Copyright 1990 Tony Figueroa Blackwood The Hidden Power Behind the USD Clad in their black uniforms, they are seen patrolling the streets of the citystates. Silvery faceplates adorn only their older generations, but they still carry the signature BWAM rifle behind their shoulder. They scan the streets, searching for the enemy. These are the men, women, and other life forms that hold together their nation in the shadows. They are the Agents of Blackwood, and they rule their nation not with an iron fist but with arcane magic, psionic cybernetics, invisible mecha, and anti-matter cannons. All of their efforts go into providing safety for the USD. The Shield is one of their greatest achievements. Seven pylons rise from each citystate. Six ring the inside of the Walls' perimeters and one is in the Blackwood Sector. All seven are nescessary to create and maintain the proto-field that is normally up. The Shield is fused with the city's Wall when activated. These same pylons also project into the ground beneath their citystate, forming a barrier underneath that fuses with the bottom of the Wall when activated. The controls for the perimeter pylons are only accessible by the military sector sublevels, and the central pylon is only accessible by the Blackwood sublevels. Agents run the controls and guard them as well. Vaaxe, however, is their greatest achievement. Vaaxe is the supercomputer in the bowels of Blackwood Base's sublevels. The history behind it is also the history behind the organization's title. Over two centuries ago, an exquisite tree was discovered buried underneath one of the soon-to-be-a-citystate Molatile bases. Something within this tree begged to be freed of its blackened and dead but seemingly indestructable confinement. It then offered whatever it could give to the humans. They simply wanted to know about the world they now lived on, and so, the entity entered Vaaxe and filled its memory with unreadable code. The entity, although no longer as intelligent as the being that it once was, merged with Vaaxe and filled it with a sentience beyond any AI. And so, the organization slowly began being renamed Blackwood, for the origin of its greatest asset. Blackwood analysts are still unraveling the code. They are beginning to suspect that the entity was once a Legaian from the land now known as the Wasteland. That would explain its knowledge of technology such as computers. Still, no data has been uncovered to point to the one responsible for the entity's imprisonment. Currently, Vaaxe serves as a tome of hidden knowledge for the USD and a monitoring system for the integrity of the USDs finest. Vaaxe's telepathic linkage is on a special frequency that the cyber-official headjack unit leaves open. Through this, Vaaxe monitors the aura status, noting and recording any changes beyond 6th class. When such a change occurs, Vaaxe actually begins studying the subjects actions. This telepathic network allows all CHU users to communicate with the supercomputer and with each other through Vaaxe. Techno-Section Clandestine Assault Mecha: The CAMs are small mecha the size of power armor which make no sound. The plod of their metal feet is soundless, and the firing of their cannon is silent. Resistance to detection from radar and other systems is also a worthy-to-note feature. The first were developed 150 years ago. Now, the newer models can actually bend light, making them invisible. Note that these are top secret and nobody except related Blackwood personell are aware of their existance. Technical Notes Applicable to All Models: Invisible to radar, Reflects 1/2 of all laser damage, argor powered, Silent movement, and Silent weapons. They're invisible to laser targetting and redirect laser detection systems around them in addition absorbing sound and sonic waves. CAM-50: Ht 8', Wt 600 lbs including CAMAC, Running Spd 60 MPH, A.G. Flight 250 MPH, DDP by Locale: Head 250, Body 450, Arms (2) 250, Legs (2) 300, AG Shoulder Pods (2) 250, CAMAC 200, Stiletto 125 Weapon Systems: Laser Targetting +4 Strike 1. Cyberjack Reflex System: +1 APM, +2 S/P/D, if pilot plugs in two plugs through head/neck cybersockets or a headjack 2. CAMAC: This graviton cannon is capable of firing a concentrated or spread volley of gravitic particles. Weight: 200 lbs, Spread Fire (+1 Strike): 2d6x10 DD, Concentrated: 2d8x10 DD 3. Left Wrist Stiletto: Arcanite Blade (WP Sword) 1d6x10 DD The magic energy is concealed when the weapon is retracted. 