Dear Netter, This RPG is written using the Flagedium RPG system. You may have heard them. They've produced many classics such as Robodrek, Rips, Terribly Misshapen Nunchuck Toads, and Ninjas and Janitors. Due to the nature of Flagedium I will not call them by their true name for fear of a lawsuit. You may not need to purchase any of these games to play this one, but it might be useful. Flagedium has a couple of other wonderful flagellating games too. None have quite so many anime-isms as this one. This RPG was written due to the desire for an RPG in which any type of adventure desired could be run, and my not having the money to go out looking for the right RPG. This Darkworld RPG has been being playtested, since its first incarnation and has brought years of fun campaigning. The Darkworld RPG has its best background information in the Darkworld short stories that I have posted here previously (thus they've been archived at this newsgroups ftp site). However, I shall give you a run down on Darkworld's background anyway. In the year 2097 after the Robodrek Wars and the Mardruck invasion, a new alien threat was detected. It announced itself and its desire to change Earth for its own purposes rather well. Earth decided to put one of its huge megacorps to work. The planet Arcanar was colonized and used as a strategic point to launch an attack upon the Eltide battlefleet. The backlash of this attack catapulted Arcanar into another dimension, stranding the colony there. This game is written assuming characters from Arcanar of the year 2400 will be played. The Earth of Flagedium's Rips Earth is usable for the Earth of this game universe quite well. I shall give you a brief list of the gaming abbreviations used in the Darkworld system. The abbreviations will be slightly different so as to avoid any problem of going into Flagedium's copyright on THEIR abbreviations. My word checker may not have altered all mention of their abbreviations, but hopefully these below will be all you see. Attributes: IQ - intelligence, MS - mental strength,willpower, AP - appeal,charisma ST - physical strength, DX - dexterity,prowess,agility, EN - endurance LK - looks, attractiveness, SPD - top running speed (MPH is 68% of this number) SAN/Soul - Every creature has this at 6d6. Save vs insanity bonus is based off it. It can never be modified except by death which lowers it by 2 each time. Combat Terms: HP - hit points, DAP - damage points, these are equal to HPs all inanimate objects have them and many animate creatures have them as protection for their HPs DDP - Deca-Damage Point (each point of DDP is equal to 100 DAP/HP Darkworld recommends using it as 1-10 conversion instead though) DAP/HP weapons are incapable of harming DDP structures DD - Deca-Damage ADP - Astral Damage Points (each point of ADP is equal to 50 HP/DAP or .5 DDP - or 5 HP/DAP if using the lower numbers) RDP - Relative Damage Points (RDP becomes the damage system it is interacting with due to its reactive nature) MSP - Magic Strength Points / Life energy (used for spellcasting) ESP - Esper Strength Points (used for psionics) Send any questions/comments to: aefigueroa@miavx1.acs.muohio.edu The Darksphere Master Note: This was written on WordPerfect. I hope it doesn't look to bad with the underlining and other modifications removed. DARKWORLD Planet: Arcanar in Alpha Zeta system, Controller: Molatile Weapon Corp., Inhabitants: 2.3 million MW employees, Natives: Unknown, Climate: habitable to humans, Date: 2097 AD One month after MWC had purchased Arcanar they had ten production plants. They were about to test their latest anti-galaxy bomb. It had held several million megatons of warhead along with a matter imploder. The company railgun was sabotaged by a native, and when time came to test the galaxy bomb it hit the triple sun and not its destination in another galaxy. The result was a large dimensional rift that engulfed Arcanar and sent it to a new dimension in a populated solar system. It is now 300 years later and the production plants have been turned into seven city states. See Dark Tale 1 for a more descriptive background. Author: Tony Figueroa, Copyright 1989 Tony Figueroa Races IQ MS AP ST DX EN LK SPD Vision HUMAN 3d6 3d6 3d6 3d6 3d6 3d6 3d6 3d6 normal DELF 3d6 4d6 3d6 2d6 4d6 3d6 3d6 4d6 normal and nightvision BRUTAN 2d6 2d6 2d6 6d6 3d6 6d6 2d6 3d6 normal Other character races: TMNT, Rips, Robodrek, and the Flagedium RPG R.C.C. Races Vision Note DRACKOR 3d6 3d6 1d6 5d6 3d6 6d6 1d6 3d6 normal/nightvision; MS bonus SWAMPER 3d6 3d6 1d6 10d6 4d6 40 1d6 4d6 Thermal only DRAGAM 3d6 3d6 1d6 10d6 3d6 40 1d6 4d6 normal and nightvision T-2400 3d6 5d6 3d6 20+6d6 5d6 40 9+1d6 12+5d6 Standard Mecha Optics Optional:Race Creation: Distrubute 24d6 amongst 8 attributes- Min 1d6/attr May limit attr max to 6 die or allow 1 die = 1 CP on CD RCC chart. HP=EN+1d6 pr lvl, DAP=PEx3 (1 EN=3 DAP) / Note: Drackors use 1d8s for HP. Attribute=+1d6 if 16 or better on 3d6, 11 on a 2d6 MSP= Everyone has some, so if not listed, it's 3d6. Swamper+Dragam: Unchangable EN attribute O.C.C.'s Combat Occ's (+10 DAP): Ronin: They specialize in one particular ancient-type hand to hand weapon (like sword). The bow is learned as a back-up ranged weapon. Requirements DX 12, Skills: wp sword, fencing (sword), wp bow, paired wps, h to h ronin; +1 apm pr 2 levels with sword, +2 Strike/Parry with sword pr 2 levels from wp sword not +1; (Ronin is human slang for Ronan, weapons master.) Adapt (Mercenary): Req IQ 12, Skills: 8 wp, 6 physical; don't pick 1 skill pr lvl as normal, roll 1d6 and that is the number of skills you may pick and or add to your attributes (roll 3 pick 2 skills, add 1 to IQ) each level past L1 (may save up, but only usable when advancing level), minimum roll is 3 (if lower adjust to 3), +1d4 to ST, +5 DAP per level S.A.W.: Super Assault Warrior Program Volunteers: They've had their spines protected by a special matter reconstructer skeletal piece with 450 DDP. The cost is a LONG tour of duty in the USD military. They can change molecular structure 3x a day per level for 4 melees each (ST,DX,EN,SPD=x3, HP=PEx10 DDP, heal 100 DDP per melee,punch 1d4 DD-Kick 1d6 DD=for every +2 Lvls so at lvl 3 punch does 2d4 DD). Req EN 12, Skills: Wp saw, wp chain, wp blunt, hand to hand martial arts; Cyber/Bionics: None except C.H.U. See Appropiate Section: Special Attacks, Special Weapons Access Waster (Wastelander): (See Wasteland Cults); Req ST 12, Skills: h to h ultraviolent, 4 physical; add 2d6+2 to ST per level Noman (Nomad): (See Wasteland Cults); Req EN 12, Skills: all wilderness survival,h to h expert,5 espionage, 2 physical; +20 DAP per level, add 2d6+2 to EN per level, 2d6 HP per level not 1d6, (HP+DAP act as RDP) Tirok / Tir Monk: (See Monk Storyline); They're people who use their faith in combat. Req MS 12, Skills: h to h expert, 2 medical, 2 physical; +1 apm per 2 levels (can't use these extra attacks when piloting) , +1d4 to DX, healing touch 1d10 HP x level, At L6 crit does x3 Armor Pilot: Req IQ 10, DX 10, Skills: Wp systems +2, Read sensory instruments, 8 pilot, h to h expert, navigation(air,land,space,water), laser, optics, CW+CV tech, Radio:Basic+Scramble; Note: armor pilot skills available, hand to hand ultraviolent not available; Note: Military OCC Martial Artist: Req DX 10, EN 10, ST 10, Skills: recognize h to h form, 4 physical, must pick an elite M.A. form( use up no skills ), may pick from Elite M.A. skill section; +3d6 DAP, at L6 add +1d6 to DX and EN, MSP + Chi = EN (For a M.A. and Spy, they stay equal.) Look for all 12 elite forms. Spy: Req IQ 10, Skills: all espionage +30%, 4 physical, may pick from Elite M.A. skill section; at L6 add +1d6 to DX and AP, MSP+Chi=EN Starting money=2d6x1000, Racial OCC Starting Money: $1d6x1000 $2d6x50,000 $2d6x25,000 Racial Occ's Mechaborg T-2400: Skills: 5 pilot, 5 wp, medical doctor,H to H expert (permanent), fourwind; attributes are unalterable even by physical skills, Combat Chassis= DDP by Locale: head-100 body-300 arms(2)-150 hands(2)-75 legs(2)-200 destruction of head will kill it, to bring back must cast ressurection on a functional T-2400 head, Human Tissue= DAP by Locale: see combat chassis since same numbers; Intelligence: Transferred from military personnel volunteer (Human); tissue regeneration: 10 DAP every half hour( body must be intact); Pick one special option: #1 ST+20, #2 eye lasers R-100' 2d6 DD each, #3 vibroblades in forearms 3d6 DD each, #4 Jets(4)-50 DDP one on each leg and two in back each supplies 50 mph (200 mph), or #5 Mouth Laser R-2500' +2 strike (laser targeting) 3d6 DD; Count eye lasers and mouth laser as WP sys; Operation of most special options destroys the human tissue disguise (which may resemble that of the volunteer's original body upon request); has all applicable DW mecha characteristics Drackor Juggernaut: MS +1d8, claw/kick damage bonus +3d6, bite 2d6, tail 2d8, Skills: wp blunt, wp sword, base MSP=me+pe, +1d6 MSP PLA (Per Level Advanced past level one); This New Order is the only drackor class available to players. The magical orientation they must go through to become a jugg is so devastating that a drackor occasionaly has second thoughts about their racial goal of universal "purification." (genocide) Spells... 