocooning Web (Range = ST x 1'): As long as they're well nourished, each claw can fire a web that can nearly completely cocoon a large human- sized target in one action. The web will completely incapacitate the victim with a ST equal to the spindler's. The web's DDP is the same as the strength of its hold, and the webs' DDP and strength are accumulative up to four webs. Blood Drain: It prefers to drain blood at 1 DDP/10 DAP an action, but it can drain blood at a rate of 60 DDP if necessary. Other bodily fluids as well as internal organs may also be drunk through the creatures fangs. Rasquer: These people are descended from Zinx homo sapiens, elves, or both. Their small society on Zinx has survived because of their specialized magic use. Rasquer tatto themselves with magic runes. By tracing the symbols in the air, the rasquer cast spells. Actually touching the rune on their body and channeling magic into it will also cast a spell and with less cost. This causes the activated rune to glow. They can be any form of magic- user. Also, the rune for the mithrilskin spell is tattoed on each of them shortly after birth (usually on the forehead). Its effect is reality bonded for permanancy when a rasquer of great enough power is present. Over their lifetime, they tatto more runes on themselves. This process is painful, and too many rune tattos will kill the subject. The spell tatto is used to make the runes. Rasquer elders may be generous enough to bestow a permanent mithrilskin on an outsider, but then again, they might not. Rune Effects on Spellcost: Spells cost 3/4 (or 75%, round down) as much to cast when the rune is actually touched, but the spell cost is increased to 5/4 (or 125%) when the rune can't be touched. With training, these costs can be balanced out by the next level, so that spells cost the normal MSP cost in either case. If this is overcome though, it can never be brought back. Notes: To determine if a rune can be touched, let it be known that skin to skin contact, protection fields, and similar armor spells will allow it. The number of runes that may be safely tattoed on a rasquer is determined by how many spells their magic class can normally have in his/her memory. Mok: (also motak) These ancestors of the brutan are monstrous in appearance. Covered in brown or tan fur, their incredibly strong muscles still standout. They look less human than brutans in other ways as well. Their head is adorned with a golden mane, and their face is an almost featureless black save the sharp white teeth and eyes. Moks, sometimes called motaks, are animalistic and savage, yet most are gentle creatures when unprovoked. Attributed to their primitive minds is their fear of bodies of water. They can learn to swim although it is uncommon. Technology is another area they don't do well in. It confuses and frustrates them, and when frustrated, moks tend to react violently. They've been known to tear vehicles apart while trying to learn to drive them. Other disadvantages they have are a susceptibility to cold and a mistrust of magic. Their weakness to cold isn't lethal enough to merit taking extra damage from cold/ice attacks, but they do suffer more pain from it. In combat, moks prefer their fists or claws to weapons although they aren't adverse to throwing things. They can hurl rocks incredibly fast or can toss an automobile atop their enemy. Languages are also a problem for them. They are only capable of making roaring and guttural growling. The mok language is very basic. They are capable of understanding more advanced language though, and others can learn their language as it is very simple although loud. OCC Capable Stats: IQ 1d6 / MS 1d6 / AP 2d6 / ST 8d6 / DX 3d6 / EN 5d6 / LK 2d6 / Spd 4d6 Nightvision, Ht 6'+4d6", Wt 220+3d6x10 lbs, Punches start at 1d6 DAP damage, They automatically get the following skills: body building, boxing, running, wrestling, sports, and hand to hand ultraviolent. Basic math isn't included in the automatic skills for them. Their carry/lift ratio is 200/400x their ST in pounds. Example RCC Mok on Race Creation Table: IQ 1d6 / MS 1d6 / AP 3d6 / ST 18d6 / DX 3d6 / EN 5d6 / LK 2d6 / Spd 4d6 Features: 2 arms, 2 hands, claws on each hand, head, 2 eyes, mouth, nose, 2 ears, thermal vision both eyes, 2 legs, carry/lift ratio 200/400x ST in pounds = 3 CP, RDP Body and punch with either hand(claw) does 1d6x10 DD = 28 CP, +15d6 ST, -2 IQ and MS, +2 EN, -1 LK, +1 Spd, +1 CP for unable to speak language other than native, +1 CP = +1d6 physical skills rather than +1d6 to IQ RCC Mok Warrior: IQ 1d6 / MS 1d6 / AP 3d6 / ST 2d6x10 (min 40) / DX 3d6 / EN 5d6 / LK 2d6 / Spd 4d6 DDP 1d4x50+50 (+10 PLA) Skills: Same as OCC Capable Mok skills Carry/Lift Ratio = 400/800x ST in pounds Punch/Kick 1d6x10 DD, Power Punch/Kick (2 APM) 2d6x10 DD These moks were accepted by a Pool of Power during one of the most famous mok rituals performed by their tribes in the Gemineye Woods. To be chosen by a Pool is a great honor to them, and the Chosen Ones recieve much prestige. Saigath: These somewhat gray-skinned humanoids tend to be short and scrawny. The primary cause of their survival is an aptitude for magic and psionics. Another reason is that they assimilated themselves into zareth (troglodyte) society. Mistrusted and feared by most, they sought to hide behind the most powerful race of beings on Arcanar. The zareth share their interest in magic and psionics, and thus their friendship is a goodone. Other races still tend to mistrust them. The zareth seem to understand them, but no other race seems to. "Something about them just seems wrong," is all most can say against them. "It's that glint in their eye, or the way you can feel their eyes on you when you turn your back." - Brock Opaltear, dwarven clan-leader Saigath Attributes: IQ 5d6 / MS 9d6 / AP 1d6 / ST 1d6 / DX 3d6 / EN 1d6 / LK 2d6 / Spd 2d6 Height: 4'+4d6", Weight: 2d4x10+20 lbs, Vision: daytime (AKA: normal) Compiled Listing of OCC Races (Creatures that can be played with an OCC) This is not a detailed list. Look up the creatures in the appropiate manual to learn everything. This just lists the basic stats. Notes: NV = Nightvision (even in total darkness), Cannibilistic (own race and other sentients) = CC, C* = eat other sentients