4. Punch 5d6 DD, Kick 3d6+6 DD, ST 60 Special Defense: The light bender the CAM-50 possesses is in every way as effective as the invibility spells and psionics. The enemy is -10 to S/P/D against the CAM-50. There is no trace of a blur as the light is perfectly comformed to by a graviton-proto field unit. Roll percentile die for every hit the body takes after it has sustained 250 DD. A 50% or less means the CAM-50LB has been rendered inoperative. The Blackstar is the crowning achievement of the mecha engineers of Blackwood. This mecha has a mecha-sized anti-matter rifle! It is only twice as powerful as the infantry model because the energy conductors melted at any higher power levels. It is unlikely a more durable energy conductor will be found in the near future. Still, the Blackstar's main gun rivals the Luran Lunax's in damage and still has a lower power output. The proto-chainsword on the Blackstar operates by using taelon cutting teeth and reinforcing each tooth with a proto-field. There are less than fifty of these top secret mecha in existance. Blackstar: Ht 24', Weight 12 tons, Run 250 MPH, A.G. Flight Mach 1.5, Argor, DDP by Locale: Head 350, Body 1200, Arms (2) 675, Legs (2) 800, BWAM Bazooka 650, Left Arm Proto-Chainsword 450, AG Back Pods (3) 330 Weapon Systems: Laser Targetting +4 Strike 1. Cyberjack Reflex System: When two head or neck sockets are plugged: +1 APM, +2 S/P/D 2. BWAM Bazooka: 2d10x100 DD to 200 lbs through 50 tons 3. Proto-Chainsaw Sword: 1d8x10+50 DD 4. Graviton: This is mounted in the head which can rotate 360 to obtain a target. Damage: 2d6x10 DD to anything that can be damaged 5. Punch or Kick 1d6x10+10 DD, ST 240 Blackwood Infantry Weapons These sucker are quite fairly new and quite VERY rare. They aren't many, and people toting them must have a good reason to be or else they wouldn't have them!!! Blackwood and the military treat guns like these like their babies. Some carry self-destruct mechanisms to safeguard the secrets and others can be detonated along Vaaxe's telepathic wavelength. The USD likes to protect its secrets, more for the world's safety than for their own greed. Meson Cannon Mk WL: blasts 10, CE-clip, req ST 20, 1d8x10+30 md, 3 blasts= 3d8x10 md, all blasts (2 apm)= 1d8x100 md, c-400,000 (H) Ion Beamer Mk WL: blasts 20, LE-clip, 1d4x10+20 md, 3 blasts= 3d4x10 md, all blasts (2 apm)= 1d4x100 md, c-200,000 (H) Synchro Rifle: protoculture/argor (1 year of continuous fire), R-10' to one mile, 5'wide blast, destroys all in path, This weapon has no self-destruct to guard it's secrets because it IS a self-destruct device. Each firing of the gun stands a 10% chance to invert the reflex flow and blow it sky-high. If this happens, 6d6x10 DD is inflicted to everything in within 100'. Rate of Fire: 1x/melee. Cost: $priceless, DDP 250 Weapons Common to Blackwood Agents: BWAM Rifles, Gravalon SMG, Cleanser HG, Purifier SMG, Demonhunter Wps, Shredder Pistol with mithril loads Blackwood Notes and Equipment Lowest Level of Blackwood Agent Likely to be encountered: L6, at the LEAST!!! MBB EBA: [ 2401 AD ]; 250 DDP, 1 week oxygen supply, 1/2 damage from lasers and fire/heat, 20 lbs, This is the perfected Molecularly Bonded (Blackwood) armor. The weight problems (40 lbs, SPD -2) have been solved as had the premature molecular breakdown incovenience. As per standard BW EBA, the color is blacker than black, but now it's -4 to hit in darkness/shadows. Cost: $500,000 (the non-BW color may become available to soldiers in the military in the near future) B-Scanner: This device will pick up the location of all SAWs and USD mechaborgs within a 12 mile radius. The small handheld device can zoom in on an area as small as 50'. It can also locate demons/devils from Hades, Heck (a slang term for Rips Dyval/P.RPG Hell), and D-36. They have inherent properties in their structure that can be detected. Dragons and Saints can be found in this fashion, but stellar dragons have different signals than Flagedium dragons. Theoretically, other creatures of magic could be located, but those programs haven't been bothered to be written. D-Beeper: This device will send a signal through dimensions. By 2401 AD, it can send messages through several dimensions. It only beeps so Morse code is used. This is normally handed out to any transdimensional team. Renegades Blackwood dares to violate certain individuals. SAWs and mechaborgs have aurachecks installed in their skulls which will signal Vaaxe in case of their turning to the darkside (alignment worsens to 7th or 8th class). Differing attention is given to 5th and 6th class auras, depending on who's monitoring at the time. Vaaxe is always monitoring. Such an