DARKWORLD'S MASTER MANUAL Planet Arcanar has an area of 270,400,000,000 square miles. There are 5 major continents. The gravity is equal to Earth's. Frase is an arctic island on the north pole which is mostly round and has an area of 20,800,000,000 sq miles. Frase is practically identical to the south pole island of the same size called Fraze. Ark is the mostly square continent on which humanity lives and is 400,000,000 sq miles. Some people spell it Arc. Either way is fine. Zinx is a dagger shaped island that points south. Zinx is 60,000 miles wide at the hilt and 240,000 miles from its north point to its south point. This continent has 5,700,225,000 sq miles of land, and all of it is infested with all breeds of dragon. The Wasteland is the word used to call Legas. Legas is a continent devastated by all sorts of radiation left over from the suicidal war that wiped out the inhabitants and landscape of this now feared place. Legas is an almost square rectangle that is 150,000 miles east to west and 120,000 miles north to south at its widest spot. A 20,000 mile wide strait vertically divides Legas in W. Legas and E. Legas. The Western portion has 5 billion sq miles of land. The Eastern portion has 9 billion sq miles of land. Don't forget that there are inumerable islands too small to be seen on a regular map that are uncharted. This leaves about 208,699,775,000 of ocean. The landscape of Arcanar is heavily forested with coastal deserts, except for Legas which is mostly desert. There are also some jungles such as north of the Ark Mts. which is dense and deadly jungle almost entirely. RACES OF DARKWORLD Golyn: These creatures are like reptillian ape barbarians. They are carnivorous and nasty. AR 14, HP 3d6x10, APM 5, strike parry and dodge +5, claws or teeth 5d6 DAP, IQ 3d4, alignment: mostly miscreant or diabolic, language: goblin Crad: Small crustacean humanoids. AR 15, HP 1d4x10, APM 2, strike & parry +1, claw 1d12, IQ 3d4, alignment: mostly evil or selfish Delf: Dark-skinned elves with eyes containing irises of blue, green, violet, or red. Their history is a violent one, rife with warfare both physical and magical. Average lifespan: 700 years Troglodyte: (Not P.RPG Trogs) They live on and in the Mts. of Darkworld. They are the ones that forge arcanite into famed rune weapons. They are the ones who created the magic and psionic disciplines of Arcanar. They are mostly good people. They are known for being the best warriors and magic-users, but they are pacificts so the Drackor are the fighters feared in this world. Attributes: IQ MS EN are 6d6; AP SPD are 3d6; ST is 5d6; DX 4d6; LK 2d6, they will gladly share their secrets with other good aligned races except the knowledge of rune magic, Base MSP + ESP and Highlords are in the Blah 2 section of this manual, Average lifespan: 2000 yrs, height: 5-7', Wt 160-280 lbs, hairless, True Racial Name: Zsraithxeesmryyog (?,unsure), Commonly Called: Toraine or Zareth (both are the same if plural), adjective: Torainian/Zarethian, word for Underground: Talian Hydrak: This breed of Zinx dragon is definitely not recommended for a player character as you will find. It is three-headed and has four armor-tipped tentacles behind each shoulder. They come in many colors and reach adulthood at the age of 900 years. Some of them live to be 9000. Size: Length 80' (40' is tail), height standing on hind legs 60' - (Adult x2); MSP 3d6x10 +1d6x10 per additional level; Attributes (# of 1d6's) IQ 3/ MS 6/ AP 5/ ST 9x3/ DX 5/ EN 9/ LK 3/ Speed: 6d6+20 (land) 5d6x10 (water) - (Adult add 3d6 to all, except speed which is doubled and ST +3d6x3); DDP 1d6x100+300 (Adult 1d6x1000+4000); Natural Abilities: Right Head: Ice 2d6x10 DD, Middle Head: Fire 3d6x10 DD, Left Head: Poison 1d8x10 (DAP to DAP, DD to DDP), All R-100' (Adult damage x2 and range x3); see the invisible, nightvision equal to dayvision, doesn't breathe, regenerate 1d6x10 DDP (1d6x100 - Adult) every 4 melees, teleport and magic sensory abilities of great horned dragon, when adult: triple current MSP and MSP is now gained 3d6x10 per level; can learn Rips magic but they rarely do; Psionics: most don't, but 71-00 (percentile die) chance that they have psionics equal to the Rips Mind Melter; Combat: +3 APM in addition to Rips hand to hand skill (+1 only if DW), +3 to auto-multi dodge in water, No combat training: 5 APM and +6 to strike- parry-and dodge (includes DX); Damage: only add ST bonus as DD if double the needed actions to attack are used, Bite 6d6 DD, Claw/Talon 5d6 DD, Tail 1d8 DD, Tentacle: jab 1d4x10 DD or slap 1d6 DD, (Adult: bite 1d6x10 DD, claw/talon 1d6x10 DD, tail 1d4x10 DD, Tentalce: jab 1d8x10 DD or slap 3d8 DD); Note: All hydraks can carry 150x their ST in lbs and lift double that. Triple ST whenever compared (such as in an attr roll off) to another's. Drackor: See RCC. These are insidious creatures that are bent on genocide of everything but themselves. Player characters are the only exception. They are lizard like people with tails and spiny scaled skin. They live with demons as allies. They practice black magic more than any other Darkworld race. A 2 action body block attack from their standard spiked armor design inflicts 1d6x10+20 DAP with 60% knockdown chance. The only technology they possess/use is techno-wizadry and sword and sorcery level. Hand to hand combat skill is usually equal to H To H martial arts. Their castles and fortresses are usually avoided by intelligent creatures. Black magic abilities are bestowed by the Rocor. They can be any OCC, but the RCC is the New Order. Swamper: They are the offspring of some aliens who were trapped in this dimension. They have also developed some psionic abilities such as energy blasts. Their favorite food is slor, but they'll eat almost anything that a carnivore would, including humans. They are not specifically evil, but they aren't very picky about what they eat especially if it tastes good. Because of this, they're feared since they find other humanoid races very tasty. Average lifespan: 300 years Dragam: They are mostly evil. Average lifespan: 300 years, but like the swamper, some have embraced the new human created civilization, Such creatures make up the other section of the population which is listed in the Darkworld Manual. Tettletosnar: These creatures look like fleshy baseballs. They have three hooked legs. Those are their only features other than looking crustacean and the small mouth with the armor piercing tounge on their underbelly. They can't speak but are an intelligent race. They are parasites who jab their tounge into a creature's brain and absorb all the knowledge and memory. This process kills the creature. They also can grow roots into the dead host from the tounge. They will usually burrow into the brain to avoid being seen. They then use these roots as muscles and control their host like a marionette. These creatures are particulary fond of humans because they can cause great havoc when controlling one with mega-damage military equipment. Their host is nothing but a puppet and does not need any food or other things needed to sustain life. It is unknown what senses these creatures have other than they are superior to human senses. TT's: IQ 3d6, SPD 5d6, alignment: mostly evil, AR 12, HP 4d6+20, APM 3, dodge +7, leg slash 1d6 DAP; Host: EN x100 DAP, Spd x3, ST x3; There was once a band of TT's who took human hosts and loved the memories about early 20th century gangsters. They acquired machineguns that resembled tommyguns and went on a rampage. Brutan: These humanoids are quite barbaric, but they've survived well over the centuries. Their physical strength and survival instinct have made up for their lack of mental strength. Vampire: They've been discovered on the continent of Zinx. The official USD orders are to eliminate all vampires. If they cooperate they may be allowed to become arena entertainment until they are destroyed. Werecreatures: There are a significant number of them in Zinx and Arc. A few of them belong to the USD, and they mostly join the police and military for the thrill of the high-tech hunting experience. WILDLIFE OF DARKWORLD The Rips Conversion Book provides more wildlife that'd be applicable here, and the Flagedium Monsters and Animals provides stats for a whole lot of normal terran animals. Others found throughout DW manual. Slobberclaw: A carnivorous tailed humanoid reptillian giant. Ht 7-16', AR 15, HP 1d4x50, APM 3, strike +4, claw 1d4x10, bite 2d10, any attack by this creature requires a save vs poison (does 1d8x10) Mangletrot: Bent-kneed bipedal carnivorous lizard. Ht-7-11', AR 16, HP 1d6x100 DAP, APM 4, strike +5, claw 1d6x10 DAP, fangs 1d6x10 DAP Razormaw: Dragon-like headed, carnivorous, bear-like beast; Ht-7-13', AR 18, HP 3d8x100, APM 4, strike +4, claw 1d6x10 DAP, bite 3d6x100 DAP Slor: A giant ground sloth like beast, carnivorous, armor plated; ht 10-20', Armor plates: AR 19 DDP 3d6x10, HP 3d6x100, APM 4, teeth 6d6x10 DAP, claws 1d8x50 DAP, armor plating slash (fist) 3d6 DD, armor plating spikes bite 4d6 DD Shadowclaw: A nocturnal beast, bipedal, reptillian, no tail, blinded by light -10 to strike parry and dodge, huge claws, large maw filled with teeth, red eyes, IQ 1d4+1, MS 7d6, ST 30, DX 26, Spd 44/30 mph, natural magic ability: shadowmeld, laugh at pain and grin when closing in for the kill, love to see fear, nightvision equal to eagle's daylight vision; Ht 7-14', HP 2d6x100+200 DDP, APM 6, strike parry +6, dodge +10, claw 1d30 DD, bite 5d6 DD, (EN 40) Wraith: Dead that have encountered loose energy from dimension D-36. They are the walking dead. They survive as long as they drain 10 MSP a week. They continue to decompose, however. Their skeleton will continue to walk the land, held together by the energy it has drained. They are dead and can be turned. They are also counted as demons. This only happens to intelligent races. Their combat stats are the same as in life (APM,etc.) Flesh= HP of original creature x100 HP, Skeleton= 1 DDP per MSP stored, presence sense 50' radius, claws= punch/claw damage of original x3, fangs= bite damage of original x3 (save/poison or have 1d10 MSP drained), IQ 1d4, eyes glow in dark (nightvision equal to human 20/20), like to kill victim to double MSP, note: continue to store MSP and it is never used up, a necromancer lifedrain will kill it just