1. Armor: Duration-until destroyed, EBA, 3 MSP per 1 DDP, max 500 DDP 2. Firesword: Duration-until destroyed, DDP=10xlevel, damage 1d6 DD per 2 levels, Cost = 5 MSP, 3. Shock Mace: Duration-until cancelled, cast on pre-existing mace, those struck must save vs magic or stuns for 1d6 melees per level, against body armor: save 8+ duration halved, cost-4 MSP Dragam: These draconic humanoids are written of in history as monsters although not all of them are evil (player character dragams should be an exception). Their normal scale colors are green, red, yellow, and black. HP 1d4x50+50 DDP +10 DDP pr lvl past L1; breath weapon(pick 1):(+1 DD pr lvl past L1) Fire 3d6+4 DD R-50', Acid 3d6+3 DD R-100', Ice 3d6+2 DD R-200', Lightning 3d6+1 DD R-500' -Wp heavy; Skills: wp heavy, wp knife; height-7', weight-400 lbs, wingspan7-10', fly=spdx10, bite 2d6 DD, head horns(2) 1d6 DD each, claws(wp knife) 3d6 DD, kick 3d6 DD... appearence: dragon man, immune to attacks of their chosen breath weapon so Fire Dragam impervious to fire, Minor psionics, MSP: 1d6x10; may use T-W items; pick a new breath weapon every +2 levels (so L7 possesses all four.) Dragam with OCC: DDP -75, P/K 2d6DD, ST 5d6, 1 breath weapon only, Fly x5 spd, Bite 1d6 DD Swamper (Swarkav): Brutal humanoid monsters that live in the swamps on Arcanar. They possess huge muscles and green skin. Amphibious, they have gills and lungs. A pair of mandibles surrounds their fanged maw. Swarkav are hunters, and they love a good fight. They are also immune to electricity, and eqiupment on them is protected from it too. Note: A lightning bolt will recharge Swarkav techno-wizardry with 1 MSP per 1 DD inflicted. The term "swamper" is a derrogatory racial slur against them. HP 1d4x50+50 DDP +10 pr lvl past 1; claw(wp knife) 4d6 DD, kick 4d6 DD, bite 1d8 DD, Ht-7', Wt-400 lbs, E-blast(wp heavy) 1d4 DD xlevel -once a melee R-100', Skills: wp heavy, wp energy, wp knife, Construct Swarkav Techno-Wizardry; MSP=6d6 (+3/PLA); They are known to callously kill intelligent races for food or a challenge. Appearences vary. May use Techno-Wizadry. Roll percentile: 01-30 is minor psionic, 31-60 is major, 61-00 none Swamper Techno-Wizard: ST is 4d6, -75 DDP, punch/kick 2d6 DD, bite 1d4 DD, and those are the modifications for a Swamper T-W. Those stats could also be used for a swamper of other OCCs as well (except make ST 5d6). Swarkav Equipment All swarkav are taught to build the following equipment as young ones. They can be constructed within 1d4 hours each with the needed materials. Slor can be substituted by another creature with DDP bones and plates. Common swamp crystals are often used. The swamps of Arcanar have the power of ley lines. Swarkav always replenish the crystals they take. If in another land, a swarkav must find an appropiately magical swamp to draw a swamp crystal from. The following five items are ones that any swarkav can build. Only the techno-wizard can design new crystal-using items. Other swarkav must be taught by a techno-wizard. Slor Staff: Made of slor bone, 5d6 DD, Req ST 30, cost $30,000 Swarkav Hunter Armor: Made of slor plates, DDP 95, AR 25 (AR 19, -6 to hit), no prowl minus, Wt-10 lbs, cost $60,000 Swarkav power crystal blaster: Mount on shoulder, made from crystals/metal, 1d8x10 DD, mentally aimed, Swamper MSP Cost: 10 blasts per 1 MSP put in to it, (Wp system, heavy, energy), Cannot be charged with more than it can hold with one full load. It must be charged with a full 10 charges when it is charged. Range: 2500' More Powerful Versions: 2d8x10 DD, MSP 1/5 shots 3d8x10 DD, MSP 2/5 shots 4d8x10 DD, MSP 4/5 shots The PCB can fire more than one shot at a time, but each additional shot has a 50% chance of setting off in the blaster while detonating all remaining shots as well. The damage they do is the same as if fired, and they affect a BR of 5' per shot going off. May be used as a self-destruct. Cost: $90,000+ Swarkav T-W Light Bender: It bends light so the swamper is only partially invisible. If they're gotten wet while the TW Light Bender is in effect, it'll be short-circuited for 1d4 minutes. The TW L.B. is standardly mounted on the left forearm. Swamper MSP Cost = 3 per 4 melees +1 per level (at L2: 3 MSP per 5 melees), foes are -7 to strike, parry, and dodge the swamper, takes one action to attempt to find it (try again whenever it moves) roll under IQ or MS (whichever is lower) on a 1d20, +30% to prowl, built from metal and crystal, cost $120,000 Forearm Retractable Blade System: Two blades, 5d6 DD, DDP 60, standardly mounted on the right arm, metal, req ST 30 (-1 to S/P per 1 ST not strong enough by), $40,000 MSP Cost of Swarkav Items when used by non-swarkav. The MSP cost is given by level of Swarkav builder: L1/2/3/4 etc Power Crystal Blaster (by type) and MSP (by level): T1: 80/40/20/10 T2: 160/80/50/25/15/10 T3: 240/160/80/60/30/20 T4: 320/240/160/80/70/60/50/40 Light-Bender: 30 MSP, (with duration equal to that of level the Swarkav builder was) Notes: Swarkavs also love Bloody Cards and Razorwire SMGs. To produce a swamp crystal, the swarkav must expend 50 MSP. This is power is usually drawn from the swamp itself, but the swamp must be rich in magic for this to work anyway. Swarkav Techno-Wizards need only expend 25 MSP as they are more versed in magic. Swamp crystals occur naturally in Arcanar swamps, but swarkavs always replenish what they take (and never hunt good prey to extinction). Their society values honor. Psionic Note Darkworld characters should generally be prevented from rolling to determine natural psionics as is allowed in Rips and the Flagedium RPG. Characters who change to a DW OCC and possess those powers retain them. If it's P.RPG, the powers do DD now, but the Evil Eye does DAP to DAP, DD to DDP creatures, and ADP to Astral Saints. Anyway, the save bonus for transferring into Darkworld depends on the level of psionics possessed. Minor Psionics +2 / Major +3 / Master +5 Don't add those bonuses to DW Psi OCCs, including master esper. A Comprehensive List of Darkworld Character Classes Combat (11): Ronin: Hand to Hand WP Specialist Adapt (Chi Power: Variable) S.A.W. (Super Assault Warrior, USD Super Soldier) Waster (wastelander) (Chi Power: Strong) Noman (nomad) (Chi Power: Durable) Tir Monk (Holy Warrior; some more than others) Armor Pilot Martial Artist Spy Modern WP Specialist Geoanger (nature master/servant) Racial (10): Mechaborg T-2400 Drackor Juggernaut Swarkavian Hunter, Dragam, Mok, Caigar, and Regaro (OCC capable if disadvantages taken) Astral Saint [Vatar] (warriors drawing power from the astral plane) Cross-Dimensional (Race Creation Table) Young Dragon (earth,air,fire,water,gloom,light) Takahashi Elemental (Anime Character) Particle Child (Professional Mutant \ Don't try this at home.) Mutant Robot (create your own sentient robot) Psionic (4): Nuker (atomic manipulation) Mechlar (matter conversion, creation) Psi-Beast (raw power) Bio-Manipulator (able to alter own body) Master Esper (conventional psionics) Magic (7): Mage Mega-Mage (Nuclear, Molecular Manipulation) Necromancer Clergy Ninja Mage (fast, deadly, and sneaky magic) Metamancer (metamorphing) Cycle Mage (sometimes Mad Mage) Crazy Mage (unstable magic, random spellcasting) Specialist Mage (specializes in 6 spells) Savant Mage (can cast 2 spells with uncanny proficiency) OCC Normal: No special powers are obtained. Start level one with ten bonus skills. Half have a 20% bonus (only applicable for % skills). OCC Skilled: OCC Skills: any 20 (give 10 a 20% bonus). OCC Normal with Magic Item: This could be made into a class if say, the magic item regenerated if destroyed or returned if lost. Playing a relatively normal person with two Shadowgems could be fun. OCC Dwarven/Kobold Weaponsmith/master: Listed on dwarf/kobold page. SPECIAL OCC: ASTRAL SAINT OCC Description: These are individuals who are born with powers derived from energies of the Astral Planes rulers. This astral energy flows throughout the cosmos. Long ago, astral creatures came into Miranda X, took normal universe forms, and lived among the populace. The result are the Saints who are linked to the originator of their astral race's ancestors. A Saint is sworn to their originator from the moment they don their Cloth (a Focus/Focuser of their power). Saints must pick a link to the normal universe on which to base their powers (an element, animal, idea, weather condition, etc.) See Elemental Knights for more story. Requirements: Must be a race listed in the Flagedium Fantasy RPG, Delf, Brutan, or a TMNT RPG mutant. Master's Discretion: DAP Rips (True giants and minotaurs can only be used if the DAP bonus is divided by 10.) Attribute Req: IQ 8, MS 20 (after adding +15 OCC bonus), AP 6 (+2), ST 9 (+3), DX 9 (+4), EN 10 (+5), Spd 8 Skills: Hand to Hand Astral Saint / Language: Japanese (martial arts) Weapon Proficiencies: 3 ancient wp Medical: Paramedic Domestic (Rips): any 2 Skill Notes: Modern WP, pilot, and pilot related count as double the # of skills they usually count as. May pick Elite M.A. skills. Starting Money: $2d6x2000 Saint Class: In Darkworld the Saint Classes are Mithril, Arcanite, and Nexus. They need 1.25x the xp for levels 1-8 but 1.5x for 9+. All Saints start off as Mithril Saints. When L9 is reached they become a L1 Arcanite Saint which becomes a L1 Nexus Saint at L9. Nexus Saint is the final class. LK decreases due to the physical training hardships. Accumalitive: Arcanite Saints Get: +2 IQ, +1 MS, +3 AP, +4 ST, +4 DX, +7 EN, LK -1, HP +15 ADP, ADP +15, natural AR of 1d8+1 Nexus Saints Get: +3 IQ, +2 MS, +5 AP, +6 ST, +4 DX, +9 EN, LK -2, HP +27 ADP, ADP +45, natural AR +4 New Damage Measurement: Astral Damage Points (ADP) or Astral-Cosmo Damage Capacity (AC/DC) is used by Astral Saints. 