occurence usually lead to a visit to the local counsellor. Soldiers such as these gone AWOL are hunted down with a recovery priority of 2 (dead or alive). A merciful recovery team will try to allow the renegade a chance to explain their actions. Those with CHU units are also sought although none have ever gone AWOL because changes in them are easily detected early. As always, beings with the power to alter their aura will often have nothing wrong detected with them. In any case, SAWs and mechaborgs gone AWOL are recovery priority 1 (wanted alive) if their aura hasn't worsened to 6th. The USD isn't kind to AWOL members of their ranks, especially those who are walking multi-million investments carrying technology which isn't wanted to be had by enemy hands. AWOL SAWs are the worst off if caught. Cybernaut Program During mid-Y2400, Blackwood began planning this program which reached full gear in January of 2401. Unable to deny the power of the cybernauts encountered in the Wasteland, Blackwood began wondering how they could produce similar creations, monsters genetically engineered for cybernetic battle gear. Cloning was something the USD's technology level could handle, but this was something entirely new. What if the creature didn't want to be a soldier? It would be a chancy proposition to create and train several hundred creatures that might not even want to participate. Creating the creatures as mindless computer-controlled life forms or having volunteers transfer their minds to the creatures were possibilities, but Blackwood wanted something better than a computer AI and didn't think anyone would want to transfer their mind to a body as hideous as what they were proposing. Finally, they found their answer. Criminals sentenced to death often suffered cruel and unusual punishment at the hands of the USD, so Blackwood decided that using the doomed criminals' minds for the brains of their cybernauts would be nothing out of the ordinary. With experienced espers, the criminal minds were rewritten and edited into minds who would follow a code of ethics implanted by Blackwood and destroy the enemies of the USD. It was decided that volunteers from the incarcerated criminal population would be accepted into the program as well as unwilling individuals who showed promise as skilled fighters. Here are the Blackwood Cybernaut Designs: Cybernaut Gargoyle (Cybergoyle): A 12' tall version of a standard total cyborg with double standard DDP. The flesh of a gargoyle has been grown over it giving it 600 DDP of gargoyle flesh that must be blasted through in order to damage the cybernaut. Weapon nozzles and cybernetic eyes protrude from the flesh (these protrusions are valid targets in combat). Usually, they are outfitted with a large complement of the most deadly cyborg weapons. Also for these double-size cyborgs, a grav blaster and autocannon have been designed to be replacements for the forearms of one limb. The Grav Blaster requires a ST 40, does 2d6x10 DD, and has 40 shots. The autocannon does 6d6x5 DD (1 Ammo), 6d6x10 DD 2 APM (2 Ammo), or 6d6x20 DD 4 APM (4 Ammo) and has 16 points of Ammo. Note: The Gargoyle flesh regenerates at 1d6x10 DDP per 15 minutes due to healing stimulants supplied by the cybernetics. It also adds 1200 lbs to the doubled weight of the cyborg. The natural claws do 3d6 DD. Theories of Arcanar's Gravity The prime theory is that the argor is responsible. Argor dust is in the atmosphere, and things similar enough to gravitational crushing do occur there. However, shouldn't the argor in the ground make the planet's surface have high gravity as well. The Erval layer could be responsible. Its malicious nature or the shadow creatures that dwell in it has been the downfall of many. Also, Arcanar existed in Miranda Y previously where argor doesn't have its gravity-powered energy producing nature. Shouldn't nothing have remained the same then when Arcanar shifted to Dimension MX? Those for this theory argue that there was already a pocket of MX formed around Arcanar which is why it so easily shifted to this dimension (MX). Could the planet perhaps have a light core? Perhaps, but research, including scrutinizing magma and lava samples, has led scientists to believe that it has a dense molten iron core. There could be more to the core than is known which is believable considering the size of the planet! Nothing has provided supporting evidence to the notion that Arcanar is a living planet although an island of the world Wormwood has been found floating in the Sea of ******. This is most likely why beings who draw their power from that world can function in this one. BLACKWOOD DOCUMENT 17 USD ENLISTMENT PROCEDURE This procedure may be performed by any Blackwood Agent or those of Level Four Clearence. Deployment of a Truth Aura is preferred but not necessary. CHU Unit for Aura Determination is required. 