as anything else Note: The flesh halves in DAP each month due to decay. Experience for Simulated Combat Cybercades use neurohelmets that let you become part of the game. If you're killed, the game turns off. Maximum experience gained is 1/10 of what it'd be if it were real and not in your head. Yes, you do feel pain, however, pain from such incidents such as being maimed is lowered because it's a game after all. If you do something really spectacular, you might be able to get 50 XP. More Racial Info Golyn: These reptillian ape brutes have the following attributes: IQ 3d4 / MS 3d6 / AP 1d6 / ST 4d6 / DX 2d6+4 / EN 5d6+2 / LK 1d4+2 / Spd 6d6. Either give them a straight HP 3d6x10 or roll up their HP & DAP using their EN. AR 14, APM 5, +5 strike/parry/dodge, claws 5d6 DAP, Align: usually Miscreant or Diabolic. None have been known to learn a hand to hand form but if they did their minimum current actions and bonuses would be those listed above. Height: 5' - 5'7", Weight 300 - 400 lbs. They can climb 98% and have dull or shimmering green scales. Their hands are five-fingered. Crad: They are small biped when on land crustacean goblins found along coastlines and beaches. Crads can breathe water (salt) or air equally well. Most have two-pincered claws but some have three pincers per claw. Those with three-pincered claws do 3d6 DAP per claw and have 3 APM. Attr: IQ 2d6/ MS 3d6/ AP 1d6/ ST 3d6+2/ DX 3d6/ EN 3d6/ LK 2d6/ Spd 4d6+3 (land) 1d4x10+10 (swim). Height: 4' - 5'6", Wt 100-400 lbs. AR 15, APM 2, strike/parry +1, Claw 1d12, (but some know hand to hand basic at L1d6), Align: mostly selfish or evil. If their EN isn't used to find their HP & DAP, simply roll HP 1d4x10 or 1d6x10+10 for those with three-pincer claws. Wilderness Monster Attributes (IQ: Animal Intelligence): ST DX EN Spd Slobberclaw 24 21 20 18 Mangletrot 34 23 30 36 Razormaw 34 21 35 20 Slor 40 15 35 10 The HPs of the Mangletrots, Razormaws, and Slors have a minimum of DDP but are damaged by DAP also which is why they're listed in DAP. When something damages differently to DAP or DDP, damage them with the DAP since that's what they're listed in. LIVING CONDITIONS OF DARKWORLD A good DDP structure apartment with security will run about $100 a week. If it is to house more than one tenant, the price will usually be around $100 a week per person. These rooms are about 30x30'. 100x50' rooms may be available on the top floors and may cost around $2,000 a week. Cheap DAP housing for one person in a 10x10x8' room runs around $10 a week. Military personnel get housing for free in the city state military sector. Room size depends on rank. Military personnel also get paid around $500-1000 per experience level or by rank each Friday morning. It isn't uncommon for arenas to be given custody of criminals for purposes of entertaining the public with their demise. Arenas are run by the USD Arena . In the arena, if the gladiators simultaneously kill each other then they will either be ressurected for a rematch, or the one that died harder will be ressurected. Ressurections and medical attention given to the winners is always deducted from their winnings. Military personnel are handed over to the military if killed, and their squadron is notified before the entombing. The dead of the USD are kept in the catacombs below the city states. They go a few miles down. Mecha-Drones keep track of the bodies. The USD has a captitalist government. Magic and Psionic shops are around but uncommon. One can pay to be teleported or dimensionally teleported at some of these places. The average price for a dimensional teleport depends on how the mage feels about the customer and how much money the mage thinks can be gotten from the customer. The average price is $20,000. The USD has detailed files on all weapons humankind has encountered or made. This is because the USD is the descendant of the Molatile Weapon Corporation. Not everyone will be sold a weapon from a USD-supplied DWA survival shoppe. It is generally assumed that the citizens will be protected from their enemies, but that isn't always true such as when techno-bandits arm their highest bidders with whatever they've recently stolen. DWA run facilities are the only places that can legally sell military strength hardware (Mega-Damage). Aura-sight monitors are used to determine the nature of the purchaser, but they're useless on those who can alter their aura. Hard armor can be purchased legally by most distriubuters. Mecha known as stingers are those mecha that have been put together from different war machine parts due to a lack of a complete set for a particular mecha. Generally, their combat stats are at half strength. These stingers are normally the work of high-tech bandits or techno-bandits as they are commonly called. Ideas for adventures using the Robodrek RPG: Were all the Zentraedi wiped out? Did they encounter other aliens? Have they built up a civilization of their own if the few rogues during the Robodrek Wars did not die out because they were bred for nothing but war? Were there Robodrek Masters in existance unknown to the RDF, REF, Southern Cross, Tirolians, and Zor Prime? If so, where are they now? What has become of the Invid? Did the Regis and Regent have a child? Did the Regent have someone to continue his work for him? ALIENS The solar system: Here is a list of the planets in the solar system that contains Arcanar in the Wexu galaxy, in order from closest to the two local suns to the farthest: #0= the Sun, 1= Viln, 2= Lura, 3= Arcanar, 4= Surn, 5= Rurgt, 6= Zuv, 7= Eltide, 8= Nalwi, 9= Kryx, 10= Fowter, 11= Retredine, 12= Warzun Warzunxin: A warrior race of bipedal arthropods from Warzun with two arms, a bladed tail, and a frightening jet black exoskeleton. Their heads resemble that of an evil chitinous dragon, and they are very evil indeed. Their unprovoked assaults (slaughters) on other worlds have proven that. In their arsenal are weapons made of secreted resin, the ability to metamorph into the last being they've devoured, and the horrific power to inhabit the bodies of the recently deceased by cleaning out the corpse. Ht 5-7', Wt 500-700 lbs, HP 4d10x1 to x10 DDP, APM 7, Strike parry and dodge +5, Wp polearm +7, Wp pistol +7, claws 3d6 DD, bite 2d10 DD + acid burns for 1d6 melees after for 1d8 DD each, spit acid 50' 1d8 DD, Glaive 3d8+1 DD (4d6 DAP if wielded by any other race) sometimes coated with acid (see bite) is forged from secreted resin DDP 20, Spike Launcher Pistol: rds18, volley 6 max, 1d4DD x # fired, sometimes spikes coated with acid, device and spikes made of secreted resin; All their equipment is made from their secreted resin. Including their spacecrafts. Ships equal to that made by Southern Cross army in Earth's 21st century (1/10 Luran strength). Their symbol is two crossed lines with a circle on the end of each end (4) and one in the intersection. That symbol is also the shape of a favorite weapon of theirs the Warzun Star, they can grasp it in their fingers and spin it around inflicting 4d4 DD or throw it doing 4d8 DD, 50% piercing EBA doing 2d6 DAP to wearer; -1 strike, parry, dodge per Warzun Star stuck in your armor/EBA, unless your're a big DD monster or really tall 10'+ Lurans: They are the most technologically advanced race in the solar system that is able to function. The Kryx have superior technology but they are using it to quickly kill off each other. Having observed the warlike nature of the neighboring worlds for so long, the Lurans are indifferent towards other races except ones which are definite enemies. They destroy any Warzunxin, Retredine, or Kryx craft that comes within 100,000 miles of Lura, Arcanar, or Viln. It is lucky for the inhabitants of Arcanar that the Lurans dislike conquering races coming near them and their neighboring planets. The Lurans first action when Arcanar appeared was to explore the new planet extensively. They quickly found the human survivors and were soon on good terms with the humans. They also established good relations with the other good aligned races such as Elves, Dwarves, Troglodytes, etc.. The humans on Arcanar were assisted by the Lurans only because the factories which were the sites for the city states of the human survivors were in an argor rich area. Since argor is the metal used as currency by the Lurans, Retredines, Eltides, and Kryx, the humans began doing much business with the Lurans. The Lurans being the indifferent people they are probably wouldn't assist the humans in war unless it fell into the perimeter which the Lurans defend. Luran attributes: IQ 5d6, MS 3d6, AP 3d6, ST 4d6, DX 4d6, EN 4d6, LK 3d6, SPD 4d6. Their physical appearence is generally that of humans and elves although unusual eye, skin, and hair color is common. They have one government that isn't perfect, but it obviously works. Not much is really known about their society. Equipment of the Luran Defense Force: LDF EBA: DDP 500, wt-10 lbs, oxygen supply 1 week, prowl -00%, takes half damage from all energy attacks LDF Beam Pistol: superior construction +1 strike, argor, 1d6x10 DD, range 4,000', stunblast 1d30x3 melees, proto-bayonet 4d6 DD LDF Infantry Gatler: Length 6', req ST 50, bursts 20, 6d6x10 DD per burst, or 1d6x10 DD that hits 1d6 targets, req 2 hands (fourwind skill no effect) LDF Power Armor: Ht 3 meters, Wt 4 tons, Spd 150 mph running or Mach 4 flying, engine: argor, DDP by Locale: Head 500, Body 1200, RPC= LDF EBA, Arms (2) 600, Hands (2) 250, Legs (2) 800, Jets (4, each supplies 1 Mach) 350, Leg LRMM (4) 350 WP sys: SCE, 4 week oxygen supply, features of Rips PA at x4 power 1. LRMM launchers: 2 on each leg, each holds 16 long range mini missiles, max volley is all missiles, Total Missiles: 64 2. punch 1d30 DD, kick 1d4x10 DD, ST 80 LDF Mecha: LUNAX: Ht 20 meters, Wt 360 tons, wingspan 30 meters, Spd run 270 mph or fly Mach 22 (3 jets) Mach 15 (2) or Mach 8 (1 jet), SCE with 1 month oxygen supply, engine: argor, DDP by Locale: Heads(2) 6000, Body 12000, Arms(2) 7000, Legs(2) 10000, Jets(3) 8000, RPC 8000, Wings(2, made for parrying blasts and missiles) 11000, Main Gun 7000, Chest guns(2) 5000, Missile Pod 6000 WP sys: features of Rips robots at x4 power/efficiency 1. Main Gun: R-50 miles (100 mi. in space), 25' long rifle/cannon, part of right arm, Grav cannon (considered physicalforce attack), aimed shot 