1 ADP = 50 DAP 1 DDP = 2 ADP 1 ADP = .5 DDP 1 ADP = 25 Astral DAP (Rips p120) Keep track of how much DAP is done to ADP and reduce ADP by 1 for every 50 DAP. Do the same with ADP versus DDP. ADP AR effects DD +DAP. HP and DAP: Both of these character traits are converted to ADP. Determinig HP: 1 HP = 3 ADP. One time bonus: +12 ADP HP. Determining DAP: 1 DAP = 3 ADP. Refer to these traits as HP and ADP. Heal 3x as fast. So determine HP and ADP as x3. (1d6x3 per level, EN bonus x3, DAP skill bonuses are tripled into ADP, convert damage bonuses 1/1 into ADP) Astral Saint Cloths: These are suits of armor usually composed of a helmet, chest plate, armguards, shinguards, belt, gauntlets, and boots. Every piece is metallic in every way, but they're not metal! (character speed attr) Mithril Saint: ADP 800, AR 14, Weight: 57 lbs, +2 +30 Arcanite Saint: ADP 1100, AR 16, Weight: 75 lbs, +5 +60 Nexus Saint: ADP 1400, AR 18, Weight: 143 lbs, +9 +100 (regeneration/day) Modifications when in Cloth: [+1 APM, +2 strike, +3 dodge/parry, +3 to save vs magic] The Cloth is a focus of the Saints Astral power. The only known way to repair a cloth is to let it regenerate. When at -1 or lower the Cloth is destroyed and won't start regenerating for 2d8 days. They may weigh a lot, but when worn, they're almost a part of the Saint's body. On a ley line, the Cloth will begin regenerating in 1d4 minutes. On a nexus, in 1d8 melees. Astral Saint Powers: Automatic: Warp Cloth: This warps the cloth onto the character's body from up to 100 miles away. Duration: Instant. This doesn't remove it once on! Only warps Cloth Wps with the Cloth. Each Saint must choose which powers they will have. They spend Astral-Cosmo points on the powers. Any pts not used when creating the character are put into reserve and added when the Saint recieves more when changing classes. Unused Nexus Saint points are lost forever as that is the final class. These powers cost nothing to use and may be used at will using 1 action each unless said otherwise. If the Saint doesn't want and doesn't take a Cloth, they have +40 ACP and don't need the Cloth to use special powers. Mithril: recieves 100 ACP (not to be confused with .45 ACP) Arcanite: +50 ACP Nexus: +50 ACP Powers: Primary A-C Attack: You decide what it does (fireball, swarm of knives, etc). Activated by mantra (phrase). Damage: 6d6 ADP, Range: 40', Cost: 25 Secondary A-C Attack: You decide what it does. Activated by mantra. Range: 80', Damage: 4d6 ADP, Cost: 10 Psionic A-C Attack: -5 to save vs psionics, Range: 12', Damage: 1d4x10 ADP, save vs pain at -5 or lose 2 APM, save penalties apply only to saints, Cost: 25 Note: The Primary, Secondary, and Psionic A-C attacks have double range and damage when used by Arcanite Saints. Quadruple with a Nexus Saint. They all count as 2 actions. Elemental Power Boost: Saint has +4 strike/parry/dodge when in close proximity to water, fire, a weather condition, or a rare element, Range: 10' PL, Cost: 40 Astral / Cosmo Sense: R-1 mile PL, can tell if there are any Saints in the area and in which direction. Cost: 10 Increase Cloth Armor Rating: Maximum of +3, Cost: 15 per +1 AR, if picked at low class then this carries over to higher classes Weapons: A few Cloths have weapons in their design. Use weapons from the Compendium of Weapons, Armor, and Castles and they do the ADP equivalent x2, bows and crossbows have arrows and bolts that magically appear, thrown weapons return on command (1 action to call or 2 if not meant to be thrown), Cost is = to the ADP the wp is capable of (weapons have ADP=Durability and they regenerate as Cloths + Shields) Do add the Compendium's dexterity ,parry, and throw bonuses. Shield: These are one-handed shields. Cost: 10 per 300 ADP Increase Saint's Natural AR: Max of +5, Cost: 10 per each +1 AR Astral Form: See Rips page 120, Saints use no silver cord, they become Astral beings and take their bodies and Cloths with them, they are expelled to the material plane at end of duration at the point of entrance (take 10 ADP if not at entrance point at end of duration from being hurtled there at mind boggling speed), they can get lost just as in Astral Projection, use table on Rips p121 to find way, Manipulate Finding Way % Roll: 3% per level, Dur: 8 melees per level, must wait one hour to do it again, if you leave early then tough, Cost: 20 Fly: speed = spd attr x3, +2 ddg, 100' ceiling per level, Cost: 15 Astral Saint Combat: Add ST bonus as + ADP. The Primary/Secondary Astral-Cosmo attacks are unique attacks formed by the Saint's Astral-Cosmo powers. Roll to strike with them as if punching. Astral Saints may use ACP/S attacks when in Astral form as well as punches, kicks, and any Cloth weapons. They have no other weapons in Astral form as they only take their body and Cloth. A Saint's ADP damage will damage things only damagable by magic weapons and beings in Astral form. They may not use the ACP/S attacks without their Cloths. A formidable move is to take Astral form during combat since as previously said you may still use certain attacks which means you can damage things on the Astral plane with them as well as on the material plane. Cosmo and Astral Saints may damage Astral Saints with Cosmo and Astral-Cosmo attacks while they are in Astral form. Handling Skills: When the Saint reaches L8 of Mithril Saint Class skills do not go up until L9 of Nexus Saint is reached. This is treating it as if a character had changed OCC's. For all else, treat every level progressed through. So a L1 Arcanite Saint can stay in Astral form for 72 melees (18 minutes) and manipulate finding way roll by 27%. Handle magic/psi levels same as skills. Note: The DM may declare that Saints in their game become material when attacking a plane from the astral plane. Hand to Hand Astral Saint: (SEE ELITE MARTIAL ARTS FOR PICKING POWERS) * Mithril * Base MSP: 10+1d4x10 (Don't gain any per level) L1: APM 3, punch 1d4 ADP, kick 1d6 ADP, tripkick (foe loses 2 APM) L2: leapattack, jumpkick, strike/parry/dodge +1, tripkick to back L3: 1-handed hold, strike parry dodge +1, pick 1(2) L4: +1 APM, strike parry dodge +1, +2 damage L5: jump 1'x SPD, punch 1d6, kick 1d8, pick 1(2) L6: +1 APM, strike parry dodge +1, pick 2(3,4) L7: jumpkick x3, +1 strike with ACP/S attacks L8: +1 strike with ACP/S attacks, pick WP kata in a current WP skill * Arcanite * MSP: +10+1d20 L1: gain bonuses for becoming an Arcanite Saint L2: parry/strike, +2 damage L3: power/parry, +5 escape holds L4: autododge, +4 maintain balance L5: multidodge, +1 strike parry dodge L6: Critical on 16-20, +1 APM L7: +1 strike with ACP/S attacks L8: +1 parry dodge, pick 1(2), pick WP kata in current WP skill * Nexus * MSP: +10+1d30 L1: gain bonuses for becoming Nexus Saint L2: pick 1(3) L3: pick 1(4) L4: pick 1(5) L5: +1 strike parry dodge L6: critical on 15-20 L7: +3 dodge L8: +2 natural AR L9: +1 strike with ACP/S attacks L10: pick 1(2) L11: +2 parry L12: +1 to any attribute L13: +1 to any attribute, pick WP kata in current WP skill L14: +1 to any attribute L15: +1 APM Notes: WP Kata's may not be picked for Modern WP proficiencies, or added to the same Ancient WP skill more than once. When in astral form and affecting the material plane (speaking, attacking it) the Saint becomes visible as a ghostly image to all on the material plane. Astral Saints, when on a Ley Line or Nexus, increase the ACP/S attack's damage as if magic. Astral Saints also regenerate 20 HP/ADP per melee, and Cloths regenerate per melee on Nexuses. Note: I guess it's alright if you're making an astral saint, and you get the primary A-C attack more than once. Add the combined damage, and you have a more powerful attack and more versions of it. Example: Pick it twice, and you have 4 different attacks doing 12d6 ADP each. If you pick the secondary attack more than once, it costs 20 ACP each. MORE ASTRAL SAINT NOTES They can learn magic spells from Rips as if a Rips magic OCC. Saints and DW magic: If Rips is unavailable, DW magic can be used, but it'll cost x2 MSP to cast and have a max power level of L6. Psionics: Roll Percentile Dice: 01-40 no psionics, 41-70 minor psionic, 71-90 major psionics, 91-98 major psionics +30 ESP and +3 powers from any category but super, 99-00 major psionics +45 ESP and may pick from super category. Last Minute Additions to Astral Saint Powers: Astral Shift: While in Astral form may attempt to cut yourself off from your entrance point and enter the material world at present point. You will be traveling on the material plane in astral form when attempting this. 40+5% chance of successfully doing it, if you fail you are yanked into material plane 1d6x100 miles off course from your original entrance point and take 3d10 ACD. Cost: 40 ACP points Knock Back: The ACP/S attack knocks back the opponent 5' for every +1 ADP of damage bonus from ST or Hand to Hand combat. -10' for every 200 lbs the target weighs. Anything hit by something being knocked back takes 5 ADP for every 5' it had left to travel (and whatever was knocked back takes 2 ADP for each 5' was unable to travel), Save: save vs pain, cost: 25 ACP for use with ACP/S or punch/kick expending +10 will allow knock back for the other Notes: A Saint may fire at another Saint's ACP/S attack with their own ACP/S attack. The two attacks negate each other's damage one for one. So an attack doing 20 damage hit by an attack doing 19 damage would only do 1 ADP to the defender. If the defender's shot did 21 ADP then the attacker would be assailed by 1 ADP. Can use on magic attacks as well. It can usually be used on plasma, ion, and particle beams as well. This varies depending on what the attack actually is. A physicalforce/matter A-C attack would be able to pound back at bullets. Saints can display an aura of their energy around them at will. Those who can read auras cannot read this aura for it is a simple display of power. A Saint has only one type of energy display. A Saint can jettison a Cloth at will (no actions). At Mithril Level 6 the Cloth can be warped to where last warped from at will. A Saint may combine Primary or Secondary (only one type) attacks in a melee. If a Saint has 4 actions he can fire off two Primary attacks as one then. Roll damage separately for each attack. When on the Astral Plane the ACP/S attack's damage and range is x3. This may not be combined with Ley Line or Nexus increases. Saints and Cloths heal the same on the astral plane as on Nexuses. Look elsewhere in the Darkworld rules for the elemental spellcasting that the elemental power boost provides. MSP Regenaration Per Melee: Mithril 10, Arcanite 20, Nexus 30 Soma Charge MSP: Mithril 15, Arcanite 30, Nexus 45 Using a Soma Charge doubles the