but not own race IQ \ MS \ AP \ ST \ DX \ EN \ LK \ Spd Human 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 Elf 3d6+1 3d6 2d6 3d6 4d6 3d6 5d6 3d6 DAP +10, NV, MSP 5d6 Delf 3d6 4d6 3d6 2d6 4d6 3d6 3d6 4d6 NV Gryntif 3d6+1 4d6 3d6 3d6 4d6 3d6 5d6 4d6 NV, Half-Elf/Delf (Rare) Azure Elf 3d6+2 4d6 1d6 1-3 3d6 1d6 3d6 8d6+1 3-9" tall, NV, Stealth power Sky Elf 4d6 4d6 3d6 2d4 4d6 2d6 3d6 6d6 Walk in Air, NV, 1-3' tall Brutan 2d6 2d6 2d6 6d6 3d6 6d6 2d6 4d6 Dwarf 3d6 3d6 1d6 5d6 3d6 5d6 3d6 3d6 NV, +25 DAP [This version is altered and only gets what's here.] Bearman 2d6 2d6 2d6 5d6 3d6 5d6 2d6 4d6 NV, Claw 1d6 (more like hand than claws), 7-13', 1000-2000 lbs Ogre 3d6 2d6 2d6 5d6 3d6 5d6 2d6 3d6 NV, +50 DAP, Mutant Humans, 7-13', 750-1500 lbs Troll 1d6+6 2d6 2d6 5d6 4d6 4d6 2d6 2d6 C* NV, +75 DAP, Mutant Giant, 9-13', 1000-1500 lbs Saigath 5d6 9d6 1d6 1d6 3d6 1d6 2d6 2d6 Mages and espers Motak 1d6 1d6 2d6 8d6 3d6 5d6 2d6 4d6 (aka: Mok), NV, Bonus skills, Carry/Lift ratio: 200/400x Goblins 3d6 4d6 1d6 2d6 6d6 3d6 1d6 5d6 CC NV, MSP 6d6, 3-5' tall, 60-100 lbs, Green-skinned nasty critters Orcs 2d6 3d6 2d6 4d6 3d6 4d6 1d6 3d6 C* NV + Thermal, Claw 3d6 DAP, +25 DAP, Ht 5'+2d6" Kobold 3d6 2d6 3d6 3d6 6d6 4d6 2d6 3d6 NV, [Altered, See Dwarf comment] Zentraedi 3d6 2d6 3d6 3d6+4 3d6 4d6+4 3d6 4d6 (Male) Human Variant Zentraedi 3d6+4 2d6 3d6 3d6 3d6+4 3d6+2 3d6+4 4d6 (Female) Human Variant Tirolian 3d6+4 4d6 2d6+3 3d6 3d6 3d6 4d6 3d6 Tirolian Humans (planet Tirol) Invid 1d6+9 1d6+6 1d4+9 10+1d6 10+1d6 10+1d6 10+1d6 10+1d6 Praxian 3d6 3d6 2d6 4d6 4d6 4d6 5d6 4d6 Praxian Humans (planet Praxis - destroyed), think amazons Drackor 3d6 3d6+1d8 1d6 5d6 3d6 6d6 1d6 3d6, NV Claws, 1d8s for HP, 99% of race is evil Swarkav 3d6 3d6 1d6 5d6 4d6 40 1d6 4d6 C* Only possess thermal sight, DDP creature, Special Dragam 3d6 3d6 1d6 5d6 3d6 40 1d6 4d6 Flight, DDP creature, minor psi, high MSP, NV, Special Creating Your OCC-capable non-RCC Race Most of the races in this game are based on the 27 point principle. So, to be fair, players may work with 27 points to create their own player race. The CDC Table is to be used. Nightvision costs 1 point for example. Each 1d6 costs 1 point. To add MSP to the base of 3d6 is 1 point = 2d6. However, this new race should not be allowed to be part of another race. A racial variant or mutant perhaps. Those with natural spell abilities will register as magical on detection gear. They are magical freaks. For example, a human could be born a magical mutant with the power to create fireballs, a 1 MSP base spell. So, it would cost 2 points to have it as an innate power. The power of it WILL increase per level as per spell description. This table shouldn't be allowed to make more powerful versions of an already existing race without applying penalties. For example, humans have 24 dice, so I'll use this rule to make my human 27 dice. The table listed at the end of this section is appropiate for rolling for penalties, strange attributes, etc. The table is also appropiate for giving cross-dimensional characters non-human characteristics, since they're not allowed to look completely like any other race. Rundown on Races of Arcanar Alright, the most common sentient race on Arcanar are the delves. They inhabit Zinx, Arck, and Legas. The elven line of descent is thinning. As they breed with delves, gryntifs appear, and as the generations pass by, the gryntifs become more delven. Racial hatred is uncommon among elves, but their are some elves and delves that dislike their sister race. In times now ancient, there were a few brief wars between the two races, but religion solved this problem although a holy war preceded the solving of the problem. Elvenfolk is a term that covers all delves, elves, and gryntifs. The sky elves tend to be suspicious of all and seclude themselves. The azure elves tend to never judge anyone until they know them. Environment wise, elves like to live under the sun where as delves can live whereever it is not so cold as to be harmful to them. Elves and delves can withstand temperatures within the human range of tolerance. History wise, elves and delves are allies with the Zareth (troglodytes). They had a tenuous relationship with humans, but the humans of Earth have put them on good terms with humans now. Elvenfolk tolerate the races that see the zareth as allies. Still after all this time, the elvenfolk see the zareth's allies as only the friends of a friend. The delves have grown closer to the dwarves than the elves though. The elvenfolk are suspicious of the saigath. The Zareth are friendly towards elvenfolk, dwarves, humans, saigath, and those kobolds that choose to live amongst the zareth. The kobold's own society is a violent and brutal one, and they are quite racist. Almost every rite of a kobold's life involves one-on-one combat with another. They are honorable warriors though only to each other. The saigath race have always been fearful for itself thus many choose to live among the powerful and benevolent zareth in the talian (zareth word for underground). Most saigath though still appear withdrawn. Brutans and motaks get along well together. They respect each other's strength and find something in common with each other. The tend to be uncomfortable among the more intelligent race. Their society is mostly a kind one, and they often live amongst each other (mix motaks and brutans). They tend to see the elvenfolk, zareth, and dwarves as friendly folk. Humans also fall into the category of friends. Bearmen are seen as allies. Ogres and trolls dislike each other and tend to see all other races as things to be preyed on and controlled. Ogres tend to get along better with other ogres than trolls get along with other trolls. They tend to find groups of orcs and goblins to control although ogres tend to be the ones that find and control others while trolls tend to prefer a solitary life of preying on those weaker than themselves. From a cannibilistic viewpoint, ogre flesh tastes like human flesh, and troll meat has a horrible aftertaste. Orcs are a race of dangerous miscreants. They like fight and harm others. They live to prove themselves, and they follow leaders who lead them to winning fights (even if against peaceful farmers). Orcs tend to dislike