Copyright 1990 Tony Figueroa PSIONICS LIST NUKER: nuclear psionic powers 1. Nuke Fry: target bursts into nuclear fire, 1d8 DD PL, R-100', C-8 2. Nuke Strike: a bolt rips apart atoms in its path leaving behind a trail of fire that lasts one melee, 1d10 DD PL, R-100' PL, C-10 3. Nuke Armor: 20 DDP PL, +3 save vs psi, R-self/10',Dur-4 mpl, C-12 4. Rad Claws: blades appear on caster's arms, WP Sword, 4d6x10 DAP and then for 1d4 melees, dur-1 mpl, C-3 5. Rad Poisoning: 5d6 DAP direct to HP for 3d6 melees, R-200', C-3 6. Electrocute: 1 DD PL, R-200' PL, C-5 7. Invisibility: Dur-4 mpl, foes -10 str-pry-ddg against caster, C-6 8. Stun: R-50' PL, foe stunned for 2d4 melees, C-1 9. Multi-Stun: R-50' PL, stuns 4d6 targets for 2d4 melees, C-5 10. Nuke: R-200' PL, radius 10' PL, 10 DD PL, C-25 11. Breathe Fire: Dur-1 mpl, R-10' PL, 6d6 DAP, burns for 1d6 melees after, C-3 / 1d6 DD per 2 levels, no burn duration, C-12 12. Ice Breath: Dur-1 mpl, R-10' PL, 2d6x10 +10 DAP (L2 2d6x10+20), C-4 / 1d8 DD per 2 levels, C-16 13. Fireball: R-50' PL, 3d6 DD, burns for 1d6 melees for 1 DD PL,C-10 14. Ice Shard: R-100' PL, 1d4 DD to 1d6 or 3d8 DD, C-12 15. Teleport: see Spell List: Sorcery 16. Grenade: 1d6 DD PL, to 5' radius, R-60' PL, C-10 17. Rad Bolt: R-200' PL, 1d6x10 DD, C-25 18. Light: 5' radius PL, Dur-4 mpl, C-1 19. Molecular Spear: 1d4 DD PL, of desired material, R-200' PL, C-7 Molecular Adjustment: This can repair or tear apart an object/being depending on how it's used. Value: 1d4 DD PL, R-200'PL, C-7 20. Warspell: ressurects, restores, and totally heals 3d6 desired people, does 6d6 DD on 2d10 foes, R-100' radius PL, C-50 21. Meltdown: target begins to melt, R-200' PL, 1d12 DD x level, C-12 22. Cure Rad Poisoning: R-touch, cures all previous effects of it (even death), C-12 MECHLAR: create mecha/objects at will, mind over matter A mechlar simply brings them into existance. The mecha are 10' tall per level of armor and weigh 1 ton per 5'. Smaller objects weigh less and have proportionally less DDP,weight, and ESP cost. 1. Armor: This creates it. 500 DDP PL to distribute among all its parts, main body, arms, legs, rpc, head (optics), weapons, Dur-4 MPL, Range is 10' PL (can create from this far away), C-6 To increase DDP without height or weight, simply pay this cost again and it will add 500 DDP. I.e., to create something smaller than what your level says it should be, you have to pay for each level separately. 2. Weapon Damage: energy weapons or physical like punch, base is 1d6 DD when made with Armor power, affects one weapon per use, bestows: L1=3d6 DD, L2=4d8 DD, L3=6d6 DD, L4=1d4x10 DD, L5=1d10x5 DD, L6=1d6x10 DD, L7=2d4x10 DD, L10=3d4x10 DD, L12=3d6x10 DD, L15=4d6x10 DD, R-500' PL, C- level number = ESP Can buy this multiple times for accumulative effect (increase damage). 3. Speed: base speed is x4 of caster's attribute, bestow in increments of 10 MPH, C-1 per 10 MPH 4. Strength: base is 40 per level of armor (DDP), C-1 per +40 ST 5. Optics: base is 20/20 color, adds thermal, infra, magnification x1000, telescopic, and ultraviolet, C-3 6. See Invisible Optics: C-3 7. Targeting Optics: +2 strike, C-3 (can get twice) 9. Full Sensor Array: This supplies the full USD sensor-suite and all other standard USD vehicle features. C-6 10. Missile: launches missiles from any made launcher, R-1000' PL, 1d10 DD PL, C-1 each (can fire in volleys) double cost if guided (+5) 11. Repair: repairs 100 DDP in combination among mecha parts, adds +1 melee of duration to the mecha, C-3 12. Fly: activates any jets made with Armor power, 500' ceiling PL per times flight paid for, +2 dodge in flight, 50 MPH PL, C-1 per level of power PSI-BEAST 1. Implosion: crushes foe with extreme gravitational intensity, R-100' PL, 1d10 DD, C-2 per damage die 2. Shield: impenetrable sphere (both ways), stationary (the caster can't push it either), transparent, around the esper and 10' radius if wish, dur-4 mpl, C-10 20 ESP: The shield has a 20' radius PL. 3. E-Lance: psionic energy bolt, R-400' PL, 1d6x10 DD, C-20 per die 4. Explosion: 5' radius PL, R-100' PL, 1d12 DD, C-4 per die 5. Telepathy: See Sorcery 6. Mind Read: what they're thinking at the moment, R-10' PL, C-5 7. Mind Block: +5 save vs psionics & mind affecting magic, Dur-4 mpl, R-self, C-10 8. Teleport: See Sorcery 9. Telekinesis: 2 tons (inhuman ST 80) PL, R-100' PL, +4 str-pry-ddg (HtoH bonuses don't count, only PP bonus), use as weapon: 1 DD per ton, Dur-4 mpl; lift, move, parry, push, hurl objects and people, use to get grip on something, adhere feet to a surface; may divide force into groups of 1 ton, so at L1 could pick up two different things and control them as one or separate objects, use it to punch when not holding anything: 1 DD per ton of force, if you use it to fly esper's SPD max is equal to the ST not being used to hold him/her, C-10 10. Total Heal: R-self, all HP & DAP, C-20 11. Invulneralbe to Fire & Cold: impervious to heat and ice attacks, R-self, Dur-4 mpl, C-10 12. Psychic Crush: This inflicts 1d8xLevel direct to the HP of the victim's head. Their skin bulges, and if this reduces the HP to zero, the head explodes. R-15' PL, MSP 1 (DD version: see Implosion) BIO-PSIONICS: powers for the bio-manipulator 1. DDP Body: HP + DAP = physical DDP of character, Dur-4 mpl, C-7 2. Mega-Damage: punch + kick do 1 DD per 4 ST, Dur-4 mpl, C-6 3. Strength: R-self, ST x 5, dur-4 mpl, C-6 4. Speed: SPD x 5, dur-4 mpl, C-6 5. Prowess: PP x 2, dur-4 mpl, C-6 6. Beauty: LK x 5, dur-4 mpl, C-5 7. Endurance: EN x 5, dur-4 mpl, C-6 8. Body Blade: hands + feet razor sharp, double damage, dur-4mpl,C-6 9. Bone Spike: a bone extends from skin, used as weapon = 1d12 DAP, WP Sword or Knife, 4' long max, dur-4 mpl, C-3 10. Mush Body: R-self or touch, Dur-4 mpl, body takes no fall or impact damage, ST + PP + SPD = 0, LK 3, C-4 11. Heat & Cold Proof: Dur-4 mpl, C-6 12. Metamorphisis: Req biology skill, memorize biology of 2 life forms per level to change into, finding info on some things could be tricky, gain all physical abilities of animal, dur-4 mpl, C-10 13. Super Hearing: hear perfect from 100' PL, dur-4 mpl, C-4 14. Super Reflexes: +1 to initiative PL, dur-4 mpl, C-5 15. Total Heal: all HP + DAP, R-touch, C-5 16. Regenerate: all missing limbs or body parts, R-self, C-6 17. Jump: 20' PL, dur- until used, C-3 18. Wings: SPD x3, 10' wingspan, dur- 5 minutes PL, C-6 19. Secrete Poison: stinger appears on body, dur-4 mpl, 3d6 DAP per level, save vs poison not magic, roll 1d20 if 15+ direct to HP and will DDP monsters, C-5 20. Shrink: half size max, dur-4 mpl, C-4 21. Grow: double size max, dur-4 mpl, C-4 22. Poison Immunity: dur-4 mpl, C-5 23. Magic/Psi Resistance: +5 to save, dur-see 1, C-5 24. Extra Limbs: one, dur-4 mpl, C-4 per limb 25. Appearance Change: may alter the appearance of one part of body (head,arm,torso,etc), can double own LK by changing face, dur-4mpl,C-4 26. Weight: from 10% to double, dur-4 mpl, C-3 27. Claws/Talons: claws on hands & talons on feet, dur-4 mpl, +30 DAP damage, C-4 28. Acid: R-10' +1' PL, 1d6 DD PL, spit or shoot, C-6 29. Gills: breathe underwater, dur-5 minutes PL, C-5 30. Bone Dart: spiny calcium / protein missile, R-100' PL, 1d6x10 DAP PL, C-4 31. Anti-Void: character has no restrictions in vacuum, even remains as agile or clumsy as in gravity, can survive in space without a suit, dur-5 minutes PL, also counters gravity and pressure such as in the bottom of the ocean, grav guns, and a nuker's implosion, C-20 32. Alter Sight Perception: Dur-2 min PL, Sight can be altered to see different spectrums, even soundwaves. MSP 2 33. Alter Sound Perception: Dur-2 min PL, Hearing can pick up different kinds of wavelengths, including lightwaves. MSP 2 Darkworld Experience Levels: 1: 0-2000 7: 30,001-40,000 13: 190,001-240,000 2: 2001-4000 8: 40,001-50,000 14: 240,001-290,000 3: 4001-7000 9: 50,001-70,000 15: 290,001-340,000 4: 7001-14,000 10: 70,001-100,000 16: 340,001-390,000 5: 14,001-20,000 11: 100,001-140,000 17: 390,001-445,000 6: 20,001-30,000 12: 140,001-190,000 18: 445,001-500,000 Note: Dragons, Saints, Robots, and Swamper/Dragam/Caigar/Regaro with OCCs need more XP than normal to advance (latter use Saint XP: 1-8 1.25x the xp, 9+ 1.5x) Advancement beyond L18: It requires 250,000 XP to advance in levels beyond L19 until L29. It takes 500,000 XP to advance in levels 29 and beyond that 'til L59 when it takes 1,000,000 to advance per level. This increases to 2 million at L89 and to 4 million at L119. Combat Bonuses beyond L19: WP skills increase by +1 at L30 and every 15 levels beyond (30,45,60,etc). Hand to hand combat skills beyond the L15 tables increase by +1 APM and +1 S/PD at L30 and every 15 levels beyond as well. Saving throw bonuses increase as WP skills for classes such as magic/psionic classes that gain a +1 to save every 2 levels. Saint (Vatar) XP Level Table: 1. 0-2500 6. 25,001-37,500 11. 150,001-210,000 2. 2501-5000 7. 37,501-50,000 12. 210,001-285,000 3. 5001-8750 8. 50,001-62,500 13. 285,001-360,000 4. 8751-17,500 9. 62,501-105,000 14. 360,001-435,000 5. 17,501-25,000 10. 105,001-150,000 15. 435,001-510,000 Dragon XP Level Table: 1. 0-3000 7. 45,001-80,000 2. 3001-6000 8. 80,001-100,000 3. 6001-10,500 9. 100,001-140,000 4. 10,501-21,000 10. 140,001-200,000 5. 21,001-30,000 11. 200,001-280,000 6. 30,001-45,000 12. 