damage from a P/S/Psi astral attack. Combining Physical Attacks With Astral P/S/Psi Attacks: In the case of a psionic combo, if the physical attack hits, the defender must save vs the psionic save to take the combined damaged. If the save is successful, the defender suffers no damage. Now, can you add the physical damage to the P/S/Psi attack before or after multiplying the P/S/Psi by ley (nexus) energy, astral plane modifiers, or soma charging? This is optional. If it's done by adding it before, the jumpkicks and leap attacks count as a 4 APM attack because of the tremendous effort for the damage increase: (Phy Dam + A/C Dam) x All Modifiers for Ley Energy or Astral Plane, Soma Charge, and Leap/Jump. It only takes three actions if the physical attack damage is doubled by the jumpkick/leapattack before adding it to the P/S/Psi attack. Then it's multiplied by astral/magical increase and then by soma charging it: (Phy Dam x Leap/Jump + A/C Dam) x A/C Modifiers. The official method is to calculate the totalled physical damage and add to the A/C Dam with modifiers already used: Phy Dam x Mod + A/C x Mod. Important Note: A gun or arrow will not do double damage if it's fired in a jump/leap attack!!! An Astral Saint can pick an ACP/S as a punch attack. In that case, it has no range. ST bonus and punch or kick damage is added to overall damage (See Astral Saint and Astral Predator Page for optional dam rules). If you want a ACP/S attack that is focused through a weapon, it has no range, and ST and weapon damage are added to overall damage. You also need the weapon for the attack. It may have range if the weapon is thrown or is a bow-like weapon. Yes, ST bonus is added to bow weapons because the ST pulls on the string. However, a crossbow is mechanical, so don't add ST bonus to crossbows or other mechanical-type weapons. These attacks must be specific. You must specify if it's a normal kick or a jumpkick. A jumpkick or leapattack as a P/S/Psi AC attack will normally take 3 APM. If you're using a weapon you must say how the weapon will be used (strike, throw). If you want to use a paired punch, it must always use a paired. A normal P/SAC attack will always require the use of at least one hand. Astral Saints can call back their Cloth Weapons if they're in line of sight. It takes one APM if it's a throwing weapon or two if it's not a throwing weapon. The call pulls on the weapon with a ST equal to the ST of the Saint. A thrown in an astral attack is returned by teleportation or boomerang effect back to the thrower in less time than 1 action. Every time an Astral Saint goes astral, there's a 30% chance of being attacked by an astral predator. The random monster table is in the Gamemaster section. Astral natives need no silver cord to travel in their plane. Astral Saints can also learn elemental magic (warlocke) if they pick an elemental power boost. Only one type of elemental magic can be learned, and that type is determined by whatever element your power boost type most resembles. You can learn 2 spells per level advanced, and you gain no other warlock abilities. Your MSP remains the same. The Saint can pick two types of attack per ACP/S powers chosen. Evil type Saints can learn Black Magic, but only those spells which seem applicable. This is still granted by the Rocor. Then minimum MSP for a non-D-36 demon to cast Black Magic is 10, but spells #10,11,19 and 20 require 20 MSP. Spells # 4,7,13,14,15,16, and 17 require 30 MSP. Spell #12, the Soul Claw, is only available to the Rocor and the Supreme Demon, Legion. By the way, the Soul Claw has a range of 666', and the standard saving throw vs magic is allowed. Rips characters need a 16 or higher to save vs magic above L15. The main spells to withhold from non-demons are #4,7,9, and 12. Saints regenerate 10/20/30 MSP a melee depending on their class. Saints can't have both Black Magic and Elemental magic. If they have niether, then they have the Soma Charge Attack power. This allows the expenditure of MSP to double one attack of a ACP/S attack. Grouping together attacks still means you must expend MSP for each attack grouped into it. Mithril must expend 15 MSP, Arcanite: 30 MSP, and the Nexus Class must use 50 MSP. I suggest not using them when the damage is already modified by the astral plane or ley lines/nexuses, unless the DM feels it's suitable for the adventure. Also, there are numerous entities on the Astral Plane responsible for the Saint's powers, and a good deal of them are bitter enemies. The first and foremost priority of a Saint is to battle the one who they're a patron of's enemies, but since there is little communication between the Saints and their Astral Master, Saints usually don't have to worry about that. Astral Saint cannot get the C.H.U.. It would remain on the Material Plane when they go astral, obviously killing them immediately. However, if they do, they'll only get the optical bonuses, the mindlink to the Blackwood transferred intelligence, and the MR 16. When it's said that creatures from the Flagedium Fantasy RPG can become Saints, it doesn't mean the Rips Conversion Book, and it must be a humanoid creature. If it's going to be from Transdimensional TMNT, leave it as is, and don't make it DDP/DD like listed in the Darkworld: Rips Conversion section. Here are several Saint abilities. They can parry with their Cloths like a shield. Only use the unarmed parry bonus plus a bonus equal to any paid for (in ACP) bonus to Cloth AR x2 (+1 Arcanite, +1 more parry w/Cloth for Nexus). Soma charged attacks apply a -5 to save vs their knock back power. Knock backed victims lose at least 1 APM to recovery time. Those failing KB saves can stand their ground and not lose any APM but they take full damage for distance not travelled. KB distance is doubled by a soma charge. More Saint Powers: Astral Blast Parry: Saint AC blasts can be parried with one arm as if a hand to hand attack. Cost: 25 ACP (add 25 more to gain Blast Reflection) Astral Blast Reflection: Using both hands, the Saint attempts to catch the oncoming AC attack by rolling a higher AC attack strike roll. The attack may then be fired by the catcher, but a new strike roll must be made. This doesn't protect from KB, so the Saint must save vs it or stand his/her ground to keep hold of the blast to be able to fire it back. There is a 10% +5% PL chance that this can be done with 1 APM, otherwise it uses 2 APM. This chance is raised by 20% for Arcanite and 20% again for Nexus. Cost: 50 Hyper Knock Back: This addition means that no saving throw is allowed vs the Saint's KB and that the victim doesn't fly in a straight line but towards the nearest solid object. Cost: 15 Cloth Weapon Flight: The Saint can control his Cloth weapons with this telekinesis-like power. Control Range: = secondary AC attack, Damage + Bonuses: same as if in hand +2, Speed and Flight Ceiling: = flight power, Cost: 15 Boomerang Weapon: 2 ACP per weapon, weapon takes 1 APM to return Increase ST or EN: 2 ACP will increase either by 1 point. Cross-Dimensional RCC: Create from chart. Get 70 creation points (CP). A damage chart item (DC) does 1d6 DAP or more if use damage chart. Their claws, nails, and pincers are WP Knife. Their breath weapons are WP heavy. Right now, your character is a lump of goo. Its attributes are all 3d6. It can feed and breathe oxygen. An attack does 1d4. It also has blood and vital organs as humans understand. 1: an arm, pick a hand for it or it's a tentacle, 2 CP 2: a hand, 1 CP; claws for hand, 1 CP-DC; pincer (can't use or hold items) 2 CP-DC it has +2 strike and parry and gets double in ST bonus 3: head, 2 CP; an eye 1 CP (pick two or -1 LK, same with ears); mouth 1 CP (or -1 LK); a nose (or -1 LK) 1 CP; an ear 1 CP; a gill 3 CP 4: eye features (pick which eye): thermal, ultraviolet, or infrared, 2 CP each; eyeray 2 CP-DC, R-1000', +2 strike 5: mouth features: sharp teeth 1 CP-DC; spit poison 1 CP-DC, R-100'; spit acid 2 CP-DC, R-200'; razor tounge 1 CP-DC, R-10' 6: a leg, 3 CP-DC (required to spend at least 6 CP to have full SPD) 7: tail, 1 CP-DC, prehensile 1 CP 8: body features: fur (half damage from cold) 5 CP, chitin skin (-half LK, +50 DAP each 2 CP, base AR 7, +1 AR each additional), cartilage skeleton (bones don't break) 7 CP, tough skin (DAP=PEx10 not x3) 7 CP, impervious to toxin/cold/heat (pick one, 10 CP), no blood to lose 7 CP, don't breathe 7 CP, eat anything to survive (air, dirt) 5 CP 9: +1d6 to any attribute, 1 CP; -1 die from any attr, +1 CP 10: base HP per level is 1d6 (DAP not DDP), 1 CP per extra 1d6 per level 11: advanced reflexes: 1 CP per +1 to initiative (max +5) 12: regeneration per melee: 1 CP each 10 HP (works on HP or DAP) 13: breath weapon: ice, fire, or acid, R-200', 2 CP-DC 14: fly (SPD x 3): 2 large wings (wingspan 10') 1 CP, 2 small wings (WS 5') 2 CP, no visible flight means 3 CP 15: Spike/horn: 1 CP-DC each 16: antennae or feelers: +3 DX, -2 LK, 1 CP 17: climbing hooks on limb: 1 CP, +5% to climb each, or add to skill 18: base height 6': 1 CP each +1 or -1 one foot, add 3 EN each 19: base weight 150 lbs: 1 CP each + or - 10 lbs, add 25 DAP each 20: armor rating: AR 12, 2 CP; AR 14, 3 CP; AR 17, 4 CP; AR 19, 5 CP; chitin AR adds +2 plus the usual +1 each additional, will protect from ARx10 DDP before the natural armor needs healing 21: Psionics (Rips p12 or P.RPG): minor 6 CP, major 12 CP, master 18 CP (If Rips, have 6 lesser powers and 6 from any category. ESP: 60) 22: Darkworld Psionics: ESP cost = CP cost, to get ESP see #21 or #25 23: MSP base is 3d6: 2 CP per 1d6 per level (Adding wil allow T-W item use) 24: Magic DW or Rips: base MSP cost of spell= CP Cost 25: ESP: 2 CP per 1d6 (or additional 1d6) gained per level 26: RDP Body: HP+DAP become RDP (Relative Damage Capacity) = 7 CP 27: DDP Body: 50 DDP + DDP HP Bonus = 14 CP, 1 CP per +5 DDP Note: Use the DD DC table. Punch does 1d6+3 DD, Kick 2d6 DD 28: look completely