1 Aura Class: 1-3 Enlisted 4-5 Mind Probe, Enlist/Watch, Promotional Hearings Required 6-7 Conduct Procedure IUD 2 Race: 3 Sex: 4 Age: 5 Blood Type: 6 Soldier Class: If no special classification, enroll in Adeptar Training. 7 Former USD or Non-USD Enlistment/Government Job: 8 Battle Training: Minimum: Basic Hand to Hand Combat Skills and Basic Weapon Knowledge Lacking: 9 Religion: Prejudices (Racial/Sexual Views): Sexual Orientation: Reason for Enlisting: Historical Background: Procedure IUD (Interrogation and Unescapable Death) : In cases of a 6th or 7th Class Aura, the subject is interrogated to discover any attempted infiltration. Execute by BWAM disintegration. Keep Gravitons at standby. DM's Note: Aura=Alignment: Listed in order from 1st to 7th Class: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic Military PSI and Wizard Training When a newly enlisted soldier with a MS 17 or better is found (through psychological testing most likely,) they are recommended for the PSI Program. Those with an MS 18 may develop into Psi-Beasts, the most powerful type of psionic in raw psychic power. Most others develop into Nukers which are considered by others to be the most powerful. Although not holding the immense force of the psi-beast, the nuker is the only psi- class capable of restoring life into the deceased. Mechlars are also trained, but bio-manipulators aren't. If a newly enlisting soldier without any special training is determined to have a high IQ and MS (15/15) they are recommended for the Wizard Program. USD General Cochise personally oversaw the creation of this branch. The training of spellcasting clerics is left to the churches, and the dark "science" of necromancy isn't supported by the USD. Ninja mages can only be trained in the mountains of Arck by the ancient masters of which there are 18 at all times (average level 15-30). They are both troglodyte and delven. One of the troglodyte masters is said to be gifted with immense skill (level 30-40). Those with an IQ and MS of 16 are nearly dragged into the Wizard Program (never forced though). Of course, some just have no aptitude for magic. The spells the proficient learn are carefully selected. Spells (the encouraged curriculum): L1: 9, 11, 12 L2: 16, 50, 52 L3: 14, 15, 21 L4: 10, 13, 17 L5: 36, 47, Repair L6: 1, 7, 27 L7: 25, 39, Reality Bond L8: Self-Study encouraged WWWA Worlds Wellfare Work Association Application for Employment Author: Cathy Jones, Typist: Tony Figueroa Name Alias: Genetic Code: Origin Planet: Star System: Galaxy: Universe: Address Physical Description Height: Weight: Age (Check One): Under 20 20-25 26-35 36-45 Over 45 Immortal Would Prefer Not to Discuss the Matter Sex: Male Female Hermaphrodite Unknown No Thank You Are You a Mutant? Yes No Species: Human Alien:Type Humanoid Subhuman God Only Knows Is it Contagious? Yes or No: I #1 Can you drive anything? Yes or No: #2 Are you trigger happy, a pryomaniac, a megalomaniac, criminally insane, or a politician? Yes or No: #3 Have you ever been convicted of a felony? Yes or No: Was it your fault? Yes, Maybe, Kind Of, or No: #4 Do you have any suicidal tendencies? Yes, No, or Only On Mondays: #5 Have you ever committed genocide, mass destruction, chaos, and/or world destruction? Yes, No, Maybe, I Can't Recall, or It Was an Accident: #6 Are you the enemy? Yes or No: II List one reference other than a relative or paid informant who would want to be associated with you. Include: address, occupation, phone, and why. 1: III Reason for leaving previous job: Real reason for leaving: IV I, the undersigned, reserve the right, in case of falsefying information, to be hung; shot; be forced to watch 100 straight hours of "Gilligan's Island"; lose my get out of jail free card, benefits, and dental plan; or be stripped naked, rolled in peanut butter, and fed to slimy lizards. Signature: Date: If the applicant answered yes to #1, hire immediately. If the answers were yes for #2, 4, or 5, take out a large life insurance policy. We could make millions. If yes was the answer to #6 but no to #1, take the applicant out back and shoot them. The WWWA Galaxy: Milky Way (B) What is estimated to be closest galaxy to Wexu is called the Milky Way by the known inhabitants who inhabit a world called Earth and a multitude