280,001-380,000 Darkworld Martial Arts Notes The martial artist and spy OCC utilize upgraded forms of combat found in the Ninjas and Superspies RPG by Flagedium Books. Buy the game to see the other 30 or so martial art forms in that game. Use how I upgraded the forms listed for Elite Martial Arts as a guide in upgrading the stats found in N&S (such as none having less than six APM by L15/if the form knows any locks or holds it becomes a one-handed hold,etc.) If you don't want to change anything, other non-Darkworld Flagedium OCC's are perfectly acceptable in Darkworld. The original Ninjas and Superspies game that came before the revised edition is somewhat more suited to Darkworld. For a N&S class in DW use the revised edition but allow 2 forms for the worldly artist and 3 for the dedicated artist. Also add 10+3d6 DAP to the dedicated artist. The original version's listings of the forms seem to be more powerful which is good for Darkworld. It won't be a Darkworld class, but use the DW versions of jumpkick,leapattack, and autododge and the DW conversions of martial art powers. They may add in the dodge bonus for high Speed as well. Here's how to handle knowing more than one form, pick one before initiative is rolled and stick with it the whole melee. On attribute roll offs, natural 20s have no effect. Nothing listed on this or the next page will do direct to HP damage. Darkworld / N&S Moves: Body Throw: only usable by those trained in martial arts or wrestling, 1 APM, two-handed attack (fourwinds skill doesn't help), victim can parry both or one arm to stop it although the second will still grab him, or the victim can dodge it altogether, the attacker inflicts half punch damage (pick punch) and the loss of 1 APM plus initiative (thrown to ground) Body Block: anyone can do this, 1 APM, inflicts half punch damage or 1d6 DAP, victim loses 1 APM plus initiative unless they can roll a higher # with PP+1d20 versus the attacker's ST+SPD+1d20 (knocked down) Super Roll With: uses 1 APM, renamed version of N&S's Breakfall technique Grab/Slash technique for Samurai: 1 APM, roll to grab with one hand, if hit, roll to slash with sword doing double damage Grabbing: to grab flying items, must succeed in parry first, to grab bow/sling thrown missiles a 14+ must be rolled, while hand tossed items only require a 10 or better Knocking Out: anyone trained in boxing can attempt this, if the person is restrained it only requires a 20 or better including strike bonus (does damage fail or succede), they're knocked out until roused unless they awake sooner for some reason, if they're not restrained it takes a natural 20 and they're only unconcious for 1d6 melees Pull Punch: adding the ST damage bonus is optional, the rest of the damage requires a successful pull punch roll which reduces the damage to half/quarter/1 point or none, pull punch roll is 11+ but the martial art trained only need a 7 or better Dragon Throw: Shao-Lin Kung Fu trained or wrestling skill, 2 APM 2-handed throw where roll backwards and hurl victim with kick, inflicts punch and kick damage and loss of 1 APM and initiative Dragon Punch: for Shao-Lin Kung Fu, 3 APM, one-handed punch/uppercut, inflicts quadruple punch damage and must save vs pain or lose 1 APM and initiative (knocked down), attacker may leap or remain standing, this sacrifices all parries that action, as separate skill: 2 skills New Skills: Ancient Combat: allows you 4 skills from the Empire's hidden techniques including dragon punch (2 skills) excluding soma weapon. This cannot be chosen by anyone with hand to hand basic or even expert. Ancient Combat is a physical skill. Imitate Voices: nuff said - espionage skill Impersonation: act like you belong, duplicate observed procedures to pass yourself off as someone you're not - espionage skill Acrobatics/Gymnastics: To see the abilities these skill provide look in Ninjas and Superspies, TMNT, or the Beyond the Supernatural. Note: A jumpkick can be parried by someone simultaneously jumpkicking or leapattacking (collide in midair.) Excluding the previous situation, a jumpkicker usually can't parry a simultaneous attack from it's target because the arms are too far away from it. Nobody can dodge (auto or multi) while jump/leap attacking unless they can fly, but even, then it breaks off the attack. Optional Rules for the Wind Kick/Wind Palm (Lightning): This attack may be broken off if you're successfully damaged by an attack. To start, it still must be first action, and you can't restart it if cancelled until the next melee's start. Tai Chi Ch'uan Open Hand Push: A victim takes 1d6 DAP per 10' of maximum distance if hit an object while being flung. The maximum damage from hitting a wall from this attack is 4d6 unless it causes them to fall off a building in which case they'll suffer falling damage (1d6 per 10' or fraction thereof.) So, a Tai Chi master with 45 Chi shoves someone, and they hit a brick wall after having been flung 20'. They take 5d6 damage and the wall takes 4d6. The victim took more damage because the open hand attack itself does 1d6 damage. This rule is completely compatible with the Ninjas and Superspies RPG. Groin Kick: When a male is kicked between the legs, they must save vs pain or be stunned for an amount of actions equal to their total APM. If the save is made all bonuses are half for that action and the next. Grab/Groin Kick: Phoenix Eye, 2 APM, Grab with both hands and if succeed follow up with a kick to the groin. Does double damage and forces the victim to follow the above rules for groin kicks. More Martial Art Moves available as skills are listed under the Empire (specifically the "Empire 2 / Martial Art Moves" page. Dragon Kick: Same as Dragon Punch but using a kick Darkworld Notes (That's right, more!) Normal people can't punch metal and hard surfaces safely. They'd probably break their hand. The hand recieves the same amount of damage inflicted. This includes even those with Hand to Hand Ultra-Violent. Wearing hand protection will prevent this. Wastelanders and Cross-Dimensional characters are an exception, because they are very powerful. They can triple DAP punch / kick / physical bash damage when in Mega-Damage body armor that covers the hands and feet. C-D character with more than two arms can still only Super-ST attack for the damage of two limbs (divide the damage amongst the limbs used in the attack.) Characters can basically throw a heavy object at 10 MPH per 5 ST. They can throw small objects such as grenades and baseballs twice as fast. Short Range Mini-Missiles, MRMM's, and LRMM's are in short supply. The Armor Restorer is experimental and rare. It is mainly used in large repair facilities. It takes 1 melee for it to determine how to repair something if it isn't what it was last used on. Darkworld Psionic powers have the range and damage increased by Ley Lines and Nexuses. ESP can be drawn from them as if MSP, but the psionics will have magic "smell" to it that can be detected by detect magic powers. Molecular Armor-Bonded EBA is a new experimental armor that dissolves when destroyed. It has 250 DDP, weighs 40 lbs, and reduces the wearers speed by 2. Yes, the hardsuit blocks magic and psionic powers. Power armors and mecha may be penetrated by telepathy and the evil eye although the pilot is +5 to save vs the telepathy power. Invisibility: The individual and his possessions such as weapons and EBA are included, but it doesn't include mecha and power armor. If the character is cut the blood is invisilbe because it's part of the caster. If the blood drops to the ground it is no longer invisible. Items dropped become visible, and anything picked up remains visible. No, the invisible can't be seen with thermo-imaging because it's a visual method. Only those with specific see invisible powers can see them such as dragons and astral travellers. When attributes are lowered or raised, the character's statistics go down. If you lose a high MS you lose the ESP and MSP bonuses. If you gain or lose EN, you gain or lose HP and change 3 DAP for every EN unless the EN to DAP is larger or smaller in which case those numbers will be used. Lowering or raising IQ doesn't make you lose or gain skills. The IQ acting as number of skills only count when picking initial skills at level one. In TMNT, the mutants can use BIO-E to change size level type from short to medium to long. It costs 5 BIO-E per each step. So, short to long costs 10 BIO-E or gains it if lowering size. There are no severe side-effects for your attributes dropping below the requirements for your character class. Those are just to become one, but anyone can be hampered by becoming a complete idiot (low IQ.) COMBAT Modern WP Rules of Darkworld: Burst Spray Machinegun Burst Spray (type, damage, ammo consumption percentage) short x2 20% x1 50%, hits 1d4 short x2 10% x1, hits 1d4 long x5 50% x2 100%, hits 1d6 medium x5 25% x2, hits 1d8 long x10 50% 2 APM x3, hits 2d6 full-auto x10 100% takes 2 APM F.A. x20 100% (4 APM, or all) NOTE: Weapons with <20 ammo do half damage bursts. x4, hits 2d8 Speed: 1. (Speed Attribute x 15) divided by APM = # feet run in one action 2. Speed Attribute x .68 = approximate speed in miles per hour 3. MPH x 1.47 = Spd Attribute, round to nearest whole number More Stuff: Astral Travellers are vulnerable to psionic attacks from the material plane. Save vs pain to avoid mega-damage knockdown found in Rips Conversion Book. Use also against stun punches and point blank gunshots. Powerful supernatural creatures such as werecreatures, dragons, and gargoyles (gurgoyles,etc) have set attributes that can't be altered by skills and such. However, the werecreatures get 1d6 more HP's per level. While playing by Darkworld rules, all the above's ST damage bonus is given in + DD. Dragonstrength is x3 after determining damage bonus. Realistically, Rips dragonbreath should do x5 DD of their pitiful damage at both hatchling and adult stage. However, if the adventure isn't that high-powered this rule can be ignored, or it can be said that the dragon develops slower than others. Note: Adding ST bonus as DD is exclusively a Darkworld rule and isn't found in any