human, impossible, pick one nonhuman feature or roll DC Table: C-D characters will damage DDP things; 100 DAP = 1 DD, 1-49 DAP round down, 50-99 round up (does 1 DD, 49 does none); CP Cost: 1=3d6, 2=6d6, 3=1d6x10, 4=1d12x10, 5=2d8x10, 6=3d6x10, 7=5d6x10, 8=1d10x40, 9=1d10x50, 10=1d10x60 DAP (To DD: 8=1d4, 9=1d4+1, 10=1d6 DD) DD DC Table (#27 only): 1=2d6, 2=3d6, 3=4d6, 4=5d6, 5=6d6, 6=1d4x10, 7=1d6x10, 8=2d6x10, 9=3d6x10 DD PSIONIC OCC'S Nuker: Req ME14, Skills: none; Base ESP MEx2 +1d6, +4d6 per level advanced, +3 to save vs psionics Mechlar: Req ME14 IQ12, Skills: Adv math, electrical engineer, computer program, mecha electronics, mecha mechanics, weapon engineer, weapon systems +3, mechanical engineer, read sensory equipment, pilot DW mecha, DW mecha combat: basic, DW Mecha Combat Elite: Mechlar Mecha, Pilot Robodrek mecha and Rips Robots/Power Armor; Military may pick Armor Pilot skills; Base ESP MEx2 +1d6, +4d6 per level adv, +3 save vs psionics Psi-Beast: Req ME18, Skills: none, Base ESP MEx10, +1d6x10 per level adv, +5 to save vs psionics Bio-Manipulator: Req ME14, Skills: none, Base ESP MEx2 +3d6, +6d6 per level adv, +3 to save vs psionics All Psionic Occ's: +1 to save vs psionics every two levels past L1 (in other words starting at level 3), access to all psionic powers of their class (may not have enought ESP to use them all at lower levels) Starting Money: $2d6x25,000 Magic OCC's Necromancer: Req IQ12 ME14, Skills: Wp knife; Base MSP MS+EN+6d6, +6d6 per level adv, +3 to save vs magic, Picking spells: takes 1 minute to obtain a new spell, the restriction on spells is that the added base cost of the ones you pick can't exceed your Base MSP (which goes up PL) Alignment Restriction: May not be principled or scrupulous, however, may be a mixed alignment such as scrupulous leaning towards aberrant. They're not necessarily evil, but they're mostly grim individuals. Mage: Req IQ12 ME12, Skills: Speak/Read Zareth (Trog), Magic Lore, Base MSP: EN+MS, +6d6 per level adv, pick three spells per level, +4 to save vs magic, Innate: Dispel Magic Ninja Mage: Req IQ12 ME12 PE12, Skills: hand to hand ninja, 5 WP, 5 physical; Base MSP MS+EN, +3d6 per level adv, pick two ninja mage spells per level, +3 to save vs magic / At eleventh level and beyond, the skills and powers in the More Magic section can be selected, or a magic NM item can be crafted rather than learn a spell. Clergy: Req ME14 MA14, skills: demonology+30%; Base MSP MS+EN, +3d6 per level adv, pick 2 spells per level, +3 to save vs magic Alignment Restriction: May not be an evil alignment or anarchist. They are like Monks in that they use their religious faith to grant them power. Both classes can also sense strong supernatural evil. There has always been speculation as to wether or not the power of the clerical and the monk class is powered by what they believe it to be powered by or if it's the individual providing the power. Given the state of the world, both could be correct. All Magic OCC's: +1 to save vs magic every two levels (past level 1) Starting money: $2d6x25,000, All have the Magic Lore skill. Another Magic OCC Metamancer: These guys specialize in the creation and the metamorphing into of a certain Order, suborder, or Family. A metamancer of feline would be specializing in the Felidae Family which includes domestic cats and cats like lions. Requirements: IQ 12 / LK 14 (negotiable), Base MSP: AP + EN, +5d6 MSP PLA (Per each additional level/level advanced), +3 Save vs magic, Skills: Biology + 8 (should have something to do with type, wilderness survival skills?), gain use of the below metamancer magic Metamancer Spells: 1. Metamorphisis: Range 12'/Self, Gain the senses plus Choose One: head, body [tail,wings], arms, or legs, Dur-4 MPL, All the creatures abilities are gained except spell knowledge/memory (still gain natural magic abilities) Cost: 3 MSP + Modifier 2. Link: This costs nothing but allows the above spell to be cast in combinations (Choose Two, Three, or All), must expend MSP for each one though, cast as one spell (1 APM) 3. Control/Influence: This allows the metamancer to control creatures in his/her type or at least influence those that are too intelligent to do what they are told. Use AP + Darkworld skill percentage, Range: AP x 10', multiply the modifier by 10% to impair this roll, lasts until DM decides it should be retried 4. Telepathy: 2 way speech with creatures of chosen type, Dur-4 MPL, Range: 1 mile per level, can be used to summon creatures to you, Cost: 2 MSP 5. Creation: inflicts 12 HP damage to caster (or 6 DD if DDP), Range: 12', Dur-8 MPL (L3 + Beyond = permanent), at any life stage, Cost: 9 MSP + Mod x3 Modifier Categories: (Examples are for a feline metamancer.) Best: No Modifier, includes creatures that fall totally within type like house cats, lions, and emirin (Rips) Good: +3 MSP, Manticore, Sphinx, mainly the type / main part like the body and head, Chimera (Darkworld) Medium: +6 MSP, main parts sort of feline, or many minor feline parts, Chimera (Rips), Kinnie Ger (Rips) Least: +9 MSP, only one part is feline, Beast Dragon, Gryphon Notes: Creating an DDP version a creature in your type drops the Mod Category down by one. Metamancers can't influence or become werecreatures. Metamancers can choose to create creatures with maximum or minimum attributes and stats. Metamancers that use Order get no telepathy or control powers and suffer a Mod drop of one. Metamancers of suborders require a MS of 14 or better or they suffer a Mod drop of one. Metamancers with an IQ 15 or better can pick a Family and metamance off its suborder with a Mod -1 and its Order with a Mod of -2. With that kind of metamancer, telepathy and control can only be used within the Family. They also only get 4d6 MSP PLA. Level Charts: Every 2:1,3,5,7,9,11,13,15,17,19 / Every 3:1,4,7,10,13,16,19 / Every 4:1,5,9,13,17 Skills: IQ=# of skills that may be picked, +1 per level past L1 All DW Skills: 40+5% pr lvl -so L1 is 45% GENERAL SKILL LIST [ ] = req # of skill pts / * Consult other section Automatic (98%): speak/read one language, basic math, and pick three at normal % Communications: Radio:Basic, Radio:Scramble, Cryptography, Surveillance, Optics, video, laser, Commwave & CV technology Domestic: Dance, play musical instrument (one class), sewing, sing Electrical: electrical engineer/repair (req adv math), mecha + p.a. electronics (req computer sys + elec-engi), computer sys Espionage: detect concealment/ambush, escape artist, disguise, forgery, pick pockets, intelligence, interrogation, sniper (+2 strike with rifles or handguns (choose), if use all APM to aim get +4 not +2 and x3 damage), imitate voices, impersonation Mechanics: aircraft, automotive, locksmith/pick lock (req e-engi for electronic, see Rips for time), mecha + p.a. (req m-engi), weapons engineer (req m+e-engi), mechanical engineer (req e-engi) Medical: forensics, paramedic +15%, medical doctor +20% [2], pathology, cyberdoc (req mecha mechanics + e-engi) Physical: hand to hand: basic, expert [2], martial arts [3], ultraviolent [4]; swimming, acrobatics (+2 DX,+1 ST,+1 EN), body building (+1d4+1 ST,+1d4 EN,+3d6 DAP), boxing (+1 APM,+2 pry+ddg, +2 ST,+3d6 DAP), prowl (per20'), climb (per20'), running (+2d8 SPD, EN+1, DAP+1d6), wrestling (+1d4 ST,+3d6 DAP,+2 EN), Dueling (+1 S/P with Ancient-Style/Hand to Hand WP of choice excluding bow & thr, DX+1), Ancient Combat(*DW:M.A.) Pilot: airplane, automobile, motorcycle, armored, boats, helicopter, Rips Horsemanship, hovercraft, jet aircraft, jet fighter, jet pack, pilot DW mecha, pilot DW power armor, DW mecha combat:basic, DW P.A. combat: basic; mecha/robot/PA combat only available at basic to DW characters, all pilot skills +20% Pilot Related (+20%): Wp Systems +1 strike (req to use vehicle/mecha/pa wps), navigation (air,water,space,+ req read s.e.), read sensory equip (req to fly craft/mecha/P.A., understand radar, etc), Evasive Action (all APM, a natural twenty to multidodge the entire melee, if fail then roll and add any dodge bonuses), tilt dodge (ariel combat only, a success - attempt autododge, a failed roll means you look like an airborne fool) Rogue: palming, concealment (on oneself), streetwise, computer:hacking Science: anthropology, chemistry, biology, advanced math, geology Technical: art, darkworld lore, language +20% (pick one), demolitions + demolition disposal, computer (operation/programming), blacksmith, carpentry, literacy +20% (pick one), demonology (D-1-36, Hades, Dyval, vampires), faerie lore, Earth lore, Armorer(*Wasteland), Monster Lore Weapons(+1 every 2 levels to strike and parry for ancient wps, only strike with modern/guns): paired wps[2], tripled (need 3 arms) [3], quadrupled [4], polearm, saw, blunt, chain, knife, sword, shield, thrown, bow, axe, handgun, SMG, rifle, heavy, fourwinds (hold 2-H WP with one hand, balance and mind over matter), energy (unchanging +2, use when firing energy guns), WP Iczer-Weapons, WP Claw, WP Blowgun Wilderness Survival: cook, fishing, track (follow/identify), identify plant, identify animal, find water/dowsing, holistic medicine, land navigation, sense direction / Note: More skills are in Page 2. Save vs pain 15, Save vs death 17, save vs toxin 15, see EN for bonus Save vs magic 16, Save vs psionics 15, Save vs insanity 12, see MS APM= actions per melee, punch 1d4 DAP, kick 1d6 DAP, bite 1 DAP Hand to Hand Basic Hand to Hand Expert 1: 1 apm 2 apm, +1 strike 2: +1 strike +2 parry & dodge 3: +1 parry & dodge punch 1d6, kick 1d8, jumpkick 4: +1 apm, +1 apm 5: +1 strike +1 strike, +1d6 ST & EN 6: critical 19-20, +1 apm critical 18-20 + behind, +1 apm 7: ST+1d4 DAP+2d6, +1 parry & dodge 8: p 1d6, k 1d8,+1 dodge & parry p 1d8, k 2d6, +1d6 DX 9: +1 apm +1 apm 10: EN+1d4 stun punch: stuns for 1d6 melees 11: +1 str-pry-ddg +1 str-pry-ddg 12: crit from behind DAP+2d6, +1d4 EN & ST 13: DX+1d4, DAP+1d10 +1 apm, jumpkick x3 damage 14: +1 apm p 1d10, k 2d8, +1d4 DX 15: +1 str-pry-ddg DAP+4d6 H to H Martial Arts 1: 2 apm, punch 1d6, tripkick - foe loses 2 apm 2: +2 str-pry-ddg, punch 1d8 3: kick 1d8, jumpkick, +1d6 DX 4: +1 apm, punch 1d10, kick 1d10, leap attack 5: kick 2d6, punch +6 damage 6: +1 apm, kicks +6 damage, ST +1d6, crit 17-20 7: autododge, multidodge, dodgekick, parrystrike 8: EN+2d6, ST+1, jump distance= 1' x SPD 9: +1 apm, DX+1 10: stunpunch 1d8 melees 11: +1 str-pry-ddg 12: DAP+4d6, multiple parry 13: jumpkick x3, +1 apm 14: +2 on all saving throws 15: deathblow on natural 20 H to H Ultra-Violent 1: 3 apm Note: Special M.A., Ronin, Ninja, 2: +3 strike and Elite M.A. attacks can do base 3: +3 pry-ddg damage (no ST bonus) direct to HP! 4: +2 apm So, a L5 M.A. person can 5: +30 to DAP, p 1d12, k 1d30 punch 1d10+6 direct to HP! 6: crit 17-20, jumpkick In Darkworld, add damage bonus to 7: +30 damage, +2d6 ST & EN bite which you don't do in Rips! 8: p 1d8x10, k 1d10x10 9: +1 apm, recognize H to H style 10: stunpunch 2d6 melees 11: +3 parry and dodge 12: +3 strike, +2 DX 13: +40 DAP 14: +2 apm 15: deathblow on natural 19-20 Hand to Hand Ninja (Mage) 1: 4 apm, leap attack 2: +2 strike-parry-dodge 3: throw 4 shurikens, knives, etc at once with one hand, jumpkick 4: +6d6 DAP, punch 1d6 5: +1 apm, kick 2d6 6: DX+1d10, crit 16-20 7: punch 2d6, kick 3d6, autododge, multidodge 8: jumpdistance= 1' x SPD 9: dodgekick, parrystrike 10: +1 apm, stunpunch 1d8 melees 11: multiple parry 12: EN & ST +4d6 13: jumpkick x3 14: +2 on all saving throws 15: deathblow on natural 20 Hand to Hand Ronin 1: 3 apm, punch 1d6, kick 1d10 2: +2 strike-parry-dodge 3: jumpkick, leapattack, parrystrike 4: +1 apm, DX & ST +1d6 5: +4 dodge, +2 parry, +5d6 DAP 6: crit 19-20 / 14-20 with sword 7: multidodge, dodge/slash, multiple parry 8: punch 3d6, kick 4d6, DX & ST +1d4 9: +1 apm, +1d10 EN 10: stunpunch 1d10 melees 11: +2 dodge, +1 strike and parry 12: +6d6 DAP, crit with sword 10-20 13: jumpkick x3, crit from behind 14: +1 apm, +1 DX, jumpdistance= 1' x SPD 15: deathblow on natural 20 / 18-20 with sword Save vs Pain can be used against stun punches, mega-damage knockdown, and point blank gun shot extra effects. Attribute Bonuses: (determine pattern and add bonus if off the scale) IQ MS:save,+ESP AP ST DX EN: save,+hp LK SPD: 16 +3% +1 +2 45% +2 +1 +5% +1 +2 40% None 17 +4% +1 +4 50% +3 +1 +6% +1 +4 45% 18 +5% +2 +6 55% +4 +2 +7% +2 +6 50% 19 +6% +2 +8 60% +5 +2 +8% +2 +8 55% 20 +7% +3 +10 65% +6 +3 +9% +3 +10 60% 21 +8% +3 +12 70% +7 +3 +10% +3 +12 65% 22 +9% +4 +14 75% +8 +4 +11% +4 +14 70% 23 +10% +4 +16 80% +9 +4 +12% +4 +16 75% 24 +11% +5 +18 85% +10 +5 +13% +5 +18 80% 25 +12% +5 +20 90% +11 +5 +14% +5 +20 85% The ESP bonus only works for psionic characters. MSP bonus is half ESP bonus & for all classes. Max DX bonus is +10. Initiative bonus is +1 for every 3 DX beyond DX 30 and stops at +5 or DX 45. Hand to Hand: Dragon Martial Arts It should be obvious to roll natural ranged attacks (breath weapons) just as punches, but now I've obviously said it. This doesn't include Rips Robot RCC. They use normal modern weapons rules. Certain Darkworld characters can add modern wp skill bonuses to their natural ranged attacks (Dragams and Cross-Dimensional). Counts as two skills, by adding +1 skill you get +1 APM & +3 parry and dodge, but that restricts available physical skills to prowl, climb, and swim. This is available only to dragons. Level 1: 2 APM, tripkick, martial arts punch & kick 3d6 DAP 2: +2 strike-parry-dodge, p/k 1d4x10 DAP 3: jumpkick, leap attack, +2 APM, +2 str-pry-ddg 4: p/k 1d6x10 DAP, +2 strike with breath weapon 5: critical on natural 17-20, +1 strike with breath weapon 6: autododge, multidodge, multiparry, +3 dodge when flying 7: +1 APM 8: +1 str-pry-ddg, stunpunch 2d6 melees 9: natural Mega-Rating of 14+1d8 10: +1 APM, jumpkick x3 damage 11: +2 to all saving throws 12: deathblow on a natural 18-20, use mature dragon Horror/Fear Factor - For DW dragons this is the AP attribute x75% The adult FF is equal to the AP This take into account the large amount of experience points it takes a dragon to reach these levels. L12 of dragon martial arts requires the equivalent experience of over L15 for a standard Darkworld character. Dragons from Rips RPG: This is a relisting of dragon powers gained at L6 by Rips/Darkworld style dragon characters: +1d4x100 DDP, +1 strike, +1 die bite damage or 2d6 DD, +1 die claw damage or 3d6 DD, regenerate 1d6x10 DDP per minute (4 melees) Dragons from Darkworld RPG: At L6: +2d4x50 DDP, Dragons that regenerate 1d4x10 per minute now regenerate 1d6x10/minute, and those that heal 1d6x10/minute now heal 1d8x10/minute. The extra DDP disappears before the adult dragon DDP is calculated. SKILL NOTES You should pick some common sense skills such as optics which will allow you to use optic systems. Read Sensory equipment will allow you to use thermo-imaging if you don't already have optic skill. Radio: Basic and CommWave and CommVision Technology will allow you the use of such equipment which often comes in useful. If you wish to pilot complex machines efficiently optics and some sort of communications will enhance your performance should you wish to use such equipment. The Mechaborg T-2400 has all the features of Darkworld mecha that are applicable. It's basic laser targeting may be combined with its built-in weapons extra laser targeting bonuses. Normarly no more than one laser targeting system may be used at a time. The T-2400 can use all its systems naturally without skills, and its built-in long range weapons can have WP Heavy/Energy/Systems bonuses added to it. Mechlars' mecha have a psionic communication range of 1000 miles per level. It's compatible with radio, laser, and CW technology. Skills are not needed to use psionic or magic communication and optic spells or powers. If someone other than the mechlar wants to pilot a mechlar mecha then they'll need to treat it as a normal mecha and will need the correct skills to pilot it and use its systems. If your're using a hardsuit and a jetpack, using it as piloting a jetpack or piloting a power armor are both acceptable. Yes, the hardsuit has all the normal mecha/power armor/vehicle features. If you want a detect secret doors and traps skill, use detect concealment. On average, it should take a melee to one action to peform a skill. Cryptography is a skill of cracking and making codes. The skill radio:basic provides the use of morse code. Radio: scramblers also provides the skill CW/CV: Scramblers. It is a skill of decoding and encoding messages on the radio and commwave. See the skill descriptions of Rips or any of Flagedium's games for a good batch of general knowledge. Robodrek CHARACTER RACES These are characters of alien heritage. With the number of alien and monstrous citizens such characters aren't all that shocking. The following can reproduce, and the offspring will be counted as a half-breed. However, they will either have the stats of the mother's race or the father's race. IQ / MS / AP / ST / DX / EN / LK / SPD Male Zentraedi 3d6 2d6 3d6 3d6+4 3d6 4d6+4 3d6 4d6 Female Zentraedi 3d6+4 2d6 3d6 3d6 3d6+4 3d6+2 3d6+4 4d6 Tirolian 3d6+4 4d6 2d6+3 3d6 3d6 3d6 4d6 3d6 Invid 1d6+9 1d6+6 1d4+9 10+1d6 10+1d6 10+1d6 10+1d6 10+1d6 Female Praxian 3d6 3d6 2d6 4d6 4d6 4d6 5d6 4d6 Praxian: Same as in Robodrek II: The Sentinels: Ht- 6' +4d4 inches, Wt- 110+1d6x10 lbs Zentraedi: Some parents still have their children grown in the clone chambers (emerge fully grown adult with a normal amount of knowledge and skills); See Robodrek RPG Book Three for info on the protoculture chambers to enlarge and micronize the character, those grown in a clone chamber can use them but those born normally have only a 30% chance of being compatible; hair color: any shade of: brown, black, blue, purple, green, red, or gray; skin color: any human type, purple shades, light blue, or pale gray; average lifespan 600 years Tirolians: any hair color (pick one), roll on Rips table for possible psionics Invid: bonuses: +1 strike, +3 parry and dodge, +2 initiative; sense Invid: one mile, pilot all Invid mecha at elite level; if an attribute is 16 then add 1d6, roll on Rips table for possible psionics Extra Skill Available to these characters: any Robodrek language and N.A. ones may be picked if that's the character's race GAMING NOTES AND TIPS The point blank rules and DD knockdown tables are found in the Rips Conversion Book. Go ahead and use the blood loss table because it's a good optional rule. It doesn't apply to DDP characters. Use the first knockdown table for what is said, however, I wouldn't apply the second one to robots or mecha. The vampire knockdown is different and found in the Rips World Book One: Vampire Kingdoms. You may or may not use the critical damage table for robots, mecha, and power armor. Different tables are in the Robodrek RPG. CYBER-OFFICIAL HEADJACK UNIT: THE FINAL WORD Any DAP HP become DDP as well. DDP creatures simply remain DDP. Wastelanders and Cross-Dimensional characters can now inflict triple normal physical damage at will (Super-ST isn't normal). (Note: Any gained ST is multiplied by three before adding.) They (CDCs) can now also inflict their Super-ST damage without killing themselves most of the time, but they still take 1/4 damage if they roll above their MR each time they attack. Roll an unmodified 1d20. OCC NOTES OF GREAT IMPORTANCE T-2400: T-Punch 1d6x10 DAP, T-Kick 1d8x10 DAP, can gain all the abilities of the CHU system, but the skin remains normal DAP although it does get the MR 16, but ST remains same, note: bite 1 DD, their vibro-blade is either WP Sword or WP Knife (pick one); they can pick a new special feature every +2 levels, T-2400 can't get any other cybernetics DD characters can learn the DAP attacks presented in hand to hand combat, but not the standard attacks punch 1d4/kick 1d6 presented outside the hand