of other worlds. This would appeart to be saying that Miranda X is an alternate reality dimension. In which case, Wexu would be this dimension's Large Magellanic Cloud. Of course, there are other possible explanations as to why they call it the Milky Way, but a coincidence of this sort is insane to calculate the odds for. The only problem for a while was what the USD should call it because the USD had called it Alpha X. Lura called it the Milky Way because they'd dealt with "Earth" before. The USD finally settled on calling it Milky Way B. The change hasn't yet taken to call their own dimension's LMC B because none of this has become public knowledge. The inhabitants of Earth B would appear to be human. Lura is the only planet in the Beta Zeta system who deal in inter- system let alone inter-galactic trade. The discovery of the Lura's inter- galactic travelling was made by the USD when several of their operatives were taken onboard a Luran passenger vessel nearly a mile long. They'd been chasing a man who had stolen confidential USD research on space propulsion. The Luran passenger ship entered hyperspace after both ships were onboard. The USD researchers had discovered a means of attaining .75 lightspeed (Mach 682,387.5) travel without entering hyperspace or folding. If one were to obtain this propulsion system, ships could be designed that would outmanuever all others in existance since only .25 propulsion (Mach 227,500) had been developed up to that point by everyone else except the Kryx who've lost the tech. Lightspeed would be equal to Mach 909,850. By the time the ship exited hyperspace, the four USD operatives had met and battled their enemy to the death. Their opposition they discovered were two very old dragons, a fire dragon named Nereaver and an ice dragon named Chrissamis; a genetically engineered renegade 3WA agent, Shasti; and a Praxian sorceress named Alanatar, Chrissamis's lover. They'd planned on cheating each other and selling the drive-system to the highest bidder. The dragons were obliterated by a 3WA ship piloted by a pair of 3WA trouble consultants calling themselves the Lovely Angels. They also helped the four USD operatives to destroy Shasti in an earlier fight, leaving the other three without the worry of having to cheat her. One of the USD operatives were killed by Chrissamis in the final space hold battle where Alanatar was killed off before her dragon lover's eyes. Information isn't available as to wether the files were retrieved or destroyed. In any case, the researchers were murdered by Nereaver when he stole them single-handedly, breaking through a line of USD military, mecha, and power armor surrounding the building. Both he and his partner Chrissamis were dumped out into hyperspace after being slain. Alanatar was devoured by the USD dragon hatchling. Shasti's body was taken into custody by the 3WA. If the data is correct, Shasti is believed to currently be on Arcanar! This suggests that Shasti has powerful allies. She is among the top ranking most wanted individuals by the USD. The USD submitted a petition for help from the 3WA through Lura. Now, the 3WA is a mercenary organization. The Worlds Wellfare Work Assoaciation sends out a team of trouble consultants when petitioned by someone with lots of money but without the capability to handle their own problem. Planets have been known to hire them, and the 3WA generally succeeds. The USD has spent a lot of effort investigating the background of the 3WA weapons corporation and Kuan Yin of Arcanar. It has been discovered that both of these in fact originated from Milky Way B about 200 centuries ago to set up shop on Arcanar to make some extra cash! Their infiltration into Arcanar human society was perfect and nobody would have ever known if it had't been for inter-galactic espionage. None of this had been mentioned to the general populace. The military believed there was no point in getting the populace all worked up over a chance of finding a new, friendlier world on which to live as long as they have no means of getting there, Lura doesn't particularly want to try transplanting another civilization somewhere else, and they asked why the USD would want to leave their home when they're doing so well. In any case, someone slipped up with this non-dire secret, and there have been no reprecussions as of yet. Becuase of that, the USD has decided to slowly leak the word out about the neighboring galaxies with a tone that will hopefully not produce the near anarchy that the terrorists who were against colonizing Arcanar in the