Rips book. Also, characters that inflict DD in hand to hand combat due to strength raise the damage of any DD hand to hand weapon they use to that of their strength's if the weapon does less. However, some of those characters (Super-ST) add the DD to their own DD. Note: You may have noticed that DW characters are more suceptible to magic and that their physical skills leave out some of the extras of other games. They also don't get any good "roll with" bonuses. However, characters with the boxing skill can knockout an opponent on a natural 20 for 1d6 melees. Deathblow: Attempt to kill target by hitting pressure points and/or cause cardiac arrest. Revised and Complete Combat Rules: There are two ways of running the melee. Everyone can roll for initiative and then take their first action in order. Then they all take their second action and continue doing so until everyone has expended their APM. Or, everyone can roll for initiative and then take turns firing off all their attacks at once. The slower (but more realistic) attack/counter- attack method is usually preferred. Only four people may gang up on one of equal size. Laser targetting may only be used for ranged attacks. Parrying is blocking an attack, and you can only do it if you see the blow coming. This may be done against every such seen attack unless it's a gun, and even then, it may be done with an appropiately sized shield. Magic weapons can parry single blasts. Non-magic weapons may parry single shots too, but they take damage if it's an energy blast, heavy weapon shell, or something else not easily deflected without harm. Mulitple shots may not be parried and neither can fire. Other systems allow the parrying of plasma, and so will I. Area effect weapons may be parried for half damage if the shield will block the majority of your body. Only one attack from a paired (or more) attack may be parried unless an equivalent number of limbs is used to paired parry. A paired parry does count as an action, and those limbs used are out of action for that action. A multiple parry can attempt to block all attacks coming that action regardless of them being paired. If used, that occupies the limb for that action. Shields can easily parry paired attacks because they tend to converge. However, it couldn't parry, say, a punch (high) and a kick (low). A reflex shield or other mentally controlled attachment would count as a third limb, so if all the other limbs made a paired attack and are out of action for that action, the reflex shield may still parry as long as it's not during the paired attack (that would be a tripled attack.) A normal dodge can dodge all attacks seen coming (you roll once for the entire melee action), but a multi-dodge will dodge every attack and not just those seen coming (roll once for whole round). An autododge uses no actions, so attacks may be continued as you dodge. Autododges only work against those attacks seen coming like the standard dodge, but you must roll separately to dodge each attack. Also, only a dodge that uses your melee action will move you to your max distance per action. An autododge is little more than a sidestep and will only lower the damage done by area effect weapons by half because it wasn't actually hit by the round. Simultaneous attacks may only be made by the one being attacked unless the simultaneous actiont taken is a defensive one. Jumpkicks and leap attacks consist of leaping up and then attacking. The attacker can spread this out, using the leap as a dodge as one action and the attack as the second on his next action. Of course, it's quicker just to make it a 2 action attack and squeeze it into one melee action even though it still drains 2 actions from the APM. The same may be done for magic spells (DM's decision at game's start) that require more than one action to cost. Here is an optional APM cost for spells from Rips: L1-4 1 APM, L5-7 2 APM, L8-11 3 APM, L12-15 4 APM. Necromancer Lifedrain: This will kill off anything that is alive or once was. It be applied to anything that can be destroyed as long as it is alive in some sense or unlike a machine or robot. A Mechaborg T-2400 can be drained of its controlling person's transferred intelligence. Armageddon Bow: +4 Spell Strength Decapitation: This can usually be accomplished by depleting a fifth the total durability off the neck. Passing on your action is possible, but you may only take it in reaction to someone attacking you. You may either do that, or you may declare that you want to go last before the round restarts. If both (or more) do that, they get one chance to take action, or neither moves. SOME RULES OF THUMB If you're going to blow up a missile launcher, the missiles must actually be in the launcher. So you could blow up all the CS Enforcer's missile launchers except the mini-missile launcher. It's just a launcher. The other launchers are obviously holding the missiles. The GM may make exceptions for instances when explosives (doing 100+ DD, transferred damage after launcher destroyed) are planted on the Enforcer's mini-missile launcher, or if any explosion doing 100 DD or more is inflicted onto it. In that case, the blast will detonate the missile payload. Those former DAP characters with a CHU attacking a similar character with one may inflict hand to hand combat damage as if they were still DAP but the MR is still in effect. Note: Only hand to hand combat moves listed in the hand to hand section, which includes the base damages of 1d4/1d6/1, may be used. When doing this, use the characters non-CHU damage bonus (untripled ST). CHU characters can use a CHU Power Punch or Kick (2 APM) which inflict 1d6/1d8 DD respectively. If used with a jump or leap attack, they require 3 APM. Add +1 DD to those power attacks per 20 ST the character has, so a ST 39 would provide +1 DD. Psionics may draw equivalent ESP of the MSP for sorcerors from Ley Line energy, however, the use of magic will be detected if drawing that energy or if using a psionic attack with ESP from a Ley Line. Optional (but not recommended): For a character of mixed race, roll percentile dice for each attribute to see which race it's from. Use equal chance for the parents, but if you want grandparents etc to be counted then use a measly 5-10%. Simply picking a race is usually more balanced than using this idea. Optional: Flagedium Books says only psionics can be used between the astral and material plane, but there are some darkworld spells that can cross over. Think of it as casting spells into the astral plane but only onto astral travellers traveling in the material plane. The spellcaster must be able to see the invisible or be able to see astral travellers in another way to cast spells into the astral plane. The same goes for psionics trying to use their powers on astral travellers. These spells are able to reach into the astral plane: arrow, lifedrain, kill, godfist, banish, return demon, reality rip, magic bolt, fatal phantasm, and lance of armageddon. A mechlar can place their mecha and its pilot into the astral plane during its creation. The pilot returns to the normal universe after the duration. The mecha doesn't because its duration ran out. A dimension between Miranda X and D-36 is the plane of Limbo. This is where the gaks (essences of destroyed demons) are held. Here are some rules that should be obvious: If you have paired wps and decide to kick with both feet, you fall down. If it's done in a jumpkick, it will still do the same damage. You can't kick during a leap attack because it would then be a jumpkick. Darkworld Rules and Clarifications This section discusses several ways of running this game. The Melee: I have always gone along with everyone rolls for initiative and each person takes turns using all their attacks. Simultaneous attacks may only be used by those being attacked. However, I now think that the attack/counterattack method in the Rips C.B. is the way to go. I always count leap attacks, leap kicks, and jumpkicks as two actions. I also ususually count a power punch as one action unless otherwise said. I prefer to use the Darkworld rules for bursts rather than the less damaging rules presented in the Rips Conversion Book although that may be more realistic. I agree with the rule that at over 60 feet a roll of 8 or better is needed to hit. At close range, a 5 or better is a hit. About the close proximity bonus for high-tech combat, DW doesn't use it. DW places no limit on attributes except that the max PP bonus is +10. About parrying long range weapons, you can parry energy attacks, bullets, or bursts if you have a shield. Magic and psi-swords can be used to parry single shots or blasts. Arrows and throwing knives can be parried as a hand to hand weapon. The only other way to parry distance weapons such as a laser is if you have an item the size of a shield (at least 2x2') like a cannon. If you're in a mecha/robot, the situation is the same except for the double-arm parry against missiles. Area effect attacks can be parried for half damage. Grenades are area effect but are equal to thrown knives that can be parried so grenades can be attacked (one action) in an attempt to knock it away. Yes, that means arrows and thrown items can be attacked in order to destroy them. Launched grenades are equal to bullets so they are handled as they are. GM may use the discretion for using double-arm parries against guns when holding two objects that equal one shield. The optional character races presented in the Rips Conversion book may be used as DW characters. Their old versions can be used as well. Use the original martial arts powers from Ninjas and Superspies with DW Conversions for DW Martial Artists and Spies. Transdimensional TMNT mutant