to hand charts. S.A.W.s: power punch (2 APM, triple damage), leap/jump attack (2 APM, triple damage) leap four times your height; that was first level knowledge and can be used in either form/mode; they can receive the CHU system and all its properties, their normal human mode becomes DDP and their SAW mode remains DDP Weapons usable only by SAWS / others can only inflict DAP with them / utilize the energy the SAW system gives off / 2-h without FW Skill / the weapons have 200 DDP each: Razorsaw: 1d6x10 DD Lasersaw: 1d6x10+10 DD Razorlaser: 1d8x10 DD Whipsaw: 1d6x10 DD, R-100', make a sweeping attack to hit many people is 2 APM, a saw but the saw extends on a taelon wire at user's will Battletech Conversion Convert 'Mechs to mecha on a 1 point of armor equals 10 DDP. Convert the weapons the same but pick die or dice to roll for the max DD. Damage cannot remain set as it is in Battletech. Combine front and back armor into one number. Continue to keep track of heat and critical hits as normal, otherwise, use it as regular mecha. To change a mechwarrior to an armor pilot simply change each mech kill point into 300 experience points and start the character off with Pilot Battletech Mecha: All. However, use normal Mecha Combat rules. The Battletech world is in an alternate reality dimension. SRM's do 1d20 DD x number that hit and LRM's do 1d10 DD x number that hit. They have a set bonus of +3 as do normal missiles. Roll to see how many hit on the battletech charts if you make a successful strike roll. Streak and Artemis systems affect how many hit. Battletech 'mechs will have all the Rips robot characteristics. Pulse lasers add +2 strike and the targeting computer adds +1 strike for all long range weapons. Jumping with jump jets is simply counted as a leap (1 action) you may attack while leaping but you're -3 to hit. You may also attack while moving, but you're -2 to hit anything. The physical attack rules are mostly unchanged but roll to see how much of the max damage is actually inflicted. If someone rolls a critical hit, a natural 20 (or lower with certain hand to hand skills), on the 'mech's center torso, it's a possible critical which is rolled as normal as in battletech. The speed of battletech equipment is found in the tech readouts as is the jumping distance. Each form of moving will only build heat once a melee. Battlemech weapons must be fired one at time. When a mechwarrior takes damage from head hits, falls, or heat, the damage done is 10+1d30 DAP which is inflicted normally, and the most protective armor that may be worn is interface armor which won't protect the pilot from heat or head hit damage but will protect from falling damage. When a piloting skill roll must be made, use the skill percentile roll. Other Darkworld stuff can attack while running without penalty. For Darkworld, leaping distances can be used in a dodge as long as it's a dodge that uses actions (not autododge). Those distances may also be used in leap/jump attacks which ought to be obvious. Battlemechs making a death from above attack simply use a jumpkick (2 APM) and inflict triple punch damage. Both attacker and target must make a piloting skill roll to avoid being knocked down. The attacker takes damage found in a Battletech book. Charging is counted as body block (2 APM) and make piloting skill rolls and damage as found in Battletech. Remember, battlemechs take falling damaging plus lose 1 APM and they must make a piloting skill roll to get up while all other mecha/power armor/robots simply must expend 1 APM. Battlemechs must make all piloting skill rolls for physical attacks as in Battletech plus a skill roll at the end of the melee if you've taken 200+ DD. Battlemech weapons only build up heat once a melee (per times fired). A battlemech weapon may fire twice a melee. The heat sinks are now double-efficiency because Darkworld melees are longer than Battletech ones. A battlemech can fire up to four weapons in one melee action, and it will still count as one attack. Roll for each weapon separately. They must all be aimed at the same thing. Each SRM hits a different random locale and every 5 LRMs hit a different random locale unless the same random locale is rolled. If there is no existing random locale chart, just make up some die roll. If there are more locales than die sides, divide the locales into sections and roll for the section first. If there are more die sides than locales, the remaining die rolls hit the main body. Pilot modifiers are x10%, and to-hit modifiers are used as is. An AC ultra can fire both shots in one action. Generic battlemech damage roll: 1d10 DD x listed Battletech damage. Parry & dodge are -1 per 20 tons of the battlemech. Battlemechs cannot autododge. They may fire jump jets while dodging or firing. Any volley size of battlemech missiles may be dodged for they don't have advanced guidance systems. TERMS A.P.M.: Actions Per Melee; Melee: 15 seconds; Roll with: can always be attempted, works against blunt attacks and explosions, roll equal or above attackers strike and you take half damage, to use against falling roll equal or above 14 (See Rips for More); Disarm: Make a called shot at item and if you hit it's knocked out of foe's grasp, roll escape hold with DX or ST (defender's choice); Jumpkick: leap into air and land on foe with foot, takes 2 APM and is a critical hit; Critical hit: Does double damage, happens on a natural 20, or when specified; Escape Hold/entanglement: both roll 1d20+DX, higher wins, takes 1 APM for the person escaping not for holder, but takes 1 APM for holder to get them in hold, use both arms or one to just get one limb, training can hold whole foe with one arm(1 handed hold); Parry: takes no APM, can attempt to parry all you see but, if you use a paired action then you can't parry any attacks made against you by an attacker attacking on the same melee action you used your paired actions (or if you have more arms but use them all simultaneously); Paired Weapons: using both arms simultaneously, need not be holding same item or any item at all; Autododge: takes no actions; Multidodge: dodge all strikes made on that action, so if you do it on your 2nd you avoid all blows made on every attacker's second blow, of course you must roll; Multiparry: see multidodge; Parrystrike: 1 APM, roll to parry then to hit, kinda like powerparry, may use any HtoH(ancient wp) or punch; Leapattack: leap into air and make attack, 2 APM and is a critical hit; Deathblow: barehand, must declare that you're doing it, if fail you do no damage, if hit foe must save vs death or die/coma, if saved foe loses half HP/DAP/DDP, must be able to inflict damage on target normally; Dodge/kick: 1 APM, done simultaneously, roll for each, kick as you dodge; Maintain Balance: roll above opponents strike roll causing you to fall and you don't fall; Powerparry: no APM, hit foe as you parry his blow, use one die roll for both, may only punch since using same limb; Super roll with: If succeed take no damage; WP kata: gives a bonus of +2 with chosen ancient WP; Parry/slash: like powerparry but may use sword instead of punch; Dodge/slash: like dodge kick but may use sword or kick; TripKick: knockdown foe without making a called shot to leg, foe loses 2 APM; What everyone gets at first level: parry, dodge, roll with, disarm, escape hold, 2 handed hold Stun/Knockout: effect is in addition to any damage Stun punch: does no damage but stuns opponent for said time Note: Jumpkicks and tripkicks must be dodged. A critical hit (natural 20 or lower at high level) with an attack that is already doing double (jumpkick or leap attack) doubles the damage again. That means the normal damage is quadrupled! Remember, the only bonus that can be added to modern weapons (guns) are the skill bonuses and bonuses built into the weapon. Darkworld characters don't pay attention to shooting wild rules (from Flagedium), and they use the same bonus for aimed shots as for bursts. The only bonus to parry with a gun would be WP Blunt. On average, a character can jump twice his height. See Combat for more on parry and dodges. (or use rules here) Posion does half damage and effect to DDP creatures (PDC=Poison Damage Capacity.) Unless it's DD poison! You may want to limit PDC's effect to 1/4 damage in some instances or to only affect DDP for one round. Horror Factor: DW Character use MS bonus and +1/level to save as bonus. ELITE Martial Art skills Physical: (Ability to pick body building and athletics twice), Athletics(+1 parry/dodge, +1 roll with, +1 to ST, +1d4 to SPD, +1d8 DAP), Gymnastics(+3 to roll with, +2 ST, +1d4 DX, +1 EN, +3d6 DAP); (5 Skills): Samurai, Ninjitsu, Tigerclaw, Phoenix Eye, Eagle Claw, Leopard Kung Fu; (8 skills): Daodracos, Shadowstar, Stonefist, Gazing Serpent, Windwalk, Thunderhand Note: The above is the only exception to taking a physical over once. ELITE Martial Art H to H forms Martial Art powers:(Chi and MSP remain equal.) Can be found in Ninjas and Superspies Pages 79-89 #1=Invisibility #2=Body Hardening Note: See note on direct to HP for all Elite #3=M.A. Techniques in other H to H section. #4=Special Katas #5=Zenjorike H to H Samurai 1= APM 4, maintain balance, multidodge, multiparry, parrystrike, powerparry, jumpkick, crit from rear, kick 1d8, leapattack, paired wps, stun from behind 2d4 melees, parryslash, grab/slash, +3 strike, +1 dodge, pick 3 MA powers(2,3), +1 roll with, super roll with, +10 MSP/Chi, +2 DX, +1 EN, +2 MS, WP Katas Sword and polearm, Wp bow, Wp sword, prowl, language: japanese, fencing 2= +2 parry, maintain balance +1 3= +1 APM, pick one MA power(2,4) 4= +2 strike, tripkick to rear 5= +1 APM, crit on 18-20 6= +1 roll with, death blow on natural 20 with wp kata 7= +1 strike, pick 1 MA power(2,4) 8= +1 APM, +1 maintain balance 9= double MSP/Chi, leap= 1' xSpd 10= +1 APM, +1 strike 11= +2 parry, pick one MA power(2,4) 12= +1 roll with, +1 maintain