and bully goblins even when they're on the same side. Goblins are smaller but are often nimble enough to move out of an orc's way. The green goblins love malicious pranks and to torment. They're not that fond of fighting but will if commanded by one who took the time to force the goblins to follow a master. Goblins taste like chicken, orcs are happy to point out, but nobody would want to eat a pig-faced orc for most of the reasons somebody wouldn't want to eat something. Some call them pigmen, but they sure don't taste like bacon. Zentraedi, praxians, tirolians, and humanoid invid came to Arcanar with the humans. The natives view them all as the same race. They ARE able to mate and bear offspring amongst each other, as they all share the same genetic makeup as humans and each other. The swarkavs seclude themselves to the swamps of Lake Dark although they take their hunts all across the continent and some have forayed even to Zinx and Legas. The dragams are a foul race of wicked winged-humaonids perhaps an offshoot of the creatures that dragons came from as well. The drackor are well known as those who look forward to the genocide of all other sentient life. They don't want conquer others. Drackors wish to be the only sentients around. They tend to associate only with demons and creatures of supernatural evil. As a general guideline, drackors may form alliances with other races but only if they have the upperhand. These alliances never last because all other races are slated for genocide, according to the Lantanomicon. Mutant Trait Table 01-08 Has a tail (bushy, fine-furred, hairless, or reptillian) 09-16 Body is covered in fur 17-24 Body is covered in scales 25-32 Skin color is very abnormal (human example: orange,yellow,green,etc) 33-40 Facial features abnormal (feline, canine, predatory) 41-48 Teeth are razors (or if are normally, now not) 49-56 Eyes are strange color or oddly shaped (triangular pupils,etc) 57-64 Character has two horns, on head, face, arms, or back, etc 65-72 Character registers as a magical creature but isn't one 73-80 Eyes glow 81-88 Doesn't cast a reflection or shadow 89-92 Can only speak loudly or can only whisper softly (50/50) 93-00 Forked tounge (or if has one normally is not forked) Dragons Dragons are very elemental in nature. They are creatures of magic. The true origin of them is unknown. They may have been created or may be some hybrid of reptile and elemental. What is known is that they are somewhat rare, are very powerful, and may have existed since nearly the beginning of time. An example of their elemental link is what courses through their very veins and arteries. Fire dragons live on fire. It is their very lifeblood. If cut, they bleed fire itself. Such is the case with all dragons, even stellar dragons. Cosmic energies flow through them and sustain them. Their element is their literal lifeblood, and their food. They still need air to breathe and can eat other things (plants and animals). Even an earth dragon gets tired of eating rock. In terms of amount, dragons can live on nothing but the link to their respective elemental plane, but if cut off, would need to eat 25% their body weight a day. They are known for gluttony, but there is always a break in it for dragons love sleeping. One hour of sleep for every 50 is plenty for them. Dragons aren't immortal, but their lifespan is beyond that of even elves. Some can live to see twelve millenia. The disposition of dragons very greatly. Most tend to view other creatures as weaker than themselves and thus assume that they will not be accepted among them. Thus, many are solitary creatures. Others who have found that others wish to destroy them turn to what some may call justifiable evil. Still, another dragon may simply take pleasure in asserting domination over lesser creatures while other dragons may devlelop what some call "good morals." Dragons are born with their full intellect. They become sentient and aware while still in the womb. Their first few experiences in the world are often what shape their alignment towards good or evil. An egg takes six plus 1d6 months to fully form in the mother's womb. The unlaid dragon in the egg generally becomes aware a month before the egg is laid. In that time, the mother transfers knowledge to the dragon. Sometimes (but not always) this includes memories of the parent. The egg takes generally 3 months to hatch. The hatchling is 25% of its young size at this point and grows to its full young size within 4 (3 to 4) days. Dragons require 1.5x the normal experience to advance in experience levels 1-6 and 2x the xp to advance in levels 8 on up. Here is a quick listing of xp needed to advance to levels 2 and up: [2] 3,000, [3] 6,000, [4] 10,500, [5] 21,000, [6] 30,000, [7] 45,000, [8] 80,000, [9] 100,000, [10] 140,000, [11] 200,000, [12] 280,000, and so on. Common To all Dragons: Teleport: The dragon can teleport up to 500 miles per action spent preparing with a skill (40+5% per level) chance of doing it successfully. A failure means no teleport happens. Fifteen minutes must pass before doing again. They can teleport themselves and additional weight equal to their own. Dimensional Teleport: 1x/hour, 20% +5% PL Shapechange: Dragons can alter their form at will. Shapechanging requires 4 actions. The limitations are nothing smaller than something around 2'x2'x2'. Also, it can have less but not more than two wings, two arms, two legs, and one tail. That's seven limbs plus a head and body. 5d6 minutes must pass before the change can be done again. The shape of the dragon changes, but the weight and all other abilities remain except in the case of something like flight if the wings are eliminated. If a pregnant mother dragon shapechanges, the other form is pregnant also at a relatively equal stage. Healing: All dragons regenerate damage. This will even restore severed limbs. Spell Casting: Dragon's cast spells with arms and hands. The gestures shape the magical energies into spells. No words are required. Two limbs other than the arms may be used, but the casting takes twice as long in that case. They learn spells at the rate they can find and learn them. There is no limit per level. They use sorcery-type magic, no necromancy, divine, or ninja mage magic. Mad