1d4x1000 DD, burst hit 1d12 1d8x100 DD, 2 action burst 1d8x1000 DD, 2 action spray hit 2d12 2d8x100 DD, slow shot 1d8x100 or 1d8x10 DD 2. Chest Guns: R-2 miles (4 in space), 2 of 'em, 1 on each side of waist, 20 mm Taelon slugs, payload effectively unlimited, aimed 1d6x10 DD, short burst 1d6x100 DD, spray hit 1d12 1d6x10 DD, 2 action burst 1d12x100 DD, they usually fire as one doing double damage 3. Left Arm Plasma MG: R-1 mile (2 in space), 1d6 DD or 1d4x10 DD, may fire a 1-4 pulse shot (example: 1d6x4 DD or 1d4x30) 4. Missile Pod: on left shoulder, payload 200 atom splitter missiles, each do 1d10x10 DD to 100' area, Range 4000 miles 5. Punch 1d4x100 DD, kick 1d6x100 DD, ST 9600 Bladerunner: vehicle type: spacecraft, L 155', Wt 755 tons, Ht 90' with main blades or 40-50' without (bigger in the aft section), SPD: Main Engine .25 Speed of Light, SPD: 2ndry Engine: Mach 31 in space or Mach 14 in atmosphere (-1 mach per jet destroyed and all the rest when all destroyed), Cargo room is a measly 10x10x10', engine: argor, S.C.E. of course, Crew: 1 pilot, 8 copilots, 2 gunners (2 guns, 1 M.L., each controlled separately), 2 communication personnel, 2 navigators (15 total) passengers 25 maximum, Manuever Class: B, DDP by Locale: Body 30000, RPC shields(3, lead to doors which are part of RPC) 8000, RPC(totally covered by body and shields) 11000, Side blades(4) 9000, Jets(9) 4000, Nose blade 8000, Main Blades(2) 15000, Top Blade 7000, Manuever Jets(4) 2000, Missile Launcher 10000, Main Guns(2) 11000, Belly RPC shield 7000, Main Engine 24000 WP sys: Bladerunner pilot skill adds +4 strike + dodge, dodges available if no slash runs made that melee, add DX as well 1. Missiles: payload 12, 1d30x1000 DD each, R-4000 miles, max volley is all missiles, 2 mile blast radius, ROF: equal to gunner's APM 2. Main Guns: Grav Gatlers, 3d6x1000 DD each, R-70,000 miles (140,000 miles in space), Powered by main engine, ROF: 3x/melee each 3. Main Blades: on bottom, each 50' long, swing into forward or straight down position, double-edged, used for landing and slicing other ships, 1000 DD per Mach at when ramming (x2 DD if both used), if pointing straight down and make a moving forward ram they may get stuck in target if don't slice all the way through so if ship is bigger the Bladerunner's nose may slam into the target if it is big enough, a blade ram made with blade pointing same direction moving does x2 damage if target is not moving but Main Blades can slice as bottom of ship when pointing forward also since its double-edged, the attack does x3 damage if ship is moving torwards the bladerunner 4. Nose Blade, Top Blades, and Side Blades( 2 pr side): each do 500 DD per Mach at Attack Rate of Blades: 2 slashes or 1 if it causes the ship to stop suddenly such as a ram made with blade tip pointing same direction as ship, Note: blades/ship take half ram damage made over Mach 31 Retredines: Planet Retredine is home to a race of reptile people with an insatiable appetite. They search out other worlds in hope of finding the best meal they've ever had. This purpose of theirs is as sadistic as it is self-gratifying. Most of their race are simple people who never leave their planet, but there are enough planet hopping devourers to make most worlds hate them. In fact, the Warzunxin are their mortal enemies and have been for the past thousand years. Retredines are not known to dislike any food other than poisonous things, since they are susceptible to the things that other humanoid races (elves, humans, dwarves, lurans) are susceptible to. EN/ST/SPD 4d6, IQ/MS/AP/DX 3d6, LK 2d6. DAP equals EN x10. In general, an attack from them does 1d8 DAP be it claw, kick, or bite. Retredine EBA is a special lightweight material with 75 DDP. It weighs 3 lbs, has thermo-imaging in the polarized helmet, and is usually painted black and red. The Retredines favored weapons include an unusual multi-weapon system. It is called the Fork. It can be a simple trident or can compact and become a pistol that fires the spinning triblade, which is why extra blades are often carried. When the blade is connected to the device it becomes a vibrotrident. When the triblade is fired, it isn't a vibro weapon but spins so fast it inflicts mega-damage. Damage: VibroTrident 3d6 DD, VibroTrident with spinning blade 5d6 DD, used as a H to H weapon while in pistol mode does 2d6 DD or 4d6 DD spinning, firing the spinning blade does 1d4x10 DD; They also use proton guns that look like double-barreled shotguns. They do 2d20 DD. Their weapons are equal to that of USD's of fifty years ago. They also use power armor and mecha. They favor weapons that leave their prey edible, which means they usually use missiles only in life and death situations. / Spacecraft: about 1/5 Luran power Kryx: They're as inhuman as they could be. All of them have exoskeletons of varying color, and some have four arms as well. The planet Kryx had become one of the most powerful after the departure of the Eltides left the solar system. Now, they're losing all they worked for in a genocidal war upon themselves that began 500 years ago. The truth is that they would stand a good chance of defeating the Lurans if they really tried, but their war is a personal one that will not end until one group has vanquished all the rest. Stats: HT 5-8', WT 200-800 lbs, IQ 6d6 /AP 4d6 /MS 1d4 /ST 6d6 /DX 4d6 /EN 1d6x100 /LK 2d6 /SPD 4d6, HP 2d6x100, DAP= ENx4, claws 1d6x6, mandible bite 1d4x10; Their technology ranges from equal to 20th century Earth (lowest) to higher than the Luran's present technology if not a little more. Ancient Kryx Items (their technology is deteriorating): Kryx Antimatter pistol: R-500', 1d6x100 DD, payload 1000 years of continous shots (uridium powered) D.U.F. Railgun: (depleted uridium flechette), req ST 16, shots 20, 3d8x10 DD, well-made +3 strike Kryx Imperial EBA: 800 DDP, oxygen supply 2 week, half damage from all energy weapons Uridium Blaster: fires energy blasts, 1 year life, 1d30x2 DD THE ZINZOR: These are robots designed for extermination of life. They are artificially intelligent with minds of their own although they obey their programming which is listed above. Only a few were ever made. None are known to have been destroyed. This is the statistics of the average Zinzor: Engine: Uridium 20 millenium life, Ht 13', Wt 13 tons, run 50 MPH, IQ 3d6, ST 2d6x100, APM 4, Strike +3, Parry +2, Dodge +6, Heal 1d10x1000 DDP to one part per melee until main body destroyed, Prowl 2d4x10%, DDP by Locale: Main body 60,000, head 20,000, arms(2) 30,000, legs(2) 30,000, tail 20,000, underarm gun(2) 10,000, chest arm 20,000, shoulder missile launcher(2) 10,000, claws(2) 12,000, chest arm claw 8,000 Weapon Systems: 1. eye lasers(2): 1d30x10 DD each 2. claws(2): 5d6x10 DD 3. arm swords(2): 1d4x100 DD, slide from forearm 4. talon kick: 6d6x10 DD 5. chest arm claw: 6d6x10 DD, spinning claw attack 1d4x100 DD 6. tail: slash 4d6x10 DD, laser 6d6x10 DD 7. knee bladeguns(2): 3d6x10 DD, spray hits 1d6 does 1d6x5 DD 8. fangs: 3d30x10 DD 9. mouth P-beam: once a melee, 1d6x600 DD 10. shoulder missile launcher(2): payload 30 each, long range 11. armpit gatlers(2): 1d6x60 DD 12. ram: 2d6xSPD DD use 2 APM with 80% knockdown chance (auto if target weighs less), target loses 3 actions Zinzor Transatmospheric Power Armor: gives zinzor +2 APM strike parry and dodge, Speed: .36 Speed of Light in space, Mach 30 in atmosphere, DDP by locale: Body 30,000, Engines(2) 20,000, Arms(2) 20,000, Legs(2) 30,000 Weapons systems: 1. Long Range Missiles in legs(2): payload 30 each Note: .36 Speed of Light was the fastest speed the Kryx ever developed. They may have gone higher if their wars hadn't resulted in the loss of the technology. Eltides: This race left the solar system 400 years ago and never returned. They were 20' DDP humanoid mollusks. They wore savage looking EBA which they need since they didn't breathe oxygen but breathed hydrochloric acid which composes the oceans of Eltide. Their mysterious departure released Warzun, Retredine, Kryx, and Lura from their tyranny. Sarvinians: These are the main inhabitants of Nalwi. They are another race of intelligent mollusks. They use cybernetics and bionics to make themselves more like other races. They have technology equal to the Coalition in Rips with no known space travel capability. Case 47: This is the only widely released USD file on unexplainable encounters. In both Rips Earth and Arcanar there have been reports where a metal exoskeleton attacked intelligent creatures. One was a giant great horned dragon that made its assault at Mach 1 with plasma breath. The targetted squadron quickly learned that this metallic mock up was not the real thing. Once it took around 500 DDP of damage it fell to the ground. Inspection showed that it was a hollow exoskeleton with no identifiable means of locomotion whatsoever. The one Fire Dragon hatchling in the squadron got into it and tried to use it as armor but couldn't budge it a millimeter. Shortly after, the metal began to glow yellow and dissipated into vapor. The two other reports are of a 40' humanoid in rags and of a large flying sphere with many tentacles. The last two were reported in Arcanar's Ark continent. The first was reported in Rips Mexico. All incidents occured in the daytime. DEMONS FROM THE DIMENSION LABELED D-36: The D in D-36 stands for demonic dimension. It is the 36th dimension with a hellish evironment to be labeled D and is infamous for its rulers. The D's go from 1-36. The USD is also familiar with most dimensions from the Rips game. D-36 is ruled by the Rocor. They are demonic in the extreme. They have conquered and killed all that was once good in their dimension and all that is left for them is to cause pain and horror in other dimensions. They all possess the ability of Shifters and Summoners and use these powers to send their minions (conquered evil races) into other dimensions. The dead of D-36 turn to dust within 1 minute of death. This is a whole dimension and not just one planet. Weaknesses of D-36 demons: DD Holy and Magic weapons/spells, DD psionics, although certain demons may be vulnerable to more where listed, DAP magic/holy weapons inflict half the DD equivalent, DAP spell magic/psionics is to weak to hurt DDP demons, 1 dose of holy water (one ounce) does 1d6 DD to these demons, they are