balance 13= +1 APM 14= +2 dodge, stun 2d6 melees on 19-20 15= +1 APM, pick one MA power(5) H to H Ninjitsu 1= APM 2, +3 roll with, +2 strike, +2 AP, +2 ST, +1 EN, +1 DX, +4 Spd, multidodge, parrystrike, punch 1d6, dodge/kick, kick 1d8, jumpkick, leapattack, 1 handed hold, Wp kata(pick two), Crit from rear, MA powers pick 3(1) and 3 more from(2,3,4), language: japanese, Wp blowgun, Wp knife, wp sword, wp chain, wp polearm, acrobatics, wp bow, climb, swim, crit on 19-20, stun from rear 1d6 melees, deathblow on natural 20, jump distance=1'xSpd, prowl, Wp thrown 2= +1 parry and dodge, +2 roll with 3= +1 APM, +1 strike on leapattack 4= +1 strike, all kicks do double damage 5= crit(x3) from rear, stun from rear 3d6 melees, pick 1 MA power(3) 6= +1 APM, +2 roll with 7= stun 1d6 melees on 19-20, +2 strike on leapattack 8= crit 18-20, +1 roll with, +2 strike parry and dodge 9= +2 parry, +4 dodge, +1 Apm 10= +1 strike on leapattack, +2 damage 11= +1 Apm, pick 1 MA power(2,3,4) 12= +2 roll with, crit 17-20 13= deathblow 19-20, +1 roll with 14= +2 dodge and damage 15= +2 roll with, pick 1 MA power(5) H to H Tiger Claw 1= APM 2, +2 ST, +1 DX, +3 Spd, +15 DAP, +2 roll with, +3 strike, +1 strike on leapattack, stun 1d6 melees on 19-20, crit or stun 2d6 melees from rear, leap=1'xSpd, maintain balance, multidodge, powerparry, punch 1d10, clawpunch 5d6, WP and Kata Claw, paired weapons, tripkick, dodge/kick, kick 1d10, pick 2 MA powers(2,4) and 1 (5), language: chinese, climb, acrobatics, prowl, swim, all wilderness survival, leapattack 2= +2 damage, +1 parry and dodge 3= +1 APM, crit 18-20 4= +1 strike on leapattack, pick 1 MA power(2,4) 5= +2 damage, +4 strike, +2 parry and dodge 6= +1 roll with, +1 parry and dodge 7= +1 Apm, pick 1 MA power(2,4) 8= +2 damage, +1 strike 9= +1 strike on leap attack, +2 damage 10= pick 1 MA power(2,4), deathblow 19-20 11= +1 Apm 12= +1 roll with, +1 parry and dodge 13= +1 strike on leapattack, +2 damage 14= Pick 1 MA power(5) 15= +1 Apm, +2 damage H to H Phoenix Eye 1= APM 4, +3 AP, +1 ST, +1 EN, +15 DAP, parrystrike, powerparry, punch 2d6, kick 1d8, 1 handed hold, 1 handed choke hold does 1d6 to HP each action, grab/groin kick, pick 3 MA powers (2,3), language: chinese, climbing, gymnastics, leapattack, +2 roll with, +2 strike, crit or stun 2d6 melees from rear 2= +2 damage, pick 1 MA power(2,3), +2 strike parry and dodge 3= +1 APM, +1 strike on leapattack, leap=1'xSpd 4= +1 strike, crit 18-20 5= +1 parry and dodge, +1 strike on leapattack 6= +1 APM, pick 1 MA power(2,3) 7= +2 damage 8= +1 roll with 9= +2 parry and dodge 10= pick 1 MA power(5) 11= deathblow on 19-20 12= +1 APM, +2 damage 13= +2 strike leap attack 14= pick 1 MA power(2,3) 15= pick 1 MA power(5) H to H Eagle Claw 1= APM 3, +10 MSP/Chi, +3 ST, +1 DX, +1 roll with, +1 strike on leapattack, +3 strike, +2 parry, +2 dodge, crit or stun 2d6 melees from behind, powerparry, claw punch 1d6x10 once a melee per hand, kick 1d10, jumpkick, leapattack, pick 3 MA powers (3,4), language: chinese, acrobatics 2= +1 APM, +2 strike on leapattack 3= +2 str on leapattack, crit 18-20 4= +1 parry, +2 str on leapattack; heal: 1 Chi= 10 HP/DAP (Self or Other) 5= +1 str on leapattack, pick 1 MA power(3,4) 6= +1 APM, +1 roll with, +2 dodge strike and parry 7= +1 str on leapattack, deathblow on 20 8= double Chi/MSP, +1 str on leapattack 9= +1 str on leapattack, +1 parry 10= +1 APM, +1 roll with 11= +1 str on leapattack, pick 1 MA power(2,3) 12= +1 str on leapattack, stun 2d6 melees on 19-20 13= +2 leapattack, +1 parry 14= +1 APM, +1 roll with 15= MSP/Chi x2, +1 strike H to H Leopard Kung Fu 1= APM 3, +2 AP, +2 ST, +1 DX, +5 Spd, +10 DAP, +2 parry dodge and strike, +1 roll with, deathblow 20, crit or stun 2d6 melees from rear, multidodge, parrystrike, punch 1d6, tripkick, kick 1d8, leapattack, pick 3 MA powers (1,2,4), language: chinese, track, prowl, kick to rear 1d6 or trip to rear 2= +1 Apm, +2 strike to rear, back punch 1d4 3= +1 strike on leap attack, +1 strike parry and dodge, +2 damage, Jump: 1'xSpd 4= +1 Apm, pick 1 MA power(1,2,4) 5= +1 roll with, crit 18-20 6= +1 Apm, +1 parry and dodge 7= +1 strike to rear, +1 strike 8= +1 Apm, pick 1 MA power(1,2,4) 9= +1 roll with, +2 damage 10= +1 APM, stun 2d6 melees on 20 11= +1 str on leapattack, +1 parry and dodge 12= +1 APM, pick 1 MA power(1,2,4) 13= +1 roll with, +1 strike 14= +1 Apm, +2 damage 15= +2 str on leap attack, +1 parry and dodge ARMOR PILOT SKILLS Pilot Robodrek: Cyclones, VF veritechs, REF and RDF versions pick one:( excalibur, gladiator, raidar x, spartan, mac II or III), Alpha, Beta, Vindicator, Logan, Ajacs, VHT hovertank, Southern Cross battloids, EBSIS battloid, REF zentraedi pods Pilot Rips: Pilot Rips Robots, Pilot Rips Power Armor Pilot Darkworld: Pilot Darkworld Mecha, Pilot Darkworld Power Armor, Pilot Invid Replicas, Pilot Bioroid Replicas Weapon: WP cyclone wp systems +1, WP Gallant H-90 (See Sentinels) Pilot Related: Wp Systems +2 Combat: DW Mecha Combat: Elite (1 type), DW P.A. Combat: Elite (1 type), Rips Robot Combat: Elite (1 type), Rips P.A. Combat: Elite (1 type); [Robodrek Combat: see Pilot Robodrek just replace pilot with mecha combat]; Mecha Combat: Invid replicas or Bioroid replicas Note: When Bioroids and Invid Mecha are mentioned I am referring to replicas. Armor pilots add +40% to all pilot and pilot related skills rather than +20%. UAR-1 Enforcer Combat = Robot Elite. Picking Combat: Elite gets you Basic in all other types/models. Picking RDF or REF Destroid combat gets you Destroid Basic in all RDF + REF models. Below tables used for Bioroid (PA) and Invid (Mecha) replica combat. DW P.A. basic combat DW Mecha basic combat +1 APM at L1,6,12 +1 APM at L1,6,12 +1 strike +1 strike +1 parry +1 parry +1 dodge (+2 if flying) No extra dodge or kick bonus gained DW PA elite combat DW Mecha elite combat +2 APM at L1; +1 at 6,11 +2 APM at L1; +1 at 5,10 +2 strike +2 strike +2 parry +3 parry +2 dodge (+2 more flying) +2 dodge (+2 more flying) Note: The extra flight bonus isn't doubled by pilot-focusing (an Armor Pilot OCC ability). Invid and Bioroid Replicas Available (see Replica Alien Mecha section for more details): Bioroids available are the Red and Invid Fighter models. Invid replicas availabe are the Shock Trooper, Trooper, Scout, Armored Scout, Enforcer, Red Enforcer, Royal Command Battloid, Pincer Command Unit, Scrim, and Odeon. The last two are inorganics and so I must tell you here they have a RPC with 200 DDP since they don't originally have that equipment. The Scrim replica has high power laser cannons in place of its nerve gas containers. The lasers look exactly like the nerve gas spheres, but there's a rotating laser inside that can position to fire out of any of the available ports. The sphere itself is also adjustable so the lasers can assume almost any firing position. The lasers do 1d4x10 DD each and may fire simultaneously. Their range is 4,000'. Pilot Bioroid/Invid replicas allows Armor Pilots to pilot the actual thing at basic level and -35%. At rank of Captain, A.P.'s are taught Pilot and Combat: Psi-Mecha. (See Darkworld Manual: PM-100 Dark Knight Mecha) LANGUAGE BY GAME TABLE Flagedium RPG Rips Darkworld Robodrek Human = > Techno-can Delven Zentraedi Western > = American = English English Eastern > = Japanese Japanese Carbonarite / Karbarran Southern > = Spanish Dwarven Praxian Northern > = Euro Swamper Garudan Elven = Dragonese Elven Spherian Goblin(spoken) = Gobblely Goblin Perytonian Troll(spoken) Chinese Chinese Invid(Not Available) Faerie(spoken) = FaerieSpeak Brutan(spoken) Robodrek Master(N.A.) Wolfen German Troglodyte Rune(written) Gargoyle Luran Sign Lang.(shown) Brodkil Warzunxin Ogre(spoken) Demongogian Kryx Dwarven Retredine Elemental(Spoken; Devilspeak (D-36, etc) available to Warlocks only) Kalan Note: Gobblely is also equal to Ogre. Both are spoken only. Skills Available to Players Major Rule: Only available are skills under the general skill table unless your OCC says otherwise. If you advance a level in a different RPG such as Rips then skills of that game become available to your character unless the skill says its restricted to certain classes of that RPG or its a Mecha/Robot/PA combat skill higher than Basic. Taking a Skill more than once: % rated skills are easy. If you take it twice, you're a professional so add 20%. 3rd Time: +10%, 4th Time: +5%, 5th time and each additional Time: +1%. Physical Skills which add combat/attribute bonuses can't be taken more than once this way. WP Proficiencies can be increased by +1 if taken twice (except the general WP Energy). This can't be added to a WP increased by the Dueling skill. Climb Skill note: It includes all climbing which includes rappelling. Language Note: Only ones from the character's game world are available at first. However, DW may pick from Robodrek languages. DW WP Energy +2 Note: Do not add this to Rips Energy WP skills. Add to WP rifle if using energy rifle. Don't add to WP Energy Rifle. Dropping Skills: When advance level reduce the skill to be dropped to level 1. When you advance to another level you may drop it and replace it with the skill you wish to have. Optional: Skill Expertise: Roll 1d20 for each skill. If the roll is 20, you are a natural (add 20%, or +1 to one bonus if physical skill). If the roll is a 1, you are bad at it (-20% or -1 from one bonus). The skill may be retaken, but it costs another skill to replace the old one. Energy vs Matter Attacks: WP Energy Skills affect use of all weapons that fire non-mass attacks. Particle guns, lasers, and fire will all be considered "energy weapons." "Energy without matter weapons" is too long to be convenient. The truth is, lasers are as kinetic a weapon as bullets, so attacks with mass will be called matter/physical force attacks (as in attacks that have an actual physical weapon employed). Gravity weapons may be considered physical force attacks in some instances.