dinosaurs and prehistoric mammals have DDP HP and DAP and their AR becomes a MR. Their gained physical DAP becomes DDP. Their special mutant attacks do DD now as well as their basic attacks: punch 1d4 and kick 1d6. Any attacks gained by hand to hand skills do DAP damage as normal as well as hand to hand skill damage bounuses, however, they may add their ST bonus as DD if they use double the needed APM to perform the attack. Magic and psionics not listed in Rips (Transdimensional TMNT: Time Lord) can generally be considered equivalent DD. Holy water affects the Hordes of Hades and Dyval like the demons of D-36. Darkworld magic save bonuses can be used on circles and wards. When making a Darkworld character use the DW method of determining base DAP unless the original one provides more. Dragon Hatchlings The Rips Conversion book does a good job on adult dragons. However, they don't list the attribute rolls for the hatchlings! Fire Dragon: can use fire breath per melee equal to actions. Hatchlings: natural dimensional teleport only on a ley line nexus once every 10 minutes (must have been there before, know of Rips, P.RPG, and DW at L1), claw 2d6 DD, bite 2d4 DD, kick 3d6 DD, Horror Factor 10 Skills: speak/read dragonese +1 more 98%, basic math 98%, pick 8 more first level, L4 +4 more, L8 +4 more, L12 +4 more and +1 for every following level; no skill restrictions except for Rips Sharpshooter Skill Breath Weapons: Due to the wimpy damage, it can do x5 DD in Darkworld, but this limits its use to 3x a melee. Dragons start with H to H basic and +1 APM. Calculate the dragon's damage bonus as DD, and then STx3. They can learn magic normally at 3rd level! Dragons can't change their attributes once rolled until they reach adulthood. For a hatchling version of a dragon in the Rips C.B., reduce the adult ST by 8. Make the other attr bonuses into rolls. Run Spd 5d6. Flight static. Darkworld RCC: Nightwyrm Hatchling: Indigenous to the continent of Zinx. (# of 1d6's): IQ 4 / AP 4 / MS 5 / ST 5 / PP 5 / EN 5 / LK 4 / SPD 6 DDP: 400 (Use Dragon XP Talble from Rips.) MSP: 2d4x10+10 (knows 1d6 1st level spells, +2 per additional level) ESP: 1d4x10+10 (pick 3 sensitive and 3 physical) Natural Abilities =: Fly 60 MPH, nightvision: better than human's dayvision, dayvision: 300' and -3 to strike parry and dodge (can wear eye protection and optical enhancement equipment to counter this), see in total darkness and see the invisible, track by smell 70%, bio-regeneration 1d4x10 DDP per minute, fire/cold/plasma do half damage; teleport + metamorphisis + magic sensory abilities of Fire Dragon (Rips p100), claw and kick 3d6 DD, bite 2d8 DD, breathe fire: 4d6 DD R-60' width-3', weight-2 tons, length 32' (about 16' is tail), height (all 4s) 8' (hind legs) 22', wingspan 48', at night or in darkness the dragon is -4 to be hit, +4 save vs magic Adult Nightwyrm: (everything else same as Rips Night Stalker), +1d8 to all attributes except SPD +1d6x10, Fly 75 MPH, Breathe Fire: 5d6 DD R-70', claw 4d6 DD, bite 3d8 DD, track by smell 90%, kick or tail 4d6 DD, -6 to be hit in darkness or at night Of course, both ages can see in total darkness and in darkness spells. This may be a Darkworld class, but it uses Rips magic spells normally. It can use DW spells for x2 the MSP cost. DW OCC: Warlocke Requirements: IQ 7, MS 11 Any of the four types but not two types. Use Darkworld XP talble. Unavailable skills: Hand to Hand martial arts or ultraviolent, fourwinds, paired weapons, pilot mecha/robots, WP sharpshooting This class is basically the same as the one found in Rips Conversion Book. Warlock Powers: (Rips Conversion Book p59-61) #1-13 OCC Skills: Demon and Monster Lore +10 (Rips), Faerie Lore +5 (Rips), Darkworld Lore, DW Wilderness Survival (all), +2 languages Available Skills: general skill list, magic electives(P.RPG p59),Rips Spell Casting: can cast three spells a day per level, calls upon elemental force and lets it flow through him/her - uses no MSP Magic Combat: Spells L1-3 take 1 APM to cast, L4-6 take 2 APM to cast, and L7-8 take 3 APM to cast ( To use the summon Gr. Elemental ability below you must use the original summoning process in the P.RPG p77-78. ) L1: +4 save vs magic L2: +1 save vs magic L3: +1 spell strength L4: +1 save vs magic L5: recognize enchantment 36% L6: summon greater elemental 38% L7: +1 save vs magic L8: +2 spell strength L9: summon greater elemental 50% L10: recognize enchantment 56% L11: +1 save vs magic L12: +3 spell strength L13: +1 save vs magic L14: summon greater elemental 77% L15: +1 save vs magic Changes: May add PP and H to H bonuses when they must aim their elemental magic. Fire L4: Mini-Fireballs: 1 mini-fb per level, each does 1d4 DD perlevel, duration: 1 melee, +6 to strike, WP Thrown Fire L6: Flame of Life: if dead for 15 minutes or less 23% chance of ressurection (attempt once, can attempt again if that person comes back to life and dies again) Water L4: Shards of Ice: 1d8 DD per level, +6 to strike (instead of set roll of 17, warlock may alternate) WP THR Fire L4: Breathe Fire: 4d6 DD Fire L6: Dancing Fires: 2d8 DD for each pillar Fire L8: Plasma Bolt: 1d6x10 DD, WP THR Fire L7: Fire Whip: WP CHAIN (no mistake, spellfire must wait 'til L7 to pick it) Water L5: Ten Foot Ice Ball: Drop does 5d8 DD, Roll 4d6+6 DD They use P.RPG/Rips magic. This is a Darkworld class, but the magic isn't. Horror Factor is saved against as a MS save by DW characters. Darkworld Titles: Pyromancer, Geomancer, Hydromancer, Aeromancer Note: Note spell strength is usually ineffective against DW characters. It's added to a base save vs magic of 12. If it's raised over what DW characters need to make, then they're affected. OCC Conversion Page When changing a character to a Darkworld OCC, you may just redesign your character as that OCC with the experience points of your old character. You may keep seven skills. If you wish to keep more of your original then don't pick a new one for each additional old skill kept. You must keep physical skills because your attributes are already changed. If you keep an old hand to hand style (P.RPG/FRP), add +2 APM. Palladin: Ronin or Martial Artist: Samurai; +2 to strike and parry with sword or polearm, code of chivalry, DAP: EN x4, EN +4d6 Knight: Ronin or M.A.: Samurai, +1 to strike and parry with sword or polearm, code of chivalry, EN +3d6 Ranger: Geoanger Assassin: M.A. Ninja, Adapt (Mercenary) Long Bowman: Mercenary, skills: DW WP Bow with +4 strike (long bows, short bows, crossbows, fire equal to actions per melee) It usually takes an action to load arrow/bolt and then another to fire for DW characters - but may use with Rips WP Targeting APM instead. You can combine the WP Bow bonuses with those from Rips WP Targeting. If combining WP Targeting APM with other actions see, find out how many normal APM equals one of your Rips WP Targeting APM. Mercenary/Soldier: Mercenary (Adapt), S.A.W., Mechaborg Wizard: Mage, Rips: Ley Line Walker, Rips: Mystic Mind Mage: Any DW Psionic class (except Mechlar), or Rips: Mind Melter Priest/Priestess/Shaman/Healer: DW Priest Druid: This class is too unique to truly convert but metamancer or geoanger are close. I recommmend not converting it. Rips England has new druids. Pilot: Armor Pilot Note: If they have P.RPG psionics then keep them unless they pick a psionic class, and they become DD if kept (Evil Eye does RDP = DAP to DAP and DD to DDP). The basic force field has 20 DDP PL. Rips and P.RPG mental attacks generally penetrate EBA. Evil Eye penetrates everything, including mecha and robots. Darkworld characters cannot learn more than one hand to hand form. Chi defense comes to any Darkworld character with martial arts. Ultraviolent is considered a martial art form. With proper guidance and instruction, any character can learn Chi defense to defend against Ninjas and Superspies characters. Converting Chi to MSP is a optional Darkworld rule, but I think that's a bad idea. There should be no problem if Chi is used without using the MSP instead, but it will mean keeping track of another attribute for all other characters too. Chi equals EN in this case for other characters. Under Eagle Claw Martial Arts, a heal power is listed for level four. This is the same power in Ninjas and Superspies called Chi Healing. NEW Saving Throw: Because attr checks are nearly impossible to save for some characters (scores over 20), what can be done is to make a saving throw and use the attr bonus as a bonus for the save. For a Dexterity Save, use the S/P/D bonus from PP. Dex is really the only attr this works well for. AD&D General Conversion Rules Attributes: IQ: non 1, animal 2, semi 1d4+1, low 2d6, average 3d6, very 4d6, high 5d6, exceptional 6d6, genius 7d6, supra-genius 8d6, godlike 9d6 MS: if IQ is non to average then = to that dice number, +1d6 if IQ is very-high, exceptional-genius, and again if it's from supra-genius to godlike AP / LK: 1d6-2d6 for monsters, 3d6 non-ugly monsters/mythological, 4d6 good looking, 5d6 awe-inspiring/beautiful, 6d6 drop-dead gorgeous (literally) or something like a god of beauty; AP +1d6 if high morale, 2d6 if super morale rating ST / EN: an amount of 1d6's = the number of hit dice PP: equal to the 1d6's for IQ SPD: stays the same or add 1d6 per around 10 points worth HP / DAP: determine as done in Darkworld DDP: #1: determine as HP/DAP but add the # together; #2: convert hit dice to DDP (1d8 DDP), if too low add 1d6x10 or 1d10x50, if using those rules then dragons are different Stage 1: +1d4x100, Stage 2: unmodified AD&D base x10, Stage 3: AD&D base x100; #3: Gods and those equal to supernatural intelligences have their DDP x 1000 Dragon RCC: can't pick physical skills including Hand to Hand combat, no DD ST bonus, if