impervious to all fire (includes plasma) and heat weapons/magic/psionic, impervious to poison/toxin; Attributes are all 3d6 unless otherwise noted. LK is NA, Horror factor is 3d6+1. Their alignments are all evil or anarchist. Demon items disappear with the dead demon. These demons of Lanta heal from damage at a rate of 1/10 their max total per day. Note: Many demons have a stare attack. This is counted as magic. Saving throw is standard for this necromantic-style attack. THE DEMONS OF LANTA [D-36] Barracudem: length 6', barracuda on two legs, DDP 4d6, takes triple normal damage from holy water, APM 3, bite 6d6 DD, kick 5d6 DAP Cenobite: Ht 5-7', humanoid in appearence, these are the torturers and experts in agony, they are all sadistic and love their work, MSP 3d6x30, spell level 16, spells #1, 2, 3, 4, 6, 7, 8, 13, 14, 15, 19, 20; Their favorite world in D-36 is an endless series of mazelike catacombs. DDP 6d6x2, IQ/MS/ST/DX 6d6, APM 6, bash attack 3d6 DD, stare 1d6x10 direct to HP, they love magic weapons, Optional: Mentally controlled metal razor chains [or some other weapon] (10 of them) do 1d4 DD x number used Greater Cenobite (Sinfeeder): DDP: 3d6x15, MSP: 3d6x20; Razor Hook Chains do 1d8 each (10) or 1d4 DD (20). Chains have a ST 40 (each) and don't dissapear if more are summoned. Chains are capable of being suspended from mid-air if there's no surface to call them from. IQ/MS/ST/DX/EN are 18+3d6 not 6d6. MSP 3d6x60, Spell Level 18, same spells as Cenobite plus the mage spell Agony and their own called Pleasure (same result as Agony spell); Sinfeeders need not use APM to control their chains. The chains act for them. Also, previously summoned chains will assist the Sinfeeder if they're within sight. Note: Although the Sinfeeders are subservient to the Rocor, they control two dimensions of their own: that of Pain (D- ) and that of Pleasure (D- ). Normally, only one Sinfeeder is encountered at a time although they do surround themselves with lesser cenobites. Lesser cenobites, however, operate fine without guidance from a Sinfeeder, and they resent being bossed around. Working in cooperation though is another matter. Dampire: This is a demi-vampire. Dampire is used to describe an offspring of a human and vampire although that is impossible as Rips vampires are infertile (Vampire Hunter D may wish to argue). Here it's used to describe D-36 psuedo vampires. They almost look like any normal human or elf. They have red pupils that glow red when angered. Giant batwings are on their back with an average wingspan of 12' that appear and disappear on command. They can cause their normal mouth of teeth to become a horrifying collection of bloodsucking stilettos with ease. They are capable of projecting a 3' horn from their forearm with the purpose of draining a creature of a pint of blood in one melee action. They are also harmed by wood (same effect as magic weapons). They take 3d6 DD from sunlight per melee. Ressurect and Restore spells do 2d8 DD to dampires. DDP 1d6x20, IQ 4d6, ST 6d6x3, MS 1d20+10, DX 6d6, flying speed (with wings) is x6, APM 6, strike parry and dodge +4, punch 3d6 DD, kick 4d6 DD, leap attack/jumpkick/paired wps, forearm horn jab +6 DD to punch, bite 6d6 DD, fangs can drain 2 pints in one action, must restrain target and then proceed to drain, drained to death humans and elves rise as dampires in 13 minutes unless exorcised, wooden attacks to heart do quadruple damage, MSP 3d6x10, spell level 6, spells # 4, 5 Darkhorn: darkskinned humanoids with 3 twisted horns in the head, Ht 3-4.5', DDP 4d6, stare 4d6 to HP, APM 4, str-pry-dgg +6, claw 1d8 RDP, horns 3d6 RDP, or by weapon (they love axes), little 1-h axe 5d6 RDP Demon Dog: Black or red furry dog with large teeth and glowing red eyes. IQ 2d4, DDP 3d8, APM 4, bite 6d6 RDP, claw 4d6 RDP, fireball 2d6x10 RDP R-100' (or 2d6 DD), dodge bonus +6, spd 3d6x10, MSP 2d6x10, Spell level 1, spell #10 Demon Knights: red spiny-skinned humanoids in black spiked plate mail, MSP 2d6, spell level 1, spell #4, plate mail DDP 6d6x6, MR 19 (the demon not the plate mail), HP 6d6x10, DX 1d6x6, spd 4d6, APM 6, claws 5d6 DAP, gauntlet spikes 1d4 DD, firesword 1d30 DD, hell mace 3d6 DD, eye fire R-50' 2d6x10 DAP (2d6 DD), Ice breath R-50' 3d4x10 DAP (3d4 DD), the plate mail has no AR so it must be destroyed before attacking the demon Drek: hunchbacked humanoid with with green slimy skin, it loves swamps and marshes, takes 1d10 DD from sunlight per melee (none from globe of daylight, sunlight only), DDP 6d6x4, APM 6, claws 3d6 DD, bite 6d6 DD, DX+ST 6d6, spell level 10, MSP 1d6x100, spells #1, 2, 3, 4, 8, 10, 11, 19, 20 Fiend: humanoid monster with 4 tentacles behind each shoulder that extend to 13', Ht 7-13', DDP 6d6x3, APM 13, tentacle jab 1d10 DD, claw 1d6 DD, bite 1d8 DD, thigh spikes 1d4 DD/1d4x10 DAP shoots them out R-100' volley max 5, ST+DX 4d6, MSP 2d6x100, spell level 12, spells #1, 2, 3, 4, 5, 7, 8, 9, 10, 11, 13, 16, 17, 19, 20 Gargoyle (Dargoyle): this is a giant reptillian humanoid covered in an outer layer of stone, ht 5-20', wt 1 ton pr ft, to harm the demon its stone armor must first be shattered, to destroy the stone armor it must take 3d4x10 DD in one attack (roll to determine each gargoyle's stone endurance), only phyforce attacks harm the stone layer, appearence is that of the gargoyle in the P.RPG, granite weapons effect it same as magic wps, underneath: DDP 3d6, ST 2d6x10, DX 4d6, fly speed x10 (x20 without stone), can pose as statues for 24 hrs at a time with the stone layer intact, APM 4, str pry dgg +4, claws 5d6 DD (3d6 DD without stone), bite 6d6 DD, tail 1d4 DD or trip attack, MSP 4d6x10, spells #4 (at L1) and 19 (at L10) Ghoul: devours of carrion and things not yet dead, humanoid corpses to rotted to tell if were once human, they are undead, IQ 2d4, ST 6d6, DDP 3d6, regenerate 1d6 DDP per melee, APM 3, claws 1d6x5 DAP, bite 4d6 DAP (poison 4d6), power claw (2apm) 2d6 DD, Weakness: Healing spells hurt them, total healing, restoration, and ressurection spells will kill a number of them equal to caster's level (ressurection 3x as many). Gnarlgan: appearence is of a humanoid demon made of wood, metamorph to tree stump (equal demon size), ht 3-10', DDP 1d12, DX 6d6, APM 6, jab 6d6, firebreath R-100' 1d6x10 DAP (1d6 DD), power jab (2apm) 1d8 DD, spell level 4, MSP 2d6x10, spell# 10 Grimlin: small dark green reptillian demons, spiny teeth, sharp claws and talons, large ears, Ht 3-4', wt 50-100 lbs, HP 1d4x10, APM 4, claw 1d6, power claw (2 APM) 1d4 DD, DX 6d6, ST 4d6, like to work in groups, have natural psionic telemechanics, spd 5d6; Grimlin Leader: ht 5-6', wt 100-200 lbs, HP 4d4x10, DX 6d6, ST 4d6, AP 5d6, natural psionic telemechanics + super telekinesis, APM 6, claw 3d6 DAP or 1d6 DD (1 APM) Hell Hog: large beast with large boar like tusks, IQ 2d4, spd 5d6, DDP 4d6, APM 2, dodge +5, tusks 4d6 RDP, firebreath R-50' 1d6x10 DAP (1d6 DD), charge (2apm) 1d8x6 DD Juggernaut: damaged by iron as by magic weapons, ht 7-13', wt 3-12 tons, ST 136, Spd 6d6, DX 4d6, MS 6d6, damage +122 DAP, MSP 3d6x10, spell level 1, spell #4, DDP 3d4x10, APM 4, punch 5d6x10 DAP, power punch (2apm) 5d6 DD, Hell-Mace 1d30 DD Ogre (Dogres): ht 8-16', ST 4d6x10, DX 4d6+1, MR 19, DDP 6d6, APM 4, weapon (1-h 2d6 DD or 2-h 3d6 DD), punch + kick 1d10 DD, stare 6d6 to HP, MSP 3d6x10, spell level 1, spell #4 Possessing Entity: This rare naturally invisible demon is an immaterial energy being. It has all the standard D-36 demon immunities. It can pass through walls but not holy water. IQ 18, MS 19 (+2 MS saves), Spd 50 (35 MPH), DDP 1d6x10+40 APM 4, In addition to the possessed's DX: +2 strike, +4 parry/dodge See the Invisible, Coldfire Claws 3d8 RDP direct to HP - must become visible to use, Psionics (Rips): ESP 30, natural empathy, empathic transfer, evil eye, levitation, sixth sense, death trance, auto mind block, see aura, super telekinesis, The rarest and most dangerous also have alter aura, mind wipe, and insert memory. Other psionics may also be available. Possessor (Red Death): This six inch to one foot red spiny skinned demon is quite nasty. DDP 2d6, APM 3, punch 3d10 DAP (red death), Autododge +1d10, MSP: 4d6, Spells:4,15, 18-(subject must be dead) Rocor: humanoid, ht 7-13', red eyes, black nails + teeth + long hair, wear red and/or black robes, MSP unlimited but count as 1000, spell level 20, spells all black magic and limited sorcery, stare 1d6x10 to HP, IQ 1d4x10+10, ST 1d4x10+10, DX 5d6, MS 6d6, MR 16, DDP 6d6x10, APM 6, claws 5d6 DD, fire breath R-50' 3d6 DD to 1d6 targets, poisn breath R-10' save vs poison if fail save vs death or die (takes 10 restoration spells to destroy Rocoran virus), they rise again in 13 hrs unless decapitated, weapons (1-h 1d4x10 DD or 2-h 1d6x10 DD, or any combination to get those or lower) The Rocor are the rulers of their dimension. Through magic, cunning, and subterfuge, they eventually conquered all the worlds in the demi-plane (a finite-sized dimension) of Lanta [D-36]. The inhabitants of those several thousand planets were transformed into abominations to suit the Rocor's purpose. They aren't interested in conquest beyond Lanta, but they enjoy twisted games that they start in other planes, using their minions and the natives as the participants. Havoc, chaos, mayhem, and destruction are all things they enjoy as recreation. Scaled Raven: This is a three-headed bipedal monster. Its stony & scaly skin covers its heads and necks as well. The beast's evil beaked heads radiate evil magic. A negate magic will kill this demon. It can pose like a statue. Magic Known at L20: impenetrable wall of force, summon shadow beast; Black Magic at L10: #4, #10, #15, #18, #19; MSP 1d8x100, DDP 3d8x10, HF 15, Ht: 5-7', APM 6, claws 1d6x10 DAP or 1d6 DD, beak 1d8x10 DAP or 1d8 DD, stare 1d8x10, s+p +8, dodge +6, all attributes are 4d6 Troll (Drolls): large green humanoids with 3 rows of razor teeth, hair color varies, ht 7-14', DX 7d6, spd 5d6, ST 3d6x10, MSP 2d6x10+10, spell level 1, spell #4, DDP 6d6, regenerate 2d6 DDP per melee until taken to -40 or less, APM 5, punch and kick 1d10 DD, weapon (1-h 2d6 DD or 2-h 3d6 DD) Wight Wolves: biped wolf monster ht 7', metamorph to human or elf 6', metamorph to wolf, spd 4d6x10, hurt by silver as if it were a magic weapon, DX 5d6, ST 6d6x3, DDP 1d4x10+10, APM 6, bite 1d4x10 DD, claws 