magic is available. When they cast spells, the magic is usually elemental in nature or has been changed to be elemental in nature. No spell that costs 40 MSP (as a base cost) or more can be cast, and any healing spell takes at least 1 full melee to cast. Mature dragons can cast spells over 40 MSP. Dragons recover MSP at 10x the normal rate (100/hour meditation, 50/hour sleep). Adult dragons recover 20 MSP/melee regardless of what the dragon is doing, and elder dragons recover 200 MSP/melee. Young dragons regenerate MSP as well but at 20 per hour. These dragons cannot do teleportation magic and psionics (including t-gate and d-gate). Dragon attributes can only be changed by age/maturity and magic. At the adult stage, all attributes go up by 1d8 except speed which is +1d6x10. Lifespan: 8000+1d4x1000 years Mature: around 120th year, +300 DDP Adult: around 1000th year, DDPx10 - 1000 DDP Elder: around 3000th year, DDPx2 +3000 DDP MSP: Doubles at L6 and at mature age, x10 at adult age, and x2 at elder age; ESP: Same deal, new powers: pick 1 at each age level advancement: mature, adult, and elder (and every 1000 years after that), Dragons don't rise in MSP/ESP any other way. Natural Bonus: +1 APM, +4 save vs magic Skills: Dragons get the standard DW character skills except the native languages. They know automatically: Magic Lore, Speak/Read Elven, and Speak Elemental. They can learn the dragon martial arts or fight instinctively. Fighting instinctively, they have 5 APM (including the natural bonus) and their DX bonus plus +1d6+1 S/P/D. Fear Factor/Rating: This is equal to the AP attribute halved. Attacks: Their breath weapon may be used 3x/melee. They get to add their non-tripled strength damage bonus as DD to physical attacks. The breath weapon can be a cone as wide at end as it is long or a stream of a width up to one-tenth the length (smallest is half that). The cone halves the range however. At the adult stage, the breath weapon can be used as many times as the dragon has actions. (More than one kind does not change rate of fire.) Size: The dragon's size goes up by 25% at the adult stage. Also, the starting size can vary by up to 25%. Height is listed with the height on four legs preceeding the height standing on hind legs. Twenty-five percent of dragons born are of an unusual size. The dragon may be: 1-half size, 2-double size, 3-triple size, or 4-quadruple size. This size modifier alters their ST+EN attribute equally and the damage of their physical and damage/range of breath attacks. Larger than normal dragons are not recommended as player characters (more like forbidden in 99.9% of all cases). Their dayvision is superb. Telescopic sight is 16x up to 12,000' away. Fire Dragons: Nature (alignment tendency): Evil Attr (# of 1d6s): IQ 4 / MS 5 / AP 5 / ST 6 (x3) / DX 4 / EN 6 / LK 4 / Spd 5 (fly x5) DDP: EN x 20 DDP MSP: 2d6x10 ESP: 1d4x10+20 (pyrokinesis plus minor esper) Powers: Impervious to fire/heat, See the invisible, heal 1d4x10/minute, Can see magic, See aura, Sense dragons in radius of MS=miles (tell direction and general distance), Nightvision Their blood is DAP fire, and their body is always hot to the touch. Size: 60' long (30' is tail), Height 15'/38', Weight about a ton per foot of body length, Wingspan 3x body length Attacks: Bite 1d6x10 DD, Claw 6d6 DD, Tail 4d6 DD + bonus Breathe Fire: R-240', 6d6x5 DD Adult: Bite 2d4x10 DD, Claw 1d6x10+10 DD, Tail 6d6 DD, Fire Breath: double range and damage Earth Dragon: Nature Any Attr (# of 1d6s): IQ 4 / MS 6 / AP 4 / ST 7 (x3) / DX 4 / EN 7 / LK 4 / Spd 4 (fly x5) DDP: EN x20 MSP: 2d6x10 ESP: 1d4x10+20 (major esper) Powers: Impervious to fire/heat, See invisible, heal 1d6x10/minute, See magic, See aura, Sense Dragons in radius MS=miles, Nightvision Their blood is magma (DAP). Their body is warm to cold depending on the particular dragon. Size: 80' long (half is tail), Ht 20'/50', Wt about 2 tons per foot of body length, Wingspan: 4x body length and have four wings Attacks: Bite 2d4x10 DD, Claw 6d6 DD, Tail 4d6 DD Breath WP (2 kinds): Lava, R-60', 6d6x5 DD Spit: Stone or metal spikes, R-160', 5d6x5 DD Adult: Bite 2d6x10 DD, Claw 1d6x10+10 DD, Tail 1d4x10 DD, breath weapons double range and damage Air Dragon (windwyrm): Nature Good Attr (# of 1d6s): IQ 5 / MS 5 / AP 5 / ST 5 (x3) / DX 6 / EN 5 / LK 6 / Spd 7 (fly x5) DDP: ENx20 MSP: 2d4x10+40 ESP: 1d4x10+40 (master psionic plus electrokinesis+cryokinesis) Natural Abilities: Nightvision, See invisible + magic + aura, heal 1d4x10/minute, Sense dragons radius of MS=miles, Impervious to lightning/electricity/cold/ice, Half damage from fire Their blood is a lightning storm. Size: 60' (half is tail), Ht 15'/38', Wt 1000 lbs per foot of body length Wingspan (body length x2) Attacks: Bite 1d4x10 DD, Claw 5d6 DD, Tail 3d6 DD, Breathe Lightning: R-480', 5d6x5 DD, target loses 1 action Breathe Shattering Cold / Freezing Wind Blast: R-480', 4d6x5 DD Adult: Bite 1d6x10 DD, Claw 1d6x10 DD, Tail 6d6 DD, Breath weapons double range and damage, Spd +2d6x10 not 1d6x10 Water Dragon: Nature Any IQ 4 / MS 5 / AP 4 / ST 5 (x3) / DX 5 / EN 5 / LK 5 / Spd 5 (fly x5) DDP: ENx20 MSP: 2d4x10 ESP: 2d4x10 (master psionic plus cyrokinesis) Natural Abilities: Nightvision, See Magic + aura + invisible, Heal 1d6x10/minute, Sense Dragons in radius of MS=miles, Impervious to poison/lightning/cold, half damage from fire, can breathe underwater and in the air, swim same speed as flight Their blood is water (H2O). They are chill (or cool) to touch. Size: 50' long (half is tail), Ht 12'/32', Wt 1000 lbs per foot of body length, Wingspan: body length x3 Attacks: Bite 1d4x10 DD, Claw 5d6 DD, Tail 3d6 DD Breathe Water Bolts: R-160', 5d6x5 DD Breathe Magic Cloud: R-120', save vs magic or fall unconsciouss for 5d6 minutes Adult: Bite 1d6x10 DD, Claw 1d6x10 DD, Tail 6d6 DD, Breath weapons double range and damage/duration Gloom Dragon (Nightwyrm): Nature Evil Attr (# of 1d6s): IQ 4 / MS 5 / AP 4 / ST 5 (x3) / DX 5 / EN 5 / LK 4 / Spd 6 (fly x5) DDP: EN x20 MSP: 2d4x10+10 ESP: 1d4x10+10 (6 powers, considered major esper) Natural Abilities: Nightvision equal to other dragons' dayvision (in total darkness and even darkness spells), Dayvision 250' (-5 S/P/D in brightness), See invisible + magic + aura, Sense Dragons in