method #1: +3d8 DDP per level, if method #2: gain stage 2 bonus at L6, the dragon's age will only affect the AD&D base hit dice and size, start at age level one and gain one per level Armor Class: # subtracted from AC 10 to get the current AC becomes the AR, DDP creatures get a Mega-Rating Combat: if no H to H skills then THACO provides +1 strike for every 5 under 20 (or half the THACO bonus); +2 APM, special attack extra APM are simply thrown in with the rest of the APM, but such extras usually mean you can only use that attack once a melee Magic & Psionics: you can convert it to Flagedium or use Rips/Darkworld versions, saving throws should often be provided Damage: DD creatures can do a restrained attack that does the equivalent DAP (add ST DAP bonus) MSP / ESP: See the Rips conversion book page 23. If you're going to go ahead and use AD&D spells then you should still give magic monsters a lot of MSP Magic Resistance: roll for it before rolling a DW saving throw Optional: chart for saves (AD&D/Darkworld): Spell = Magic, poison = poison, breath weapon = death, rod = psionics, petrification = pain Damage: If it seems necessary, convert AD&D to Flagedium damage, a two-handed sword should do 3d6 DAP and not 1d10/3d6. Monsters with a XP Level drain power should use the following: 4d6 direct to HP (Power Armor and Mecha will block it) and it will do 4d6 damage to any damage capacity measure, -1d8 EN (per levels drained in AD&D) each hit (gain back at 1d8 per 30 minutes after 1st hit, or restore spell), use the same rules for negative HP as for negative EN (coma then death). Note: In Darkworld, levels can't be drained. Ethereal/Astral: The rules for these planes/dimensions remain normal. Spells that prevent ressurection: Either three simultaneous ressurections will counter this, or the DM may insist that the players go on a quest for a wish spell which the spell descriptions usually say is the way to counter it. Wizard Spell Conversion AD&D 2nd Edition: This lists all the necessary changes. 1 Round = 1 Melee, 1 Turn = 1 minute, - = standard magic save for no effect, alternate DAP/DD at will. Level 1: Magic Missile: +4 spell strength Armor: 10 DDP per caster's level, dur-until destroyed Shield: deflects all matter/physical missile attacks, plus a MR 6 against all else, protects all sides Color Spray: save: -, 5 EN = 1 hit die Level 2: Spook: no saving throw penalty Melf's Acid Arrow: save: dodge, wizards strike roll = 1d20 +1 pr lvl Level 3: Fireball: save: - / Hold Person: no save penalty Melf's Minute Meteors: save: dodge Lightning bolt: save: dodge roll of 19 or better Sepia Snake Sigil: strike: 1d20+6 Level 4: Confusion: save: - Phantasmal Killer: save: insanity Level 5: Cone of Cold: save: Ddg 19+ / Cloudkill: save: poison, damage 1d12x10 Wall of Ice: Rips Conversion Book p77 Level 6: Chain Lightning: save: dodge of 19+ Death Spell: save: death, 1 hit die = 5 EN Disintegrate: save: -, magic items immune, inanimate: 100 DD or disintegrates a 10x10x10 area (DM's call) Geas: save: - Eyebite: save: - / Mass Suggestion: save: - Wall of Stone: Rips Conversion Book p70 Wall of Iron: RCB p73 Level 7: Banishment: save: - / Delayed Blast Fireball: save: - Power Word, Stun: spell strength +4, dur 4d6 melees, affects one foe Prismatic Spray: saves: - Mordenkainen's Sword: 5d6 DD, +3 caster's strike roll, uses caster's APM Finger of Death: save: - separately for both effects (death or damage) Tenser's Transformation: x2 APM + bonuses to str-pry-ddg, +10 ST+EN+PP Level 8: Demand: save: - / Binding: save: - / Mass Charm: save: - / Maze: - Otto's Irresistable Dance: -, effect: person can do nothing but dance Power Word, Blind: spell strength +4, dur 4d6 melees, affects 2d8 foes, 50% the effect is permanent Prismatic Wall: saves: - Polymorph Any Object: save: - Sink: save: - (+3 to save for magic items) Trap the Soul: 1st method: as said and vs death (either saves) 2nd method: - Symbol: save: - Level 9: Energy Drain: -3d10 EN, save: -, restoration will restore the lost EN Imprisonment: save: - / Meteor Swarm: save: - Mordenkainen's Disjunction: works on rune weapons too Power Word, Kill: save: requires a successful vs magic and death, affects one foe or multiple foes with HP/DDP equaling up to 900 Prismatic Sphere: saves: - for all its different effects Temporal Stasis: save: -, if this isn't a desired The Bigby's Hand spells roll to strike with the caster's bonuses plus +1 per level of the caster. Their APM is one per melee. Dragon Breath: save: dodge; The defender must have enought movement to move out of the dragon's breath in one action as if they were starting in the center of the breath weapon. Saves vs prismatic spell blindless are allowed. Use save vs poison for the green color and save vs insanity for indigo. The posion does 5d6x10 damage, and indigo provides you with 4d4 random insanities. In Darkworld, these spells can be learned by dragons or Rips mages (those who can learn spells). AD&D Spell Cost in MSP: L1 = 3 MSP L4 = 9 L7 = 22 L2 = 5 L5 = 11 L8 = 30 L3 = 7 L6 = 16 L9 = 47 AD&D Conversion Page 2 Magic Armor: See Flagedium Fantasy RPG for DAP of armor-types. Drop the AR, but this doesn't make it EBA. The magic + indicates the number deducted from the enemy's strike roll. Extra Magic DDP: Light Armor: plus x 20 DDP Heavy Armor: plus x 40 DDP Magic Weapons: They do DD and the plus is added to strike roll and damage roll. Treasure: Treasure found will be gold and AD&D but it will be argor in DW (Zinx most likely.) Lesser or greater than gold will be (going from greater to lesser) uridium [super rare], argor, meson, mithril [unpure], and taelon. Argor coins can value up to $500 each while uridium can be valued up to $10,000 per coin. The others come in coin values to a maximum equal to their fraction of $500 of argor.Player's Handbook page 66 [money values]; DMG p133 [treasure] Experience Points: Optional DW bonus: 50 XP per level of foe destroyed in addition or instead. This would mean there's now a 1000 XP limit for defeating a foe rather than the Rips 300 XP limit. It's the GM/DM's choice. In Darkworld, XP is usually given out for combat, actions, success, failure [Not much XP is gained of course, but at least you tried something], and for ingenuity and playing in character. Note: These AD&D conversions aren't perfect, but they don't have to be followed exactly (although usually they work very well). Note: If a Potion of Dragon Control is found and it works on one specific dragon, roll for what kind of Darkworld/Rips dragon it affects in addition. Roll 1d12: Cockatrice [1], Kukulcan [2], Wooly [3], Basilisk [4], fire [5], ice [6], great horned [7], hydra [8], thunder lizard [9], night stalker [10], wind serpent [11], or hydrak [12]. Optional Monster Hit Dice Conversion: HP x5 DDP Optional Damage Conversion: Damage is converted to x5 DD. This could also be applied to Rips dragon breath. Dragon breath in that game is somewhat wimpy (3d6-6d6?, come on!). Quintepling it makes it quite a weapon, so limit its use to 3x a melee. MECHA NOTES Robodrek mecha now have all the Darkworld features combined with their original features. When there are two similar features, the better one is applied. If the leaping distance of DW or Robodrek mecha is not listed thy can now jump twice their height. That doesn't apply to the MAC II or III. If this is used, a piloting skill roll is required because they couldn't originally jump/leap. If fail, you fall down and lose 1 APM. If any Robodrek mecha has a punch and kick lower than 1d6/1d8 DD raise it. This even applies to those that couldn't previously kick except for the MAC II and III. If a mecha's stomp is lower than 1d8 DD then raise it. DW mecha can stomp on anything half their size or lower. After that, Robodrek and DW mecha triple their stomp damage. The Armor Pilot "add one skill" ability to improve mecha/robot/pa combat can't be applied to a general basic combat skill. A specific machine must be chosen. Conversion: Robodrek and Rips: You may dodge and kick with basic mecha combat. The skill just doesn't give a bonus. The Z-1 Skyhunter is piloted as power armor (it's a mecha), and the Glitter Boy is a robot. The Cyclone is considered power armor although it's referred to as mecha. If you're going to attack while advancing, you must already be in range, so you can't run up to your enemy and then punch them in one action. However, you can fire at them with a gun or bow while running and then hit them on the next action. If this is done, you must move at half speed, or all your skill bonuses are removed from the roll. If you're running and not doing anything else when somebody shoots at you on the same action you're running, you may dodge without using up any actions. In other words, running and advancing usually count as an "I'll pass" move unless you previously state that you'll be doing something while advancing. Body Blocks for Darkworld/Robodrek Mecha (2 APM): (only defense is dodge or the maintain balance roll that few have) Vanguard: 6d6 DD, 75% knockdown Dark Knight: 5d6 DD, 60% KD Rest or DW mecha: pick the one of the above closest to your weight RDF Mecha: 6d6 DD, 75% KD REF Mecha: all increased to 5d6 DD MAC II: all physical attacks increased to 1d8x10 DD including the base stomp damage (all stomp damage tripled/said earlier), body block is 90% KD MAC III: all physical attacks now 1d6x10 DD, including base stomp Note: The MACs can't be toppled unless something is heavier, or it's stong enought to lift them. You can't stomp and continue to apply stomping damage if your foe is stuck under your foot, but you may leave your foot in place, trapping the enemy there. You must raise the foot and bring it down in order to stomp. Non-paired weapons (unalike systems) can only be fired as paired weapons with GM's discretion. More Rules, More Notes: Blah, Blah, Blah AD&D Note: Prismatic Spells: green: save vs poison, 5d6x10; indigo: save vs insanity, 4d4 random insanities symbol: standard save vs magic, geas: svm, confusion: svm SAWS: takes 1 APM for the SAW matter conversion, can extend duration at will (no APM) once already going in 4 APM groups by using up your number of changes per day Warzunxin: can physically inhabit corpses, their size must be within a few feet of the corpse and some contents must be removed, the Warzun Star inflicts 2d6 DD if piercing the armor of a DDP creature, the Warzun Star does DAP damage only if wielded by another race, ST 6d6, PP 8d6 (the +5 listed in the alien section assumes a PP 25), the hand to hand bonus is added to the staff bonus, DDP 4d10x1d10 (most are 4d10x1), if their ST is 20+ they can kick for 1d30 DD, +1 DD to physical attacks for every ST over 24 The Retredines and Warzunxin are mortal enemies. Space: To clear things up, the galaxy that contains Arcanar is called Wexu and is in the Miranda X dimension. The solar system is named Beta Zeta, and the sun is a binary star with the stars by the name of Zeta I and Zeta II. The binary star sometimes appears as one if one is behind another. Attributes and Races: If determining to add 1d6 to a high attribute of 2d6 or 3d6 with a racial bonus (3d6+1, etc), add the bonus after doing so. If mixing races, roll the same percentile for attributes for each special ability to see if you have it. Standard Darkworld (may use your own system with permission of GM/DM) roll twice for each attribute, and if mixing races, roll two different sets of racial attributes (roll once for each attribute) and pick the racial mix you want (then roll the determined dice roll twice for each attribute) Skills: WP Bow may be added to WP Archery and Targeting (Rips), or WP Thr may be added if applicable Turning the Undead: With training, the Turn Dead spell can be altered to Turn Undead (only works on them now). This will hold the undead at bay 10' per level from the caster for 1d8 melees per level if they don't save, this will repel them outside the protection area if they're in it (they lose 1 APM) Wraiths: They don't normally last too long before their own energy consumes and disintegrates them. Average lifespan: 1d12 months. Horror stories have been told of wraiths surviving centuries. Necromancers: The kill spell will affect those who are already dead even though it's a lifedraining spell. Follow the rules given for what a necromancer can affect. The sense lifeforce power can sense negative ones / those without one. Clarifier: Zombies and mummies are undead. Blah 2 Ninja Mages: The arrow spell can be adjusted to do 1d4x10 DAP,and the sword spell can be altered to do 1d10 DAP. The AR spell can provide a MR 19 for twice the MSP. Note: There are many legendary ninja mage abilities and items that make this class quite powerful, but the n.m. has to discover or learn them first. When I typed that ninja mage spells use no action, I mean what I said plus it means you can do a paired attack and cast three or more spells at the same time. That's what I meant. The NM can cast 2+level # spells at the same time. This doesn't increase how fast you can touch people if the spell has a range of touch. Troglodytes: Alright, the troglodytes listed in the Darkworld DM Manual needs a lot of info added, so I'll do that here. Troglodyte High Lords: These are the trogs that have their MSP + ESP x10 per level. Some don't believe the High Lords exist, but they do. The number of HL's are few, perhaps under 10. They're all principled or scrupulous. The normal trog just has their MSP + ESP x10 at L1. Past L1, those stats rise according whatever OCC has been picked. All trogs can learn Rips magic, and every level progressed (not L1) they can roll percentile die for every psionic power on a certain list to see if those powers are obtained. The lists are: Rips, Flagedium Fantasy RPG, and each Psi-OCC of Darkworld excluding Mechlar. The chance is 10%. The High Lords can only use the psi-beast powers #1,3, and 4 at a power number = to their level. At every level advancement, a trog can choose to change their OCC. They start at L0 with none of the OCC's powers and obtain level 1 after 2000 XP. All old skills, skill increase per level, spell/psi level power, and HP/MSP/ESP growth per level are frozen until you surpass the level of your old class and as long as you have those in your new class. The only new skills you get are the OCC skills. If skill % bonuses from your old class are higher or less than your new OCC, you don't add them together, you just apply the higher bonus. Rune weapons are incredibly powerful and rare. Only a few troglodytes and dwarves know rune magic. Blah, Blah, Blah 3 The only damage bonus to thrown weapons is from ST. Only add it to normal bows (not crossbows, mechanical) if it's a specially made bow. Master vampires and other vampires can be created by cursed magic circles alone, without a vampire intelligence. Destroying the circle will affect its vampires the same way as killing their vampire intelligence. Vampires get a DD ST damage bonus. Double it for their power punches. The vampire killing bite does 1d6x10 DD to Astral Saints. Saints can be turned into master or secondary vampires. Their HP & ADP become vampire HP. They only keep their Saint powers if their astral master is evil and allows it, or if it's good and the Saint has an important mission to finish or something. If so, their attributes become vampire attributes with Rips bonuses and saves. They'll retain their hand to hand astral saint, psionics, and spellcasting powers, but their MSP and ESP will become the vampire stats. Their saint level is frozen, and they begin as L1 vampires. When using an physical astral-cosmo attack, they'll use the punch damage and damage bonus that they did as a saint. Wight Wolf bites totally change the Saint into a demon. Optional: A natural 1 is an automatic miss. Full-size Zentraedi: Physical attributes x100, but not LK/PP. Spd is x10. DAP x100. Punch DD is ST divided by 400. Weight x100. Height x10'. Drackors: The elite of the Drackor armies combine natural drackor abilities with the Palladin class. On the Flagedium world (Flagedium Fantasy RPG), they attempt to conquer by sending their troops forth from black citadels. Demons and devils love them and often help them. Their citadels number about one for every part of the Flagedium world even in the midst of populated areas and powerful empires. People avoid them and stay miles away. Drackor trust and have conversations with no one. Their saying is, "Kill the living, crush the standing." Those who have fought them claim they fight like palladins. This is true for they aren't released for combat until achieving the skill of a Level Seven Palladin. Recently on Arcanar, Level Six ones have been encountered. Their armies fare far better on the Flagedium world. They are insidious lizard/dragon men bent on global genocide, annhiliation, and domination. Their tails end in nasty two-pronged claws. These black knights get along well with nobody other than true demons and devils. Drackors add +1d8 to their MS. Height: 5-7', tail 2d8 DAP, bite 2d6, claw and kick 3d6, natural AR 13, Stun Mace: DAP does 3d8, DDP does 1d8+3; mailed punch 3d10, mailed kick 3d12, HP's are in 1d8's. Fingers per hand: 3 +1 thumb. (MS 3d6+1d8). On rare occasion, they use polearms, bows, and siege weapons. Their arrows are usually cyclops lightning arrows, and their siege weapons usually fire cyclops javelins. Arrows: 1d6x10 DD, Javelins: 4d6x10 DD. Blah 4 Dividing the USD forces into units: Squad: 30 individuals Company: 3 Squads (90) Battalion: 3 Companies (270) Regiment: 3 Battalions (810) More Darkworld Races: Kobolds: 4-5' tall, arrogant, evil, weight 90-150 lbs; hold in contempt: humans, elves, gnomes, goblins, hob-goblins; They feel goblins are pathetic. A bright change in light will blind them for 2d6 melees. Dayvision is 30' after 1d4 melees of adjusting, Nightvision is 90', lifespan 160 years, They are a subterranean people who make weapons whose quality is only outshined by dwarven work. Attributes: IQ 3d6 / MS 2d6 / AP 3d6 / ST 3d6 / PP 3d6 / EN 4d6 / LK 2d6 / Spd 3d6; Kobolds using these stats get the kobold weaponsmith skill (below) in addition to whatever class they pick. Dwarves: The dwarves of Arcanar are the same as the dwarven race on Rips Earth and the Flagedium world. Having been living on Darkworld before the Elf vs Dwarf wars on the Flagedium world, the dwarves and elves of Darkworld share no animosity toward each other about that. However, just like the Dwarves of the Flagedium world, they've lost the secrets of rune magic, but unlike those dwarves, some of Darkworld's still know rune magic. They get along well with trogs, and some can even pronounce the true name of the trog's race. Attributes: IQ 3d6 / MS 3d6 / AP 2d6 / ST 4d6+2 / PP 3d6 / EN 4d6 / LK 2d6 / Spd 2d6; DAP +40 (if using DW DAP method), nightvision 90' and can see in total darkness as can kobolds, elves, and most other races with nightvision; Height: 3'5" to 4'2", Weight: 150-200 lbs (muscle), +5% to all mechanical, military, electrical, and computer skills; most prefer combat to spellcasting, lifespan 250 years Hob-Goblins: These are a larger genetical mutant form of goblin. Ht 4-5' tall, Wt 90-150 lbs, lifespan 60 years, nightvision 40', Attr: IQ 2d6/ MS 4d6/ AP 3d6/ ST 3d6/ PP 3d6/ EN 3d6/ LK 2d6/ Spd 3d6 Elves and Delves: Delves are just another type of elf, but they're different enough to have their own name. Necromancer spells act upon them as one race. For elves, see the