5d6 DD, death by wight wolf bite will cause the human or elf to rise as 01-25 Dampire/ 26-75 wight wolf/ 76-00 ghoul in 13 hrs unless exorcised Also: Death Orbs (The Rocor don't make them, but the Rocor know who do and are supplied by them. The USD has had run-ins with the makers and labeled them UUB [Unidentified Unfriendly Beings] Case 47.) Wraith: Dead that have encountered loose energy from dimension D-36. They are the walking dead. They survive as long as they drain 10 MSP a week. They continue to decompose, however, their skeleton will continue to walk the land, held together by the energy it has drained. They are counted as both dead and demons. Flesh= remaining HP x 100 or DDP x10, To decomposition, the value halves each month, when 1 point remains, all is gone by the next month, which means all flesh is gone within 8-9 months Skeleton= 1 DDP per MSP stored, once stored the MSP doesn't fade, Random skeleton DDP: 1d12x10 (1d12 weeks) or 1d12x40 (1d12 months) presence sense 50' radius, fang/claw or bite/punch damage is tripled and ST is x3. Those struck most save vs magic or have 1d10 MSP drained from them into the wraith. IQ 1d4, all other attributes are as in life, eyes glow in dark (nightvision equal to human 20/20), like to kills victim to double MSP, every 1d12 months must save vs death or be destroyed (crumble) APM 3, S/P/D is DX bonus if any Warrior Wraith: These are elite wraiths. For some reason, they're more sentient (IQ 5), evil, and deadly. The ST of the original humanoid is tripled. Their EN is doubled. These wraiths aren't simply animated dead. They're undead, and unlike the lesser ones, they retain none of their memory (hand to hand stats,etc). They fight with demonic instinct rather than remembered ways, and they rarely have any remaining flesh. MR 19, DDP 1d12x48 (1d12 months), APM 6, S/P/D +2d6+1, Any touch from them requires a save vs death or the loss of 2d6 MSP. Bite 2d6 DD, Claw 3d8 DD (+2 per 20 ST), Soul Burn (Ranged Life Force Drain, save vs magic, 1x/melee) 1d4x10 direct to HP or 1d10x2 DD to DDP [drains 2 MSP too], Demon Sword (MSP Energy, materializes at will) 1d6x6 DD, Presence Sense 190' Radius Wraith Knight: They're nearly the same only they're a little bit tougher. Their MS is doubled. IQ 6, DDP x2, APM 6, S/P/D +13, Demon Sword 1d6x10 DD, Hell Mace (usable 1x/melee) 1d6x10+20 DD shatters shields on a 15-20 (including vibroshields), Soul Burn 1d6x10 HP / 3d10 DD [-3 MSP] Note: Negative MSP will cause a coma. The number of negative MSP is subrtracted from the EN attribute. (Note: Chi IS NOT MSP) CREATURE OF MAGIC Bizorn: appearence: troll from P.RPG with bull-like horns on head, they can move their horns like tentacles but they're very stiff, if they touch the horn points together above their head then they can fire a lightning bolt from joined horn points, they're covered by an energy field that provides mega-damage protection - it's invisible except when hit when it shimmers blue where hit, ht 12', ST 5d6+12, EN is NA, DDP of energy field: 1d6x100 DDP; HP 2d4x100, AR 19, strike + parry + dodge +5, paired wps, fourwinds skill, leap attack +2 hit, critical on 17-20, lightning bolt 1d6x10 DD once a melee (r-700', +3 strike), APM 4, claws 5d6 DD, 2-h vibroaxe 1d4x10 DD (wt 200 lbs, req ST 30, 7' long) DDP 120 non-bizorns must use 10 MSP to activate it for 1 melee per level otherwise 5d6 DD, head ram 6d6 DD (2apm), kick 4d6 DD; Lightning Tube: rifle-like, amplifies L.B. damage x3, +2 strike, DDP 80, non-bizorns can expend 20 MSP to make it fire a 1d8x10 DD blast; Player Character? Work something out with Rips Dragonslayer. CYBERNAUTS Razorwing: A bio-engineered lifeform made for cybernetic/bionic enhancement. This creature is a 7-14' (depending on model) lizard-man giant. Its skin is a green metallic substance. One arm has a spinning circular sawblade 3-5' in diameter in place of a hand. Its other arm has a large plasma cannon in place of a hand, but it can change position to reveal a clawed hand. Has no need for food and no mouth. Wingspan 8-15', weight 1-2 tons, fly 700 mph, run 70 mph, DDP 1d6x100+100, APM 6, strike parry dodge +7, ST 40, eye lasers(2) 1d6x10 DD each, claw 5d6 DD, kick 1d4x10 DD, Plasma Cannon 3d8x10 DD R-1 mile, Sawblade 1d10x10 DD (sometimes augmented with an APAR field increasing the damage to 1d4x100 DD, IQ: animal enhanced by computer, designed for seek and destroy missions, defense, and assault, all are hostile to everything encountered that looks like a threat (intelligent beings, mecha, etc) Behemoth: 70' tall metallic (flesh underneath) battloid with an autocannon on its right arm. A shell does 1d6x100 DD (30 rounds). APM 3, S+P+D +5, DDP 3d6x100, Punch and Kick 1d8x10 DD, run 80 MPH, 40 tons; These monsters were designed for defense. Can lift and carry 35 tons. Hexborgs: These six-armed cybernauts are only found in the Wasteland. They are programmed to destroy all that is not a H class cybernaut. Skills of note: hextupled weapons, ST 40, Spd 22, IQ 2d4, Ht 10', DDP 600, APM 6, strike/parry/dodge +6, Head laser 6d6 DD, punch 2d6 DD, kick 3d6 DD, leap kick 2 apm 6d6 DD, (arms (6) 100 DDP, legs (2) 300 DDP, head 300 DDP), Note: Destruction of head leaves the killing machine with -6 to str, pry, and ddg. Creatures of Magic Chimera: IQ 3d6 / MS 4d6 / AP 2d8 / ST 20+1d6 / DX 18+1d6 / EN 40 / LK 3d6 / SPD 1d6x10+10, Alignment: Evil, DDP 3d6x10, HF 14, MSP 1d6x60, Ht 5-6', Wt 800+1d4x100 lbs, L 10+1d4', APM 5, +4 strike and dodge, +1 initiative, +2 saves, attack 1d8 DD + ST bonus, fire breath 4d6 DD R-50' 4' wide, ESP 1d4x50, Psionics: telekinetic force field, astral projection, bio-regeneration: super (1d6x10); lifespan 2000 years, appearence: lion with goat head (breathes fire) on back, and a serpent head (poison 2d8x10, 5' neck) behind goat head in middle of back Gorgon: This demon is much like the one found in Dyval (D-2, a classic style Hell) although these have claws and talons both of magic indestructible brass. The wings are similar but gold. Hades is D-1. Only the humanoid's eyes/face can petrify. The she-devil's attributes are those of the original except the DX and SPD (6d6/1d6x10+30 Flying). DDP 3d10x10, APM 7, S/P/D +1d8+5, Claws/Talon 5d6 DD, Power Claw/Kick (2 APM) 1d6x10 DD, Size: They can be as small as 7'. Petrification: Gorgons can be petrified if they see their own reflection. They can also animate and control the stone creatures they create (equipment and clothes stone too). APM 2, Strike +5, Damage 2d6 DD, DDP 250, ST 90, Spd 8+1d6 Darkworld Ghoul Grilar Dybbuk: IQ 2d6 / MS 4d6 / ST 20+1d10 / DX 20+1d6 / EN 20+1d6 / SPD 3d6 / LK+AP 1d8; DDP 3d8x10+40, HF 14, MSP 4d8, Ht 6+1d6', Wt 1d4x100+300 lbs, APM 6, parry & dodge +1, +4 save vs HF, +4 save vs magic, human form punch 3d8 DAP + ST bonus, big fists 5d8 DD, small razor claws 3d12 DD, bite 1d10 DD, thermal vision, in sunlight is -8 to str-pry-ddg, dig 6' per action, fire and cold resistant, physically inhabit the recently deceased (won't deteriorate if feeds on daily human blood), quadrupled weapons; tall neckless monster man with four arms, the top pair a large digging fists that are long, the bottom are razor claws to feed and dismember with, see Rips Conversion Book for picture of Dybbuk Darkworld Monster Cobrat: This is a 6-12' long cobra with an equal size bat-wing wingspan. It also has two taloned limbs on the rear half. They often hunt in groups. Greater Cobrats tend to be loners. Weight 150-300 lbs, Lifespan 36 years, Attr: IQ 1d6+1 / ST 1d6x10 / Spd 2d6x10 (flying), DDP 2d6x10, APM 4, S/P/D +1d8+1, Talons 2d6 DD, Bite 1d10 DD (poison 1d4x10 DD), Spit Poison in eyes causes pain and varying blindness (subtract cobrat's bonuses from victims for 1d4 melees) Range 20' [After 25 years, they become greater cobrats.] Greater Cobrat: Length 20-40' (60' is a reasonable limit), IQ 2d6+1 / ST 1d6x10+60 / Spd 2d6x10+120 / DDP 4d6x10, APM 5, S/P/D +1d8+4, Talons 6d6 DD, Bite 5d10 DD (Poison 2d8x10 DD), Spit Range 30' Flagedium FANTASY RPG DEMONS AND DEVILS (Those not listed in the Rips Conversion Book are here.) (Alignments: any evil) Greater Devils: Horrors: DDP 1d8x100+200, Ht 20', MSP 1d6x100, HF 16, APM 4, claw/bite 5d6 DD, strike, parry & dodge +2, +3 all saves, poison bite 2d6 (hallucinations -2 strike and parry 1d8 melees, 40% run screaming in terror), fire and cold resistant (half damage), nightvision, heal 1d8x10 DDP per minute, dimensional teleport 19%, healing touch 1d8, Magic: all L1 air elemental at L4, turn dead, exorcism, remove curse, curse: phobia, luck curse, minor curse; many-eyed monster with dripping fangs and claws; IQ 1d6+4 /AP 1d6+2/ MS 1d6+14/ DX 5d6/ ST 1d4x10+10 (min 31)/ EN 1d6+16/ LK 1d4/ Spd 30+1d10 Beasts: DDP 1d6x100+200, Ht 16', 2d6x100 MSP, HF 15, APM 5, claw 4d6 DD, strike +2, parry & dodge +4, +3 all saves, nightvision, fire and cold resistant, metamorphisis, regenerate 2d6x10 DDP per minute, fly 30 MPH, dimensional teleport 30%, healing touch 2d6, knows all languages, Magic: all L1-3 at L6, turn 3d6 dead, animate and control 3d6 dead; horns, batwings, tail, cloven hooves; IQ 10+2d6/ AP 8+3d6/ MS 12+1d6/ DX 6d6/ ST 20+1d30/ EN 6+4d6/ LK 4+1d6/ Spd 1d6x10+10 Pandemoniums: DDP 1d6x100+40 (attractive humanoid, often opposite sex of victims), Ht 8', alignment: diabolic, APM 4, claw 1d8+4 DD, str +1, parry and dodge +2, +2 all saves, nightvision, metamorphisis, knows all languages, heal 1d8x10 DDP per minute; psionics: telepathy and empathy powers at L4 (ESP 100); Gaze of Mesmerism: +2 spell strength, think you're in hell, -6 initiative, -2 strike and parry, not recognize anyone 65%, fall to ground sobbing 50%, gain 1 permanent insanity, duration: until pandemonium leaves; IQ 8+3d6/ AP 8+4d6/ MS 12+1d8/ DX 6d6/ ST 5d6/ EN 3d6+6/ LK 5d6+6/ Spd 12+2d6 Black Spectres / Hell Wraiths / Dyval Wraiths: DDP 1d6x100+40, Ht 12', HF 16, they are immaterial phantoms so only hurt by psionics and magic weapons/spells, impervious to fire and cold, can travel astrally without silver cord, dimensional teleport 35%, turn 2d6 dead 50%, APM 6, strike +3, +3 all saves, spectral claws: 3d8 to any damage capacity system (only be parried by magic or psionics); ESP 110, all P.RPG psionics and all Rips psionics at L6; appearence: misty ethereal woman, SPD 20, DX 6d6, MS 25 (+5 save vs psionics),or ESP=100+1d4x100 (Optional: Spectral Claws go direct