MS=miles radius, heal 1d4x10 DDP/minute, Anwhere at night and anytime in darkness the dragon is -4 to be struck as it creates an unpenetrable nightmare-like darkness about itself; The nightwyrm can create a soundless area around itself in a radius of MS=feet. It suffers only half damage from fire/cold. Automatic Skill: track by smell It's blood is a molten light-absorbing substance, perhaps liquid darkness. This creature delights in feasting upon other creatures and hunts at night for obvious reasons. Its claws are wicked razors more so than any other dragon. It is greatly dreaded for it stalks its prey silently and strikes when least expected. Size: length 32' (half is tail), Ht 8'/22', Wt 250 lbs per foot of body length, Wingspan: body length x3 Attacks: Bite 1d6x10 DD, Claws 6d6 DD, Tail 3d6 DD (prehensile and can be used to constrict victim for Super-ST -use full ST- damage per action used to constrict) note that grabbing to constrict does no damage Breathe Fire: R-120', 4d6x5 DD (+2 strike) small as 1' width Adult: Bite 2d4x10 DD, Claws 1d6x10+10 DD, Tail 6d6 DD Breathe Fire: double range and damage -6 to be hit at night/in darkness Radiance Dragon: Nature Good Attr (# of 1d6s): IQ 5 / MS 5 / AP 5 / ST 5 (x3) / DX 5 / EN 5 / LK 7 / Spd 6 (x5 flying) DDP: EN x20 MSP: 2d6x10 ESP: 1d4x10+40 (master psionic) Natural Abilities: Nightvision, See invisible + magic + aura, Sense dragons in radius of MS=miles, heal 1d4x10/minute, half damage from lasers, half damage from fire/cold, Can create bright light (like daylight) around themselves in a radius of MSP=feet Their blood is brilliant light. Their breath weapons are not unlike solar energy but cannot be called fire. Size: 60' (half is tail), Ht 15'/38', Wt 1000 lbs per foot of body length Wingspan: 3x body length Attacks: Bite 1d6x10 DD, Claws 6d6 DD, Tail 3d6 DD Breath Weapons: Radiant Energy Beam: R-960', 5d6x5 DD Brilliance Breath: R-240', Save vs magic or blinded for 2d6 minutes, creatures with light-sensitive eyes are blinded for twice as long, mechanical eyes aren't affected Adult: Bite 2d4x10 DD, Claws 1d6x10+10 DD, Tail 6d6 DD, Breath Attacks: double range and damage/duration Caigar/Regaro Both races are magical offshoots of homo sapiens. They originate from the Red Sands desert which rings the perimeter of the demi-plane of Kaos. There both races live together peacefully in the Ikeshkin Empire. The world is low in magic (all DAP and human attributes), and the world doesn't surpress either race, allowing both the use of their powers. Their combined empire is ruled by priests of Ra and Set (the two major religions) alternatingly each year. The two races have each found other places to live. One is Arcanar of Miranda X. The regaro live in Frase while the caigar live in Legas. It is rumored that some of each reside on Earth. In addition to this, they inhabit two worlds in the Miranda Z dimension. The caigar planet is a desert planet known as Sarquet. There, the Nikhseki Empire rules supreme. This suits them and their powers of heat just fine. There is no technology there. Metal is used for weapons and armor. Buildings are made of stone. The planet is mostly sand and stone. There is one small ocean though that is 25% of the planet's surface. Rivers cross throughout it giving it a surface 30% fresh water, 50% desert, and 20% mountain. The mountains are as barren and hot as the desert. 90 degrees celsius is a cold day while 100 to 120 degrees is normal. The regaro are powerless (normal human) here while the caigar are most powerful. 45% of the population are enslaved Regaro. Five-hundred million was the planet's population in Y2400. The caigar here worship Set. Tigel is the regaro world. The regaro's cold powers make them nearly invincible against the caigar who are powerless (normal humans) here. The world is 45% land and 55% water, but as it is all freezing cold, the surface is still 91% solid. The average temperature is -30 centigrade with a variation of ten degrees being common. Thus, the regaro here cannot keep caigar slaves alive here even if they wanted to, so they have none. The population is 200 million. Caigar and Regaro can be used as PCs. They use the normal XP table if OCC normal or skilled. Any other OCC requires the use of the Saint XP Table (1.25x the xp for levels 1-8 and 1.5x the xp for levels 9 on up). Caigar: Note: In low magic worlds, they are normal DAP humans, and their powers are converted to DAP on a point per point basis. Wherever the caigar are, they are known for their finely crafted swords. These magic khopeshes do 2d6 DD and are +2 S/P. Attr: Pick one exceptional attribute, either MS, ST, DX, or EN. This attribute is 20+2d4. [MS] The high value speaks for itself. [ST] The strength is considered Super-ST. [DX] The caigar gets +1 APM, +2 initiative, and +2d6 Spd. [EN] The caigar has +2d4x10+20 DDP. MSP: 2d4x10 Hit Points: The character's HP are DDP. This is all the damage the character can take (no supplemental DAP value, etc). Every 10 DAP will do 1 DDP to them. Punch/Kick: If the exceptional ST power isn't taken, the following holds true. Punches do 1d6 DD and Kicks do 2d6 DD. There is a damage bonus of +1 DD for every 20 ST. So, ST 1+ is +1, 21+ is +2, 41+ is +3, and excetera. There is a bonus 1d6 DD if the attack is heated. These attacks do point for point DAP damage x10 to DAP beings. Powers: They can be used at will (unless otherwise stated) and require no expenditure of MSP or ESP. The DD powers inflict point for point DAP equivalent x10 to DAP beings. Impervious to all Fire/Heat: Double damage from cold/ice attacks Firesword: One can be summoned into each hand, but the damage is divided among the two if so. The weapon can take on the form other hand to hand weapons as well. Damage: 1d6 DD per 2 levels Heat Metal: R-30' per 3 levels, Once started (1 APM), the effect lasts for 2d4 of the caigar's actions (including the one it began on). On the first action, 4d6 DAP is done to the metal object and to anything touching it. 2) 1d6x10 DAP, 3 and past) 1d6 DD; This can only be used 1x/melee. Illuminate: Range 30' per 3/L, This takes 1 APM and lasts for one melee per level. The target is made to softly glow (up to a 5'x5' section per level). In dim light, the target is +1 to be hit. In darkness, the