Rips Conversion Book or the Flagedium RPG. OCC Dwarven or Kobold Weaponsmith: Req: IQ 12 / PP 12, Bonus Skills: +10 Weapon Skills, Blacksmith, and Carpentry; May substitute weapon engineer (which needs m+e engineer) at loss of three WP skills for these three skills; Special OCC Skill: Dwarven Weaponsmiths: Hand to hand weapons made are +1 S/P for every three levels of the character. Plus, the character recieves an equal bonus when fighting with any hand to hand weapon. This includes thrown weapons like throwing axes and throwing knives. Special: Kobold Weaponsmiths: They recieve the same benefits except the bonus is only +1 S/P for every four levels of the character, however, kobolds can extend this bonus to bows and crossbows unlike dwarves. Note: A skill roll must be made for each +1 S/P during construction. Blah, Demon, Blah, Monster Hades Ghoul: The Nasu: Nasu is the term used to describe female ghouls. Dybbuks, grave ghouls, and dimensional ghouls all used to be demons of Hades. They were thrown out and are no longer true demons, except for the Nasu who stayed and fought for the right to stay. Grave ghouls are tottally subservient to the Nasu. MR 12, DDP 1d8x6, fire/cold resistant (half-damage), see the invisible, APM 4, +1 S/P/D, +4 DD, +2 save vs magic, dimensional teleport 77%, prowl 55%, nightvision, climb 68%; IQ 2d6/ MS 2d6/ AP 2d6/ ST 4d6/ PP 3d6/ EN 3d6/ LK 1d8/ Spd is 12; punch/bite 1d6 DD unless ST 21+ then punch/bite 2d6 DD; The Nasu is the lowest form of lesser demon. The Succubus and Incubus: These are still true demons of Hades. They are a lesser demon. They've been called the Dar'ota, and they can alter their true monster form from normal height to 20'. Raksasha: It may be advisable to lower this demon's DDP to 1d6x100+50. Magot: Lower Alternate DDP: 1d8x100+200 Creatures of Magic Mummy: These undead have become self-aware due to the death of the mage who created them. They're evil and stupid creatures, as they were under control of their mage, but at least they now have a will of their own. MR 12, DDP 1d8x6+10, APM 4, Punch 2d8+4 DD, +2 save vs magic, Spd 6, prowl 40%, can only be hurt by DD damaging magic or DD fire, its wrappings are of little consequence to it but if they're lost it suffers -3 S/P/D and -1 APM in the painful sunlight, can always see, alternate DDP: 1d8x10+40, MSP 70, makes Rips saves Manticore: They have the body of a lion, a barbed tail, and a monstrous human/lion face. Align: Evil, nightvision (see in total darkness), prowl/swim 50%, climb 30%, track by smell 52%, leap 20' high and long, speaks elven and others common to the area, lifespan 400 years; IQ 3d4/ MS 2d6/ AP 1d6/ ST 22+1d8/ PP 3d6+6/ EN 24+1d6/ LK 2d6/ Spd 24+1d6; DDP 2d8x10+20, APM 5, +5 save vs magic, +4 S/P/D, claw/bite 2d6 DD, tail 5d6 DD; tail shoot 1d6+2 iron-like spikes: R-70', 1d8 DD each, leap attack (2 APM) with all four claws does 1d4x10+8 DD, Wt 750 lbs Blah 5: The Return of Blah If something like a flaming sword is parried by, say an arm, then the arm still takes damage. Another melee weapon could successfully parry it without damage. A two-handed version of the DWA fireblade would have +4 DD to the blade. C.H.U. and CyberTAS only triple your strength, not the change the kind of strength you have. If a human gets one, their ST still only provides for carrying 20 lbs or lifting 40 per 1 ST. Being Saint doesn't change ST type either. Although some humans can obtain inhuman strength (carry 50x / lift 100x) within certain character classes (Wastelander). Gore Grenades work like normal grenades, not standard necromancer spells. For a necromancer to ressurect someone they've performed the lifedrain ritual on, they (the nercromancer) must be dead (not alive or undead). Casting deathplay doesn't count as a death against the necromancer's MS. Determining ressurectibility: priests and necromancers use normal skill percentage, 1st hand examination required, sense lifeforce spell adds +10%. Mage Natural Dispell Magic Power: Spell's saving throw against this is a 12. Won't heal any damage caused by the spell but will prevent it from doing any more. If opposing caster is present, spell saves exactly as caster does. If running a game where all is changed to DAP. All DDP/DD is x10, and ADP is 5. RDP would be DAP in this context. In other words, it would have no meaning. Defeating Multiple-Images: Thermo-imaging and see aura will allow one to see that the images could not be the real thing. If DD structures collide, they inflict DD collision damage on each other. Consult a Flagedium game for the damage tables. The Iczer-Saber becomes a psionic weapon when charged psionically. Explosives stand the same chance (75%) that missiles do to detonate missile volleys. Area effect weapons can be parried for half damage (unless you're only in its radius and are already taking half damage) if the shield is at least half your size. Nonmagic swords can also parry single shots but take damage from singe energy blasts. Single bullets can be parried without suffering damage. Heavy weapon rounds (like sabot cannon shots) can be parried but they do inflict damage to the weapon. Ronins, samurais, and ninjas can do this. These rules may vary with the runner of the game. Aware or not? Hold, stun, and paralyze just physically impair so the being is aware. A hold spell prevents external movement, propulsion is unaffected so although a plane may go out of control becuase it can't steer, it won't stop. Guns can fire as long as there is no external movement such as in the case of gun emplacements where the controls are inside. Beings aren't conscious when knocked out. Other RPG Character Class Power Boosters 1) use Darkworld hand to hand combat training 2) Rips: Cyber-Knight: PP x2, psi-sword damage x2 for L1-6, 1d6x10 DD at L7, The c-k field generated by the psi-sword can withstand 100 DDP before HP, DAP, cyber-armor, or personal belongings are damaged, heals at the same rate as DAP but must be healed separately from the body even with a total heal spell Crazies: +1 strike, parry, & dodge, another +1 APM Juicers: +2 strike with modern weapons, The USD would never inflict this on one of its own soldiers. Bursters: Fire Fury: 30 ESP, dur-5 min per level, eyes glow red, 75% combustion of everything flammable in a 1' radius - 1d6x10 DAP per melee - automatic, supernatural strength (Super-ST has several paragraphs for the different strengths of Super-ST, use the type number equal to your level, doesn't go higher than 8), can fire flame at will doing 1d10 DD per level R-25' per level, impervious to fire, aura will be appear as an unreadable raging inferno; Fireball: 10 ESP, 1d6 DD x level, R-60' per level Mind Melters: can learn P.RPG psionics if under proper guidance, Psi-Blast: 20 ESP, 10 DD per level, strike roll = 1d20+8 Psi-Shield: indestructable MSP Shield: blocks negative chi attacs (Ninjas & Superspies RPG) Dragon: Breath Weapon x5 DD (usable 3x/melee), STx3 (after determine DD damage bonus) 4) Wasteland Mutations: may use for wastelanders, nomads, or OCCs from other games that need more power, side-effect from exposure to Legas radiation, roll once per 2 levels, roll 1d30 Automatic at first mutation: +2 save vs psionics/magic, ESP +4d6 (even if not psionic), may roll for possible Rips/P.FRP/or DW esper psionics each level - once acquired from one, RPG you can only try for the other 1- Impervious to fire/heat: fireball 1d6 DD per level, 3x day, R-60', roll 1d20 + PP bonus 2- Impervious to ice/cold: ice blast 1d8 DD per level, 3x day, R-120', roll 1d20 + PP bonus 3- Electrical Invulnerability: can absorb and store electrical attacks and fire it off later, can only fire off one attack at a time, uses APM, R-50' per level, roll 1d20 + PP bonus to strike (1-3 extend through personal belonging such as weapons or EBA) 4- +1d6 IQ / 5- +1d6 MS / 6- +1d6 AP / 7- +1d6 ST (min 17) 8- +1d6 PP / 9- +1d10 EN / 10- +1d6 LK / 11- +1d6 SPD 12- breathing not necssary / 13- extra arm / 14- +1 APM 15- clawed hands 6d6 DAP / 16- fangs 1d4x10 DAP 17- spit acid: R-20', 1d8x10 DAP or 1d8 DD to DDP 18- stun stare: save vs pain, 1d8 melees (necromanitic penetration) 19- DAP is EN x6 or DAP x2 if DAP not EN-based (DDP x2 if DDP) 20- presence sense: 30' radius, +2 initiative 21- bio-regenerate: 4d6 each melee 22- +2 save vs psi/magic 23- Mega-Rating 12 24- Thermal-vision, see invisible, see auras, R-60' 25- one-time x2 ESP, +1d4 MS, sixth sense, mind block auto-defense (deduction already accounted for) 26- Healing touch: All HP & DAP or DDP (others) 3x day 27- Memory: +4 skills 28- Switch-blade hand claw (one hand): 1d6x10 DAP (1d6DD to DDP), WP Knife 29- Psi-whip: 1d10 DD, R-500', 2 ESP, dur-instant, WP Chain, +2d6 ESP 30- Third-Eye: +2 initiative, psi-bolt: 1d12 DD, r-100', ESP 2, dur-instant, roll 1d20+7, +10d6 ESP (a required roll strike means the only save is a dodge) (if roll a selection twice or if it's a power you already have, roll again, add it again/double its power, or add it and reselect your natural ability if applicable) The USD In Space The USD will definitely try to establish relations with the space colonies above Rips Earth, and they'll also copy their mecha designs because that's what the USD does. Improving upon their designs will also be natural for the USD. See the Mutants in Orbit RPG. The USD's Space Force is almost non-existant. Any ships built will most likely be Southern Cross or REF replicas. It is within the USD's expertise to design ships 10x the power of those replicas, however, it would take much longer. The construction of an SDF class ship is possible but would require 24+3d8 months and would have 10x the power. A minor operation has been underway for the past 30 years to recover a Robodrek Factory