to HP.) Serpents: DDP 1d6x1000, L-20', HF 16, APM 5, bite 3d6 DD, spit fire 4d6 DD R-30', nightvision, impervious to fire, heal 2d6x10 DDP per minute, healing touch 1d8, dimensional teleport 24%, Magic: MSP 2d6x100, all L1-4 Earth Elemental at L6, turn 6d6 dead, animate control 4d6 dead, minor curse, luck curse, curse: phobia, remove curse, exorcism, ressurection; large golden serpent; IQ 20+2d6/ AP 20+2d6/ MS 18+1d8/ DX 7d6/ ST 30+1d12/ EN 16+2d6/ LK 20+1d6/ SPD 1d6x10+15 Great curses can be found in the P.Fantasy Role-Playing Game Book III. Use the Super-ST table for power (2 APM) attacks. Hades/Dyval demons need a 12+ to save vs magic and use their EN saving throw bonus instead of MS. Lesser Demon: Hades Banshee: DDP 3d6x10, IQ 8, naturally invisible, becomes visible at will, can travel astrally without cord, is an immaterial phantom so need psionics or magic weapons/spells to hurt it, HF 14, Ht 12', nightvision, dimensional teleport 58%, teleport 90%, APM 1 cry & 1 psionic; Psionics: (Rips) at L5, empathy, empathic transmission, see aura, sense magic, presence sense, ESP 38; Spd 14+1d6, IQ 8+1d4 Cries of the Banshee (save vs magic): Moan: all who hear run away for 4d4 melees in terror Weep: -3 strike, parry, dodge, all saves, dur 1d6 melees Wail: percentile dice: 01-40 attempt suicide once, 41-80 paralyzed for 1d8 weeks in terror, 81-00 -4 strike parry and dodge for 1d8 melees Appearence: misty ethereal elven woman; (+3 save vs psionics), MS 21. (or ESP 30+1d4x10) Origin: Unknown: Baaloids: are green serpent men with green hair, glowing yellow eyes, and are serpents from the waist down. They are sometimes allies of the cyclops, and they two know the secret of the cyclops lightning weapons. These are the only two that do know the secrets. Both are employed by the drackors to make them for them. Ht 6-7', Length (of tail not standing upright) 7-11', Wt 400-800 lbs, DDP 1d6x50 Attributes: IQ 2d6+3 / MS 3d6 / AP 3d6 / ST 5d6+4 (supernatural) / DX 4d6+12 / EN 40 / LK 2d6 / Spd 1d4x10 / Alignments: Evil APM 5, +4 to Strike + parry + dodge + initiative + saving throws, only vulnerable to magic, psionics, and lasers Archery: Rate of fire 5, strike +3, range 1020', Baaloid Bow 80 DDP Bow generated lightning arrows 1d4x10 DD, Lightning Arrows 1d6x10 DD (Baaloids carry 4d4 of these), Allies: Cyclops, Drackors, Demon Locusts, and other demons, devils, and monsters to a lesser extent Their purpose in life is to await the coming of their evil god. Supernatural Intelligences / Dimensional Travellers / Gods: The gods as presented in the P.RPG aren't really gods but dimensional travellers. Create them as supernatural intelligences in the Rips Conversion Book, but their natural form is as listed in the P.RPG and their HP are HP divided by 2 x1000 DDP. Make up their powers or compare other Rips converted powers. Their strength will be at least 30 on the Super-ST table but much higher normally (120-240 is average). D-33 Demonic Dimension Number Thirty-Three This is a heavily forested twilight landscape with large trees and plentiful villages and towns. Delves, elves, and a race practically identical to humans are the majority of the inhabitants. But the ruling class that reigns supreme with a terrifying and merciless iron fist is perhaps the most terrifying of all the demonic beings found in the dimensions labeled D-Class. They are the Death Knights. Formerly the most famous and powerful palladins to ever exist in D-33, they are now undead. This land of terror is roughly the size of Arc; and after that land ends, D-33 becomes a red-sand desert with black clouds filling the skies which rain down lightning and whirlwinds that some say could steal your soul. That hellish nightmare netherworld portion of D-33 is inhabited by things found many in many other places such as Hades and D-36, however, a great deal of the other things that infest the land are too horrifying to think about let alone describe. The USD has found it extremely hard to open even a small rift to this dimension which is infuriating for the USD would no doubt wage war against the Death Knights if they could. For the time being, the millions of inhabitant of D-33 live in constant fear of their masters who make the other beasts of the land that torment them look like paralyzed kittens. D-33 is divided among the Death Knights into 170 kingdoms. There is only an average of 100-200 Death Knights to a kingdom, but the populace knows that even with those odds they're severely outmatched and would be tortured in ways that would make them rather be wiped out. As things are now, the Death Knights torment their kingdoms' population pretty badly already. DKs have been known to walk into a village and slaughter everyone just for kicks. These fiends have let their people know that it's fine with them if the particular place being razed wishes to fight back they may do so without any consequences that were not already decided upon. Death Knights prefer the company of werecreatures only slightly less than they prefer the company of fellow undead creatures, however, they hate vampires with a passion. If the vampire can be controlled, it will be allowed to survive only as long as its submissive condition entertains the Death Knight. DKs don't travel to other dimensions very much, but one is known to exist on Arc of Arcanar as an ally to Lord Baalek, the Astral Nexus Demon Saint. That DK has not revealed his name but is called the Wraith King. All DKs have power over most undead and animated dead. In D-33, elemental magic can be learned as if it were a normal spell by Death Knights. However, DKs possess no warlock abilities or the spellfire versions of elemental magic. The power to create Death Knights is only held by one. That one's name has never been revealed by the Death Knight, but he is called King Death. Those turned into Death Knights are palladins who have turned evil and died. King Death must simply knight the corpse. The dead palladin's remains will remain his/her body for the rest of his/her unlife. The undead may not be ressurected. King Death was the first DK and was created by one of the Old Ones. DEATH KNIGHTS IQ 10+6d6 / MS 20+5d6 / AP 6d6 / ST 20+6d6 / DX 20+6d6 / EN 66 / LK 1d10 (They can be an intact corpse or nothing but a skeleton.) / SPD 6d6 Alignment: any evil Horror Factor 16 HP 6d6x10 DDP, MR 10+1d8 (provided by their plate mail) MSP 4d6x20, ESP 3d6x10, Magic Resistance 75% (spell reflected back at caster if 11% or lower is rolled) in addition to/before saving throws; Natural Abilities: This creature of magic is only vulnerable to magic, holy, or psionic powers/spells/attacks/items. It is hurt by holy water as if it were a demon. see invisible, magically know all languages, sense magic (use of, items) 300' radius, complete control over all L5 or below undead/animated dead, imperivous to all fire/ice (heat/cold) attacks, if it saves vs a psionic attack there's an 11% chance of it being reflected back at the psionic, dimensional teleport 66% (only usable when in D-33), cannot be banished/turned/or returned with a return demon spell, can hurt things on the astral plane as if they were on the material plane, can always see unhindered, its vision can never be impaired, knows no fear or pain and can't even feel at all although it can sense wounds; radiates magic fear 5' radius save or -2 initiative, strike, parry, and dodge always when against that DK; radiates unnatural cold 3' radius; Shadow Travel: on a 6 on a 1d6 the DK has this power, can shadow meld and can sense all shadows in a 60' radius, can transfer from shadow to shadow as long as it's within 60', line of sight, or it's known to be there, also has power over shadowclaws and shadow beasts (Rips) ; Psionics: Bio-manipulation (Rips p124), psi-sword, psi-shield, telekinetic force field; at Level 1d12+8 Magic: Once a day can do each of the following: Power Word: Kill: R-victim must hear you, uses 4 APM, Save: Death & Magic, failure to save vs both means death equal to a mage's reality rip spell, Fireball: R-490', 20d6 DD, CT: 1 APM, Saving Thr: magic (take half damage) and dodge (18 or higher, if you can get out of the blast), blast radius 100' Shards of Ice: R-600', Saving Thr: dodge 17 or higher, 20d8 DD, CT: 2 APM (or death knight can make a punch roll to strike) Wall of Ice: at Level 1d6x10+40 (Rips Conversion Book p77) Other knowledge: DKs can learn other elemental magic, any learned will be at Level 1d12+8, some powerful DKs have created their own spells Casting Time: L1-3 1 APM, L4-6 2 APM, L7-8 3 APM Combat: APM 6+1d4, crit 17-20, level of WP Skills is 5d6 (roll separately) only uses ancient wp types, multi-dodge, multi-parry, paired wps, physical attack is 3d10 DD, restrained 3d10 DAP + ST bonus, most likely will have a magic weapon and likely a rune one Cold effects: 1 DAP per full melee of physical contact with the DK, DK can increase it to 4d6 DAP per melee in the entire 3' radius To damage their plate mail requires a declared attack on which all bonuses are removed from the roll. On a natural 7, the armor which has 100 DDP is hit. It is impervious to all the death knight is impervious to and the DK rolls for its saves with its own bonuses. Note: When a spell/power is reflected back at the caster/psionic, they can then be hurt by their own incantations/powers. DARKWORLD MONSTERS Monster RCC: Mutanaut: Roll 3d8 for the eight attributes, +1d8 HP per level, HP+DAP are both in DDP, The basic idea for this was to roll on every random chart you could find to make a random monster. Roll 1d4 times on each of the following tables: Rips D-Bee page 18, Rips p249 animalistic predator (all), Rips Conv Book: Gigante (Both), Roll 1d8 and add 1d8 to that randomly rolled attribute, Invid Invasion: biological + evolutionary experiments, Mutants in Orbit: p10 (19-20%: +20 ESP, must use ESP to use it), Roll percentile dice: 01-10 2 bionic limbs from Bio-Tech & 1 Rips T-W or bionic weapon for each (or add another normal pair of arms), 11-20 MSP +2d4x10+10 - Rips Line Walker Ley Line Rejuvanation cost 20 MSP, 21-35 +50 DDP, 36-50 Creature of Magic: +2d6x10 DDP - MSP +2d4x10 - pick 1 spell, 51-60 ESP 2d4x10 - MSP 2d4x10 - pick one psi-power + 1 spell, 61-80 Horror Factor 7+1d10, 81-85 understand all languages (not speak or read), 86-100 Sorceror: MSP 3d6x10+10 - pick 2 spells; Always