target is +2 to be hit by those that can see the light. Regaro: Note, Attributes, HP, MSP, and punch/kick are identical to the caigar. Powers: Same usage rules as caigar. Impervious to Cold/Ice Attacks: half damage from fire/heat attacks Chill Touch: +3 DD if added to hand to hand attack. An actually touched opponent is -1 S/P/D for 1d6 melees if a save vs pain isn't made. This is accumulative. Freeze Metal: Same as caigar's heat metal power only this uses cold. This can only be used 1x/melee. Special: Ice Storm or Cold Blast (can use either), Whenever one of these is used, 24 hours must pass before either is used again. The variable damage is easily explained because it depends on exactly how well nourished the regaro is. In fact, the regaro must eat twice as much as humans to maintain their powers. Ice Storm: 3d10x10 DD to 20' radius, R-30' PL Cold Blast: R-50' (10' wide), 1d10x(1d4x10+10) DD The Solans of Legas Long ago, the continent of Legas was ruled by a highly advanced civilization known as the Solan Empire. It believed itself based on science, and magic was something very foreign to them although they knew it existed. Psionics were less feared and more known to them. Many studies were made on espers, and they were used and employed by their powers. This Empire had many rival factions within it, and it was unstable for quite some time. Terrorist actions were more than common. Eventually, one of the factions detonated a weapon in one of the Empire's major cities, destroying the metropolis utterly. The Empire and government divided almost nearly immediately. They launched attacks at one another to wipe out the opposition, and civil war raged on within each of them. Having such advanced weapons and warfare technology, the Solan Empire could surely have survived an external threat. Even a foe using powerful magics could have been overcome, but when these weapons used on themselves, they found it impossible to withstand the storm of their own weapons. Soon, all organization crumbled. The population of the Solan Empire dwindled into a singe-digit percentage of what it had been only months before. Automated warmachines and programmed cybernetic killers became the rulers of the land, while the surviving solans hid and fled from the solanoid death machines. Now, only a few solans remain. They are believed to be extinct, but this is not so. They are very close to humans and are able even to mate and bear offspring with each other. The solan genes are dominant, and thus most offspring from such unions are solan. The only real way to tell the difference in a way other than genetically is by the solan markings. Solan skin coloration ranges from very tan to mildly dark, however, pigment froms on the back of each hand (and often forehead, cheek, or neck) into very dark geometric shapes. Triangles, ovals, circles, and squares are most common but sometimes the markings are amorphous blobs. Every solan has such markings on two places roll 1d4 twice: 1. back of each hand, 2. one on forehead, 3. one on each cheek, or 4. one on both sides of neck near shoulders normally. There are many variations. Two markings on the forehead have been seen, as has markings on only one hand, one cheek, or one side of the neck. Roll 1d6 for both marking locales rolle above. On a 5 or 6, the number of markings there is different than it should be (If two, only one, If one, there are two there). Few people know what these markings mean. Most believe that are solan are extinct, but some solans have been able to pass down knowlegdge through their generations. So, some solans know their background and may even have told the story to non-solan relatives or spouses. Arcanar's solanoid population is still only in the thousands. Many of them live deep beneath the Wasteland's surface in the underground catacombs of Arck. A few of these communities are in ancient military bases hidden well from the killing machines of old and forgotten by most up above by now. Game Terms-wise: Solans are no different from humans except by the solanoid markings and in the effects of Legaian radiation. Wasteland Mutation-wise: The Legaian radiation is loose energy from Solanoid machines that were used to create super soldiers. They were designed to change solans and thus work on them far better than other races. Solans suffer no harm at all from this radiation and recieve twice as many mutations from it. Note that any solan with mutations must automatically use the Saint XP Table. Solanoid DNA Warrior Machines: There are few of these left. The best place to find them would be in solanoid city ruins or in the remains of solanoid military bases. Many of those places those have been trashed completely unfortunately. Those that are known of are kept secret and often guarded. The discovery of these machines by the USD, ECS, or LarMoire would surely set that nation into a new scientific field. The three superpowers of Arcanar have genetic engineering, but nothing that can compare to the science of the late Solan Empire. These machines consist of a chamber the subject must stand in, supported by straps in case of loss of consciousness. The controls are operated by another person. The machine will douse the subject in intense highly-concentrated DNA-changing radiation that physically and mental alters the subject. There were 30 common alterations, and those are the effects listed in the random radiation mutation tables. It takes 150 seconds to instil all of these alterations into the subject, and 150 seconds is the machines' highest setting. 