in Miranda Y. It hasn't found any yet, but it has discovered many other wonders such as derelict Zentraedi ships. Miscellaneous Important Knowledge Fighting the Invisible: Presence sense-style abilities give the user a +5 bonus to fight the invisible. Prehistoric TMNT mutants can't have the Wastelander OCC because of Darkworld's DD ST damage bonus rule, or if they do, they lose their ability to use that rule. Rips random insanity table modification: Invasion of the Body Snatchers Neurosis: Roll Again: 01-40 the original insanity, 41-60 Sadism, 61-00 Masochism. Darkworld/Rips Sorcery: Mirror Image: (Rips) To see which image you attack roll 1d4. On a 4, you hit the right one. After that you can hit the right one again but the mage still gets the bonus. A +1 is gained for each image dispelled. (Darkworld) The same is true, but the die/dice rolled will be different for there will be more images. Example: Against a Level 7 mage, their are 14 so as their are no 1d14's roll 1d10+1d4 and don't worry about rolling the 1st image being not possible (just don't gain the bonus for dispelling the 1st image). Magic Weapons and Magic Servants: Magic weapon slicing/bashing damage isn't increased by ley lines, but their magical attacks (like lightning bolts), if any, are. Darkworld mummies, zombies, animated dead, and golems IQs are the human equivalent and can speak unlike those in Rips. An IQ 6 or better is needed to use anything that might require thought (like bows or guns). Repairs: An armor restorer (or resin gun) cannont repair magical DDP. Averge costs of repair: Normal DDP: $200 per 1 DDP Special DDP: $250 per 1 DDP Magic DDP: $300 per 1 DDP Average Repair Time: 1 hour per 20 DDP A Magic Rule Clarifier: Inanimate objects benefit from no saving throws. Unless they fit this example: Penetratable materials worn/held by something that can save. Wearer/owner saves for it as if it is part of them (like body armor). Mecha/power armors aren't penetratable by magic. Usually, if you have a choice as to wether or not it affects you (like razor wall which you don't have to walk into) there is no save. These rules apply to most psionics too. No, there is no save vs mechlar psionics for there already is one: parry/dodge. If you want to play a game where everything is DAP, convert everything to DAP on a point per point basis (optional: slash ADP in half). At DM's discretion some DD weapons/etc can inflict x10 DAP (1d8 DD = 1d8x10 DAP). The closest thing DW has to the Saint Seiya rules is if you rule out Astral Shift and keep Astral From the same except you remain on the material plane. Actually, that means all you retain are the bonuses for being on a nexus point. Optional: Cloth weapons have ADP equal to the Flagedium Compendiums's durability rating. Nevermind. Misc Knowledge 2 Stunning Rules A stun spell won't hurt or affect a car, mecha, or the like. It won't affect animated dead or undead either. Stuns only work on living creatures with brainwaves and nervous systems. A divine hold spell is different. Hold spells hold people in place rather than shorting out their motor responses. Holy Spells (Optional Upgrades) Holy Spray: hits 1d4 per 2 levels, 1 dose per level to each target Holy Blast: 1d8 DD PL Holy Grenade: 1d6 DD PL (6 MSP) Impale: If used against DDP, will inflict 1 DD per 100 DAP Darkworld Sorcery Lightning Bolt: This is the only spell that a mage has the option of using without giving the victim a saving throw. The mage can make a strike roll as if using a thrown weapon. Target still gets to dodge. No parry can be made for the bolt is large and forked. Cyber-Official Headjack Units Contact with Vaaxe isn't constant. It can be made at will by either Vaaxe or the officer if they're in range. Vaaxe will sense any alignment changes. Strike bonuses in Hardsuit Alright this is the way to do it: Hand to Hand: PP + Hand to Hand Skill + Mecha/PA Combat + WP Skills Long Range: WP Sys Skill + Targeting Systems + WP Skills + M/PA Combat Special Archery Skill Darkworld: 2 APM to fire an arrow (string it and shoot it) With this skill: Rate of Fire: L1 2 APM, +2 at L3, +1 at L5,7,9,12 If have more APM than this, can use amount you have more as defensive only APM. If have less, for every two APM made not related to Archery, deduct 1 more APM. Strike: +1 at L2,4,6,8,11,14 / These bonuses can be combined with the WP Bow skill. - This is a compacted version of Flagedium Book's WP Archery and Targeting Skill with less features and more rules. Misc Knowledge 4 Combat Strike Bonus Clarification Hand to Hand (Piloting): WP systems, PP bonus, piloting bonus, hand to hand combat, and WP skill for hand to hand weapon if one is being used Long Range (Piloting): WP Sys, half bonus, piloting bonus, WP skill for type of weapon being used, and targetting systems/laser targetting bonus The WP systems skill includes the WP Skills Arm-mounted, shoulder-mtd, head-mtd, chest-mtd, and leg-mtd. For these add +1 to strike every two levels past first. Guided missiles use their own guidance bonus and no other. Unguided missiles are fired like a normal projectile weapon. Four or more guided missiles get x3 the bonus of one and +1 for each extra four missile or fraction thereof. Long Range (infantry): Use the appropiate WP Skill and half PP bonus Parrying You can parry what you see as long as you didn't perform a simultaneous action with all your limbs that action. If you have some floating thing/shield mentally controlled count it as a limb for purposes of the that last sentence. Basically, the person running the game (GM/DM) can run combat however they want to. Astral Saint astral punches & kicks can be parried because for a brief moment, their contact point becomes material. No, you can't use this to bypass someone's EBA, body armor, power armor, or mecha because the disturbance of something in the space you'd be in if the rest of you besides the contact point being material. So, even though only your contact point is material, if you for example punch someone with your astral image on the material plane passing through matter, you'll be sliced in two in whichever area your image is passing through matter. Repulsar Vests They must be worn close to the wearer to work. Wearing it over a high density inorganic material disrupts its protective field. Yes, you must not fit the description above for it to work on you. It won't work on an iron golem. It can always be worn under armor turned and be activated (unless already turned on) when your armor's blown off. This is one of the best methods of covertly wearing DDP protection. AR and MR in General It is generally known that to defeat/damage an AR/MR, the strike roll must be higher than the AR/MR. If the target is dodging, the dodge number is deducted from the strike roll to determine what AR is hit if the target is struck. It's harder to aim on a moving target. Rips Robot RCC: Darkworld Additions and Notes The Robot character listed in the Rips Sourcebook One may alternate between the base combat damage listed in that RCC and the damage listed under Robotic Strength in the Rips Conversion Book. The robot must use Rips skills. For all radio systems, add CommWave technology. For optical communication systems, add CommVision technology. The player can make up his/her own additions to the system list if the DM works with the player and they can make a good guess of how much it should cost. Add claw damage to punch damage. Some things, like horse robots, might be able to do double kick damage with the rear legs and punch damage with their front. Yes, you can go ahead and do power punches with horse kicks. Locking Joints ST 40 (robotic str: rear 4d6 DD or 6d6 DD with power rear; 2d6/4d6 for front) not 8d6 for power rear for I'm using DM discretion. I think it's reasonable that a horse ought to be able to do such great damage or even more with a paired kick. Flamethrower: payload unlimited and alternate to 4d6 DD with no combustion chance, $75,000 (-25,000 if just DAP, $60,000 for just DD, to make flaming limbs (hands/feet) make a flamethrower with no range and add the damage to any physical attack, the flame damage won't increase on a power attack); Bio-Metal Body: $ 40% of body cost, it seems somewhat metallic by touch and may be shiny or any color but it moves like biological tissue, the muscles ripple, the face can make expressions, it's seamless, it can't be made into hair or realistic eyes but the eyes will look more natural than if they were of normal metal, can only be reparied at top secret USD labs or it can be magically repaired by mixing metal (taelon, titanium, depleted uranium, armor) with healing potions and casting restore when pouring over the damage, normal metal armor can be added on to repair it but the patch will definitely look out of place; the Robot RCC gets and extra APM at levels 4 & 6, hand to hand combat will increase when the bot surpasses the level of proficiency it's at; Other cool OCC's: Rips: Cyber-Knight, Crazy; Beyond the Supernatural & Rips Conversion Book: Nega-Psychic; see those games for tons more of OCC's and RCC's Out of Place Note: A male Praxian has the same stats as a female. RECON, TMNT, Ninjas and Superspies, Heroes Unlimited, Beyond the Supernatural, and Robodrek are all considered Earth history before the Rips. After the Bomb is an alternate reality dimension. Those are all games by Flagedium Books. The Flagedium Fantasy RPG is on a planet in a parallel dimension to Miranda X and Y. Necromancer: How to raise a Flagedium Yema: cast a create zombie spell, it counts as another type of dead creature so you can have a # = level under your control (can create more but they'll be uncontrollable psychotic lunatics/frenzied diabolic attacking everything)