roll once and accept it, powers either (pick, with GM's approval): add together, cancel out, or replace; They happen in order rolled and take precedence over previous rolls, so when you advance a level, you could completely change in appearence. Starting Weight: 200 lbs and considered humanoid, Level Advancement: roll 2d4 and roll for that number of mutations from that number of different tables (not sets of tables). The ST bonus can be altered from DAP to DD at will. Psinoid: These Drackor creations are just as evil as their masters and share the Drackor belief of total eradication of all life-forms. They obey their masters without question for it them who gave them life. Height 6-7', Weight 200-250 lbs, from waist down is a rattlesnake body, (2) three-fingered claws, two double-pupiled eyes, two 1d4+2 inch fangs, forehead up is an exposed brain, torso is muscular and serpentine, never use armor or weapons, about 1 per 30 Drackors; IQ 9+1d6 / MS 17+1d8 / AP 2d6 / ST+DX 3d6 / EN 10+2d6/ LK 1d6/ Spd 22; considered L6, HP + DAP determined normally, Master Psionic (adds +5 save vs psionics): either knows all Rips, P.RPG, Nuker, or Psi-Beast powers; ESP 3d4x100 (Base), APM 3, S+2, P+1, D+1, Crit 19-20, psionic DDP protection turns claw + tail to DD, claw 3d4, tail 1d4, called hit to the brain has a 90% chance of killing it Sky Spy: disgusting, putrid, black-fleshed, prune-like creature 3' in diameter, it floats always and never lands, large ugly mouth with 5 inch teeth, one large eye, gibbers constantly, Align: Evil - its purpose in life is to spy but will fight if it's sure it can win or to inflict its curse and escape, MR 8, DAP 1d4x10, APM 2, auto-dodge +8, Strike +5, two tentacles with one blade finger each do 1d4, bite 4d4, poison from hit: turns your skin into that of a sky spy (it's really a curse, 1d4 damage every 30 melees/7.5 minutes), IQ 2d4, ST 1d4x10, Spd 50/31 MPH Blood Worm: This is another Worm of Taut, sometimes called a tube beast. 10-13' long lamprey with six legs, three tentacles ending in lamprey mouths 7-12' long extend from above the central mouth, in between the arms are two eyes, excellent nightvision but no dayvision (blind: -10 S/P/D), likes tombs, catacombs, and wet places, only comes out at night, animal intelligence, ST 19+1d12, EN 21, LK 2d4, Spd 24 (1d4x10+10 in water), change color at will, track (even in water) 80%, APM 3, Strike +5, no Parry or dodge, MR 10, DDP 1d8x10+40, tripled weapons, bite 3d6 DD, poison spit: save or 2d6 damage and paralyzed for 1d4 melees - from central mouth, heals 3d6/melee, likes to incapacitate with poison or snare with arms and then do blood draining attack 3d8 DD per mouth, impervious to toxin, floats on water, double damage from fire/heat, takes 1d4 damage per melee from sunlight drying it up Terropods: change skin color at will, bipedal, body looks like a piece of flexible rubber stretched to a X at four ends, in mid-body is a two fanged mouth, two eyestalks, tail, tree-trunk like legs with 4 talons each, tendril arms end in venus flytrap-style snapper mouths, 7-ll' tall, hunts in forests and jungles, prowl 93%, 86% undetectable when still, Align: attack only to eat or defend - always attack when something looks like a possible threat (are always killing and eating), carnivore, no regard for other life-forms, only speak their language, IQ 2d4+2 / ST 21 / DX 21 / EN 21/ Spd 15 (MS,AP,LK-2d6 / ST,DX,EN-4d8,Spd 4d6), add DD ST bonus, MR 8, DDP 2d4x10, APM 3, mouth arms 2d8+6 DD, kick 4d4+6 DD, tail 2d6+6 DD, bite 2d4 DD save vs poison or paralyzed for 1d4 melees + 2d4 damage, +3 S/P, +5 dodge (+2 before DX), leap 70' across & 50' up, MSP: 1d6x(1d8+1), (Optional Player Character?= RCC or Earth Warlock) Crazoids: Height: 16', These hideous beasts have two backward bent insectoid legs with a sickening black blob of flesh mounted on it. From the body extend two giant lobster claws. Below its three red eyes is a circular razor filled maw. Two antennaes add to its senses. Their habitats are jungles, swamps, tombs, and caves devoid of most light. Only at night is it found on lake and sea shores. Having both lungs and gills allows them to swim the oceans. They lose all S/P/D bonuses in daylight. Attr: IQ 10 / ST 20+3d10 / EN 20+2d10 / Spd 30 -leap 100' up or 200' across, Natural Psionics: Presence Sense, Telepathy; DDP 3d6x10, MR 13, APM 3, S/P/D + 1d6 (min 3, P+1,D+3) Claw 3d6+4 DD, Kick 6d6+4 DD, Bite 4d6 DD (poison 2d6 DD), +7 Save vs magic, +3 other Saves ALIENS AND THE WASTELAND Planet Nalwi: The most powerful sarvinian empire is Monxrobvia which is evil. Most sarvinian kingdoms are benevolent, however. Their true form is that of a mollusk man with a head ending just above the nose, two large fangs, no legs (four tentacles), and two four-fingered hands. They don't breathe but rather ingest minerals that are broken up by the fangs and later dissolved by their fang acid before being swallowed. Trademarks of Monxrobvia are their hooded robes and Monx boxes. The Monx Box: It's a six by six inch cube, a multi-weapon system, and a separate weapon proficiency. Argor powered. Less than 1 APM to change form: Dagger: proto-blade 3d6 DD Two-Handed Sword: proto-blade 6d6 DD GRP (gravity rapid projector): 1d8 DD, fires bursts Pulse Gun: fires proto-bolts, 1d4x10 DD, 1d6x10 DD, or 1d8x10 DD Trolley: fires a cable & armor piercing tip from opposite sides and two handles appear, the tips do 1d6 DD or 1d6x10 DAP, motorized 75 MPH Monx Mace: a two-handed spiked mace, 6d6 DD Med Kit: heals 1d8 DDP of sarvinian flesh per shot Sarvinians have the same attributes as dwarves but have 4d8 DDP plus 1d8 DDP per level of HP. Less than half have DDP style physcal DAP. They use DW H to H forms and only inflict DD to each other by hand/tooth. Their bite does 2d8. Wasteland Dangers (could be found anywhere) Death Orbs: These machines are possibly demonic in origin for they can be found even in D-36. Baseball size spheres that like to drill brains. They use a relative damage capacity system (RDP) where they take the listed damage put the type matters not. They also inflict their listed damage to whatever system being attacked. RDP basically becomes the damage system its being usesd against. This is because I first used them while running an adventure where everything was converted to DAP on a point for point basis. They like buildings with many corridors so they pop out from behind corners. Silver: MR 30 (fast), RDP 20, Gold: MR 30, RDP 200 Combat: APM 6 (must turn around to attack again usually though), Spd 50, strike +16, double-blade 2d8x10, tri-saw 3d4x10, laser 4d6x10, drill 2d6x10; if using the double-blade or drill and a natural 20 or maximum damage is rolled then it sticks in your body if drill or head if double-blade, the double-blade uses a brain drill 4d4x10 next APM and each following one auto-hit or a circular saw 3d6x10 for the drill, MR is reduced to 14 when doing this Silver Death: 10' tall, biped, 4 arms, 4 tentacles, dragon headed, tail, likes sewers, can be found even on earth, DDP 1d6x10, APM 6, DX 25, +5 S/P/D, standard USD-type mecha systems, slash claws 3d6 DD, tentacles 1 DD each (can use all as one) or slap 1d12x10 DAP, bite 1d4x10 DD (2 APM), kick 1d12 DD, eye rays 1-2d8 DD Darkworld Goes Nuts (Yet another really strange page by the Creator, Tony. Hey,that's me!) Optional: A melee of concentration can reverse all effects of the CHU except contact with Vaaxe. Another melee can restore them. The chance of success either way is 40+5% per level + IQ bonus. To convert wild animals in the P.RPG Monsters and Animals book to this tougher system, their DAP is their HPx3 if tough. If not, don't give them any. A sparrow isn't tough. Some are listed in the Rips Atlantis Book already converted. A nonlethal battle can be conducted with nothing but fists, feet, and blunt weapons. When HP are 0 or negative, the snot has been beaten out of you. Only half the damage sustained is real though. Just to say it clearly, those with hand to hand Tiger Claw can use ninja razors at L3. They also gain WP Kata Claw. I hinted at that under the ninja razor description. WP Kata Hand is tiger claw only. Use the ronin class as a weapon specialist. There's no reason why you can't be a ronin with a let's say an axe or other ancient style weapon. The Scientific Scandal The chemical formula that can bend reality has been made. The improvable is now probable. A rogue esper group the USD Police had been pursuing gained access to it and destroyed all that was left behind. The rogues meant to summon the splugorth of Atlantis and seal a deal, Arcanar for power and money. They were dealt with once the USD tracked them down to their quickly assembled Frase base of operations. Their formula was found to be something other than the rogue espers believed. When imbibed or activated through physical punishment of the chemical, a Takahashi Elemental is brought forth from another reality. If the potion is drunk, the person is transformed into one, but the elemental can depart the possessed body at any time. These things remain in the reality summoned to unless sent back by some means. This random roll table is dedicated to Rumiko Takahashi, creator of Urusei Yatsura, Ranma 1/2, and several other creations whose spirit is embodied in this table of impossibilities. The Takahashi Elemental (the tables of doom) Sex: Roll percentile dice. That's the chance the elemental is female. Stature: 01-10 short, 11-95 normal, 96-00 huge Hair: 50% worn short, if so, 25% have a ponytail or low hanging thing. 1d10: 1 black, 2 blue, 3 brown, 4 red, 5 pink, 6 purple, 7 green, 8 none (if female reroll... or not), 9 silver, 10 metallic, 11 blonde, 12 hat (unknown) Attire: (1d8): 1 tiger-striped urusei yatsura wear, 2 rogue-wear (dark, chains, skimpy, ?), 3 traditional of some country, 4 normal (well...), 5 seductive/formal-type, 6 swimwear, 7 armor (MR 10+1d10, roll for type here), 8 lingerie (males reroll... or not) RDP: 01-20 1d4x100, 21-40 1d6x100, 41-60 1d8x100, 61-80 1d10x100, 81-95 1d12x100, 96-00 2d8x100 (no HP are gained per level) Experience Level: (1d6): 1 1d6+2, 2 3d4, 3 2d6, 4 1d12+3, 5 1d10+5, 6 2d8 Attributes: 50% add 1d8, (ST/EN/LK): 01-20 8, 21-40 15, 41-60 20, 61-80 30, 81-95 40, 96-00 50; No 50% bonus: (DX): 01-20 10, 21-40 15, 41-60 20, 61-80 25, 81-95 30, 96-00 35; (IQ/MS/AP) 3d6, (SPD) 4d6 Note: They aren't allowed to pick from the physical skill category. They can already prowl, climb, and swim. MSP 1d4x10. Bonuses: save vs magic +7 and save vs psionics +5 Weapons: (1d10): 1 sword (50% wood, 01-25 2-handed, 26-50 scimitar, 51-00 other), 2 staff (40% polearm), 3 none (natural,hands), 4 blunt (umbrella 50%), 5 gun, 6 heavy WP, 7 knives (unlimited), 8-10 none This item is always available to the character even if was lost previously. Guns will be fullyloaded. Item is pulled from behind back, perhaps a minor creation power. Weapon Damage: Use an example item out of the equipment list. Or, roll on this (but guns won't be able to increase damage by bursting) (1d20): 1-3. 