5 seconds is requried for each alteration, and the machine can only be set in intervals of 5 seconds. This process is repeatable over and over again to make each alteration more and more profound, however, the process is not without dangers. The machine's work is very painful. If the subject's EN is below 16, a save vs pain must be made for every 5 seconds in the machine to avoid passing out for 5d6 minutes. The machine is less dangerous to solans who use the machine. It will, however, still work on humans, elves, dwarves, zareth, and most other beings with similar structures. A solan who has used the machine cannot be affected by loose Legaian radiation from that point on. Non-solans who use the machine now mutate twice as much from loose Legaian radiation and will die twice as quickly from it if recieving lethal amounts (like the radiation OCCs). Solanoid Subjects: For every consecutive 50 seconds spent in the machine, a save vs radiation burn/mishap must be made. The saving throw is 10 or higher, but (unlike other saving throws) a one is counted as a failure even if the save bonus is high enough to put the roll equal or over 10. This is a EN saving throw. If the roll is a failure, some horrible mishap has occured. The process failed and had a horrible side-effect. Subtract 1d6 from every attribute except sanity (soul). For every day of waiting, one second of time in the machine is not counted as consecutive anymore. Multiple times in the machine is more dangerous. For every 150 seconds ever spent in the machine, there is a -1 on the saving throw vs burn. Plus, the interval to make saves vs burn on is halved. Even if the periods are waited out to avoid saves vs burn, there is a mandatory save every 150 seconds. An alteration can be taken multiple times by programming the machine to do so rather than do the alterations in order. If this is the case, the alteration that has been taken the most times is used to determine the penalty to save vs burn. In other words, if an alteration is taken multiple times, the saving throw penalty will be based off more time than was actually spent in the machine (bumps the time that is counted spent in the machine up to the next multiple of 150 for purposes of determining the save penalty and for the mandatory save every 150 seconds only). Note that more time spent in the machine should be added to the time actually spent in the machine and not added to the bumped up amount of time used for the saving throw penalty. That number will increase when time actually spent in the machine equals it (the two numbers become one and the same again). Quick Example: A solan has actually spent only 15 seconds in the machine, but it was to take one alteration three times. The second time bumped the time counted for purposes of the save penalty to 150 secnods, so any save vs burn is now made at -1. The third time bumps the time counted to 300, so any save vs radiation burn is now made at -2. Also, the third requires a saving throw for the mandatory save every 150 seconds. If this solan now wants to raise other alterations 2 or 3x, there is no harsh effect other than an increased time actually spent in the machine. If any attribute is raised to 4, then time counted is bumped to 450. Time counted for the penalty and the mandatory save is either based on how many times the alteration taken the most times has been taken or by time actually spent in the machine (every 150sec), whichever it encounters first. So, if this solan who already has taken several alterations multiple times finally actually spends 150 seconds in the machine, it has no effect, since the penalties for reaching the 1st 150 seconds have already been applied. A somewhat complex system, but that's how it works. Subjects of other Races: Others must make a save vs burn every time the machine is turned on and for every 50 seconds ever spent in the machine. The effects of a mishap are identical. The rules from multiple times in the machine is the same as for solanoid subjects. Notes on Legaian Radiation Burn: The following is an explanation of what happens to attributes to taken to zero or less. A DX of 0 means the character is paralyzed and cannot move. A Speed of 0 means the character can no longer moved (legs paralyzed, melted off, etc). Note that the effect is because of a DNA- change, so restore spells won't help at all. A MS of zero means the character can no longer use magic or psionics and is -10 to save vs them. A ST of 0 means that all limbs no longer work (muscles melted?). A EN of zero means death. A LK of zero means really ugly. An IQ of zero means vegetable, but organs and involuntary functions still work. An IQ of below zero means those no longer work either, and the character dies. Solanoid DNA-Machine Warrior: The standard OCC of those fighters changed by the machine was the adeptar OCC. That OCC, normal, and skilled are the only OCCs avaible to the solan. If the adeptar OCC is used, the Dragon XP table is used instead of the Saint Table. The solan warrior is expected to have gone through the machine a number of times. The lower XP bracket (Saint or normal) may be usable if the character is burned a lot from the process, making the character less powerful. Rarer Mutations from the Machine: The following enhancements are either added to the machines repetoire of 30 alterations to a total of 40 or are used in place of some of the others. These are somewhat rarer and are not gainable through loose radiation. 1. DDP Carapace: 3d6x10 DDP, Quarter the current LK (LK penalty not accumulative) 2. Roll on the natural weapons table under Monster Transformation. 3. Roll for more speed on Monster Transformation speed table. This speed rolled is added to the subject's current speed. Past this first time this alteration is gained, it only adds 1d10 SPD. 4. Random Esper Power: If already have, double its power or halve its cost. 5. Roll for Bio-blasters under Monster Transformation. 6. Roll for personal DDP under Monster Transformation. 7. Radar: 25 mile radius, can track 50 targets at once 8. Commwave: 500 mile range 9. Targeting System: +2 hit with long range weapons, Max of +5 from accumulative effects, Cannot combine with other targeting systems 10. Enhanced Adrenaline: +2 S/P/D, +1 APM, +2 initiative If this is taken multiple times, there is a -1d6 to EN per time past the first. When taken multiple times, all of its aspects increase. Note about getting Solanoid Wasteland Mutations/Alterations: When getting a power twice, you can double one of its aspects or halve its cost if it has one. The minimum cost of a power is 1 ESP. An aspect of the power is something like range, damage, number of times it can be used, and etc. When taking something more than twice, instead of doubling an aspect's power, add the power of getting it once to what you have. So, if something has a range of 30', and you get it three times, you have a range of 30+30+30 = 90, not (30x2)x2 = 120. The Kala History: The Kala are the feline humanoids of the planet Kakris in the Miranda Y dimension, however, Miranda X is but an alternate reality of MY. Thus, planet Kakris exists in both. These two will be detailed individually. The Kala of Kakris MY are conquerors. They attacked Earth MY in the year 2059 AD. The conflict ended in 2062 AD with the Kalan invaders being repulsed. Vowing not to forget this defeat, the Kala left the galaxy in search of better lands to conquer. In regards to Arcanar, the Kala discovered it before humans ever did. They set up a small colony of about 10,000 in the Arck Mountains. The Kala were one of the many inhabitants humans didn't discoverd until after Arcanar's shifting to MX. (The Arcanar from MY is the one known as Darkworld.) The first Kala and human encounter on Darkworld (Y2101) turned ugly. The Kala had mastered magic. They'd been forced to adapt or die and managed to survive, creating good relations with the zareth and delves. Later, Kala/human relations were smoothed over due to the diplomatic prowess of the leaders of both sides. By Y2400, the hatred between the two species has all but been completely eliminated. In Miranda X, the Kala are on peaceful relations with the rest of their galaxy. They are neutral in regards to the Free Worlds Alliance and the Ares Alliance. Kakris MX is a prospering world of advanced technology. They forged a non-agression treaty with the FWA, AA, and Arcanar MX in 2060 AD. At this time, Arcanar MX was a prospering world with the Solan Empire in charge of the single Legas continent. No other society on the planet had even neared an industrial revolution, most relying on magic. Native Kala were discovered on Arcanar MX. The Kala formed good trade relations with the FWA, AA, and Arcanar MX. As of 2400, they have only been involved in one conflict: In 2136 AD, Arcanar MX became linked to Lanta (D-36). The Rocor homeworld, Typox, formed a binary-type orbit with Arcanar MX, each half- existing in their own dimension and both orbiting the suns of both solar systems. The Rocor invaded Arcanar MX, smashed the civilizations, and raised a demon city. Arcanar MX became known as the planet, Purgatory. Although entirely capable of slaying or enslaving each and every creature of Arcanar MX, the Rocor let it become the hunting ground known as Purgatory (or Typox II). Although the capital of the Solan Empire is inhabited soley by demons, the rest of Typox II remains in a state of anarchy, the demons neither setting themselves up as a power on the world or allowing any form of organization of the other inhabitants. The world reeks of fear and draws many creatures who relish that very emotion. To some creatures, it is nectar the likes of which ambrosia is to Olympus. The Kala tried to liberate Arcanar MX, but after 11 months of conflict. It was proven to them to be hopeless. The demons of Lanta were too powerfult to be dealt with by technology alone, and the users of magic of Arcanar MX had already been shattered into a disorganized rabble. Kala Description: The Kala have almost the same physical build as humans, but they tend to be more agile and faster like the feline predators they resemble. Kala also have tails about 4' to 5' long normally. Their eyes are also feline, and their nails are talon-like. The Kala have body fur, and it is very important part of their appearance to them. The normal colors are red, yellow (blonde), black, brown, grey, and white. In rare cases, the hair (mane) on their head is different than that of their fur. Kala fur grows in different patterns on every individual. Everynow and then, an unfortunate Kala is born with minimal body hair. The more hair the better is the general Kala belief. An important thing to note is that don't particularly like getting wet and have spent much time on the art of drying off, since bathing is normally necessary in civilized societies. Notes: Kala fingernails and toenails add +1 damage in hand to hand combat. The Kala tail is prehensile and has a ST equal to 1/4 that of the arms. It can do no damage in combat except that from a ST damage bonus which is more than unlikely. Kala are able to leap 4x the normal distance. Their eyes provide them with nightvision (ineffective in total darkness). Attributes: IQ 3d6 / MS 3d6+4 / AP 3d6 / ST 3d6 / DX 3d6+4 / EN 3d6 / LK 3d6+3 / Spd 3d6+3 Alignment: Any are possible, but the Kala of MX tend to be more civilized than those of MY. The MY Kala are more warlike and predatory, but those that colonized the Arcanar that has become Darkworld have become more civilized like their MX brethren. Common OCCs: Ronan, Martial Arts, Magic, and Psionics (of course any are available) Technology: The Kala have technology about equal to Earth's at any given time in history. Currently, it is only slightly less capable of the damage that USD weaponry can inflict. One thing they have mastered better than any other is the use of bio-metal. This strange, probably unnatural, metal that appears to occur naturally has great potential. The Kala use it for their torbaka whips. These ceremonial weapons are only to be used by Kala, and it is a great crime to allow another race to use them. Divulging the secrets of the use or manufacture of the Torbaka is a crime punishalbe by death. The traditional torbaka war whips can alter themselves from 12' to 6'. Kala control this mentally in a means that even they don't fully understand. Only the Kala have this control over them (others who use them will inflict half damage and be at a -2 S/P penalty). This same control allows the whips to better manuever in combat, thus the torbaka are +2 to strike and parry in combat when used by the Kala and can parry a sword without trouble. The whips are quite sturdy (DDP 1, MR 24). The power of the whips are such that they are used even today. Their razor sharpness enough to slice even through armor. The dueling/ceremonial whips are less razored than the war whips, and the two types can be told apart by their different handles. Also, most dueling torbaka are much more ornate. Dueling whips are less powerful than the war whips because duels would be much shorter if the war whips were used. Ceremonial torbaka inflict 1d6 DD (1d6x10 DAP) while the war whips cause 1d6x10 DD (1d6x100 DAP).