4d6, 4-6. 5d6, 7-9. 6d6, 10-14. 1d4x10, 15. 1d6x10, 16. 2d6x10, 17. 3d6x10, 18. 4d6x10, 19. 5d6x10, 20. 1d6x % roll Age: (1d8): 1 kid, 2-5 teenager, 6 young adult, 7 middle-aged, 8 old Alignment: Roll 1d4 for category (reroll 4) Good, Selfish, Evil, then roll 1d4 to determine which type (reroll rolls too high) Hand to Hand Form: +1 APM, +2 strike/parry, (1d8): 1 basic, 2 expert, 3-4 martial arts, 5 ultraviolent, 6 ninja mage, 7 ronin, 8 elite (1d6) Powers: (roll 1d4+1 to find how many), roll 1d30 1: Horns - 1d4+1 RDP, 2: Fly Spd x10 (wings 25%) 3: Lightning attack: 1d6/level, R-120' 4: Breathe fire: 1d4/level, R-120' 5: (Cold water changes form, hot water changes back) - opposite sex 6: H20 change - panda, 7: H20 change - pig, 8: H20 change - cat 9: H20 change - duck, 10: Pick One WP Kata 11: Animal metamorphisis at will (1 action), keep same HP/RDP 12: Fast Speed +16 Spd 13: Has an uninhibited super sex drive (drools a lot) 14: Ice Manipulation: (Rips Conv. Book) sheet of ice, encase in ice, wall of ice, snowstorm, and/or any others usable by experience level This costs no points to use, but higher level warlock spells take more than 1 APM to use. 15: Power attacks (2 APM, 3 if already a leap/jump attack) do triple damage to inanimate objets and take no damage from hitting them 16: Shattering touch crumbles solid objects or quadruple damage to living, use a 1 finger attack (1 RDP in itself but add ST bonus), affects a 5' radius of an object per 4 levels 17: +2 Actions Per Melee 18: if eaten, eater dies horribly and bloodily in 1d4+1 melees, or becomes immortal (regenerates 100 RDP/melee, will bring back from death, does not age), Save vs Poison at -5 to survive and become immortal, if fail save by 1-5, alignment changes to diabolic and IQ is lowered to 3 19: Master Esper 20: rich and powerful with resources, arrogant too, may attempt to call on personal armed forces and other services at any place and time, DM assigns percentile based on where you are and where your home is 21: dig through most substances at running speed, 22: bottomless stomach 23: able to occupy/inhabit and animate objects of near equal size (even a mailbox if normal or small stature) 24: able to turn into a huge demi-humanoid doll-like cat creatrue 12' tall weighing 800+1d4x100 lbs, claws 3d12 RDP, retain all abilities 25: pull a 6' mallet from behind your back (out of thin air at will), does 1d4x10 RDP 26: can use three items in a hand as one simultaneously 27: mage/sorceress, spellcasting powers 28: warlocke (fire, air, water, or earth), spellcasting powers 29: druid abilities (P.FRPG) 30: priest/witch, abilities or spellcasting powers 31: has Super-ST, multiply ST and all ST gained by 10 32: Wastelander (Waster OCC) 33: Baka Hammer: 1d6x10 RDP, may pull from behind back at will 34: Greater Takahashi Elemental: Immortal, If destroyed, it only means the elemental has been bashished to the Takasphere. The character may return in 1d6x10 minutes if wishes. Player characters can't usually take this. Instead, roll for random H20 change on list of animals. TMNT books have some, as do the Darkworld summmoning tables (roll on any or random one). Note, gain the physical natural abilities of the creature you turn into to. 35: Ninja Mage, spellcasting powers 36: Minor Esper 37: Major Esper 38: Until married: This character must slay any of the same sex who defeat it in combat (may apply a kiss of death on the victim to show this). This character must marry any of the opposite sex that defeat him/her in combat. 39: Roll for 1d12 random insanities 40: Ronan OCC It is fully possible to get multiple OCCs out of this. In that case, the character requires xp to advance equal to the XP Talbe times number of OCCs that the character has. This is the normal multiclassing rule. Note: A skill this elemental can choose is the ability to pull out the weapon you come with from a place where there's not enough space to put it (like the hammer power #25). As much equipment can be carried like this as the character can carry determined by ST. If paired weapons is taken as a skill, the character gets two of the weapons the character comes with (...or not). This chart mainly makes humans but other humanoids, aliens, centaurs, and mermaids are acceptable. MORE FOES A Greater Demon of the Silver Pit: This is a demi-plane that exists around silver bridges within Celestia that lead to the D-Class dimensions. The Xhian Matat were encountered during USD dimensional probing. This doesn't mean that the USD knows much about the dimensional region of Celestia because they don't. Xhian Matat: This is an oriental-style humanoid eagle demon. The feathers/scales are silver and gold. It has eagle talons for hands and armored feet. Attributes: IQ 1d6+3/ AP 4d6/ MS 18+2d6/ ST 10+5d6/ DX 22+2d6/ EN 22+3d6/ LK 5d6/ Spd 1d6x10+10 (leap 1'xSPD) - add no 1d6's for high rolls; HF 15, DDP 5d6x10, MSP 50, Fire + Cold + Electricity Resistant (half damage), APM 6, Claw 5d6 DD, Power Claw 1d6x10 DD (2 APM), Multiparry (uses 1 APM), Abilities: magically knows all languages, can't speak, see the invisible, thermo-imaging, telepathy with other Xhian Matat. 50% are Psionic: 1d6x10 ESP, Evil Eye, psi-sword L3d6, electrokinesis, hypnotic suggestion, mind block auto defense, empathic transmission; The psionic ones communicate with hypnotic suggestion and empathic transmission. Lampire: These lamprey serpents are found in the British Aisles but have been found elsewhere, including Darkworld. They wait in ponds/lakes/swamps to suck the living dry of blood. IQ 1d4+1, ST 55, Spd 1d6x10+10 (water/land halved), DDP 3d6x10, APM 3, S/P/D +1d10, Saves +1d10, Bite 3d10 DD, attempt to coil around victim and/or latch on with mouth, blood drain 2d10 DD + lampire heals that much, Invulnerable to blades/edged wps, if one does 20 DD or more, it's cut in two but regenerates next action, Length 9' average, Weight 300 lbs ASTRAL PREDATORS Astral Golems: These are created by Astral Knights as automatons they can be assisstants or combatants. IQ 2d6, ST 1d4x10, DX 16-35, EN/MS 16-35, SPD 20+2d10 HP 2d6x20 ADP, MSP 50 APM 3, S/P/D +1d10, Saves +1d10, Bash 1d8 ADP, Weapon 1d6x10 ADP Astral Wyrms: These reptillian creatures have the body, wings, and head of a dragon plus two taloned legs. IQ 2d6, ST 50, Spd 2d6x10 HP 1d4x100+100 ADP, MSP 1d10x100, Don't add ST damage bonus. APM 3, S/P/D +4+1d10, Saves +1d10, Talons 2d6x10+10 ADP, Astral Breath 3d6x10 ADP, Range 90' Optional: HP's can be as high as 6d6x100 but if higher than 800, it's a greater wyrm. Greater: IQ 3d6,ST 60,Spd 4d6x10, APM 6, S/P/D +5+1d10, Autododge, Saves +2d10, Talons 3d6x10+10 ADP, Breath Attack 5d6x10 ADP Range 180' Astral Lampire: HP 3d6x20 ADP, Bite 1d6x10 ADP, Blood Drain 1d4x10 ADP (See the More Foes page for the unchanged stats.) Possibilities for a random astral predator roll [1d20]: 1. Astral Golem, 2. Grilar Dybbuk, 3. Astral Wyrm, 4. Astral Lampire, 5. Spectre (Rips), 6. Gargoyle (Rips), 7. Gurgoyle, 8. Gargoyle Lord, 9. Alu, 10. Shedim, 11. Xhian Matat, 12. Fenry (demon wolves, Rips), 13. Takahashi Elemental, 14. Fiend (Rips), 15. Archfiend, 16. Hydra, 17. Chimera, 18. Manticore, 19. Astral Saint 20. Special Random Roll Monster Type for Monster Transformation Table: 1. Reptillian 2. Canine 3. Feline 4. Avian - fly speed x3, Roll for type of winged creature. If avian again, monster is bird-like. 5. Amphibious 6. Insectoid Monster Transformation No matter what it's called, it's the same thing. It's a combination of science and the supernatural. Humanoids can at will become a hideous monster. Either by supernatural science, a curse, or such things, they have this ability. The Empire makes good use of this. Some of its soldiers wear breakaway armor (30 DDP) to not impair the transformation (1 APM.) The USD will have nothing to do with this horrific process. They've officially condemned it, but if people want it done, there are always ways. Vision: Normal, Nightvision, Thermo-Imaging Built-In Commwave (if an ECS creation) DDP:1d8x10 + roll 1d4 for # of bonus 1d6x10s Size Table (1d10): Player may add or subtract 1d10' from result if desired. 1) 5', 2) 10', 3) 15', 4) 20', 5) 25', 6) 30', 7) 35', 8) 40', 9) 45', 10) 50' Bonus: +5 DDP for every foot above 25' Optional: Roll 10d10 for height (roll is feet in height) Optional: If a negative height is rolled, character is astral in monster form. Say, if roll 1 on 1d10 (5') and subtract d10' result could be astral. A height of zero means creature is immaterial (energy) and thus can only be hurt by energy weapons, magic, and psionics. Bio-Blasters: roll 1d8 for # (4-8 none), inflict 1d4x10 DD each, Range 300', WP H, WP E, WP System - This is a modern ranged weapon. Super-ST: 1d6 on a 6 = 1d4x10+10 / Normal ST = 12+2d10 Claw 2d6 DD, Talon 3d6 DD, Bite 1d10 DD Speed (1d4): 1) 6d6, 2) 1d6x10+12, 3) 2d6x10+20, 4) 3d6x10+40 * Note: Only Speed and ST change when in monster form. Natural Weapons: [Roll 1d4 times on this table.] 01-10 1d4 Horns, 1d6 DD ea 11-20 1d6 Tentacles, 1d10+1 DD ea, may use simultaneously 21-30 Bite 2d10 DD 31-40 Bite 1d10x5 DD 41-50 Claws 3d6 DD, Talons 4d6 DD 51-60 Retractable Claws: 3d10 DD, Talons 1d10x4 DD (50%=1d10x5 DD) 61-70 Tail 2d12 DD 71-80 Prehensile Tail 1d12 DD +1 tail APM, 1-3 on 1d8 Spiked 3d12 DD 81-90 1d4 Body Blades 1d6x10 DD, on arms or legs usually 91-00 Breath: 1d8x10 DD, Range 120', Make strike roll as if a punch Roll 1d10 1 Fire 2 Ice 3 Acid 4 Knarled Blade: stone/metal, flies from fire/ice combo 5 Concussive 6 Lightning 7 Bio-Energy 8 Implosion 9 Explosion 10 All Available (1-9) e assisstants or combatants. I O  l$, -49B`ir v1ȑ\ 6     R"+C6F9J