first place produced in 2100 AD or 4755 AY (Arcanar Year). Powers of the 3WA Trouble Consultant (One may be mastered initially): #1. HP + DAP are in RDP - Not available for bioroids #2. MR 40 against bullets/blasts (They miss.) #3. Area effect weapons inflict: 20 damage for every 100 points inflicted #5. All other damage they take is reduced by half. #6. Reputation Recognition: If the TC is a known magnet for massive destruction and recognized, everyone within 90' must save vs insanity or suffer panic causing -5 S/P/D, loss of rational thought, and one APM. If the TC is psychic this can also be caused by 10 ESP. The reputation attack lasts 2 MPL. This power must be earned. #7. Spellcasters must make a save vs insanity to successfully cast a spell at the TC. Another save must be made to cast the correct one. Stats of the 3WA Bioroid (Bionaut by USD terminology): The term bioroid means, in 3WA context, genetically engineered human. To the USD, this is a genetically engineered lifeform with extreme differences from what is was based on. The differences are not great enough, however, to make it a cybernaut. Some body parts may be made with a greater metal content to transfer the electric signals faster. Bioroid Attr: Attr:IQ 5d6 / AP 3d6 / MS 5d6 / ST 5d6 / DX 5d6 / EN 5d6 / LK 5d6 / Spd 5d6 3WA Trouble Consulant Bioroid Enhancements: 1. Headjack: A cybersocket on either side of the neck 2. HP + DAP x100 3. ST does Supernatural Strength (Rips RCB) damage 4. Hardwired Martial Arts [Programmed at L15] +2 S/P/D 5. Neural Wired Reflexes: +1 APM, +2 Initiative, +1d6 DX, +6 Save vs Mind Control, +2 Save vs Psi 6. Wardrug Gland Implants: +2 APM, +4 Initiative 7. Four Facets of the Personality: Social, Inquisitor, Combat, Alignment Newtype: These space-born psychics are a rarity. They have precognitive powers that help their reaction time and most have minor psychic abilities. Newtypes are usually dramatic main characters, hence the high AP/LK. Attr:IQ 3d6 / AP 5d6 / MS 3d6 / ST 3d6 / DX 4d6 / EN 3d6 / LK 5d6 / Spd 3d6 Common Character Classes of a Trouble Consultant: The most common class would be an Adeptar Mercenary. Wizards as TCs are a no-no. Magic is not well known in Milky Way B. Psionics are very well known, but they usually aren't powerful enough to make the character class from. So, the psychics who rely on their own powers are usually "normal" which mean they get 10 bonus skills at 1st level and no particular character class powers. Besides an adeptar and a psychic, just a plain OCC Normal is quite common. Ronins/hand to hand weapon specialists are not all that rare either. Modern weapon specialists are also employed. They're listed below. OCC Modern WP Specialist: Req: IQ 9 / ST+DX+EN 12 (If any lower, they would wear out quickly.) OCC Skills: Hand to Hand Expert (Can't Increase), WP Paired, WP Fourwinds, WP Energy, WP Handgun + WP SMG + WP Rifle + WP Heavy + WP Thrown (Grenade Only) at the increased rate of +2 Strike per 2 Levels Area of Expertise: The specialist must pick one of the four types of guns or grenades as his favorite. With this weapon, an additional +2 strike is gained at L1,L5,L10, and L15. Note: Demolitions, if taken, is +20% for the modern WP specialist. And yes, WP Thr can be taken to get bonuses for thrown weapons other than grenades. Special Ability The Modern WP Specialist can pick one 1. Ricochet Shot The richochet shot is not described anywhere. Basically, if a successfull skill roll is made during an attempt, the shot bounces to where you want it to without losing any bonuses to strike. The shot must be bounced off an appropiate surface. You can bounce a bullet off armor or a laser off a mirror, but you can't bounce a particle beam off a brick wall! 2. Sense Firearms/Guns The character can sense these weapons in a 25' radius PL. This includes laser pistols and bazookas but excludes bows and crossbows unless they actually are guns that just look like a bow weapon. This acts like a presence sense limited to guns. If the PC is blinded, this acts like presence sense in that the PC can shoot at guns/gun users with half the penalty because they're sensed. The penalty to defend against guns is likewise cut by half. 3. Quick Reload The character can reload his/her gun automatically without using a melee action. If more than one gun is being used, this works for all the weapons the character is using. Astral Masters (Vazatari) / Deities At eventually some point in a Saint's (Vatar's) life, the astral being from whom he/she draws his power will make himself known to the Saint. All Saints are descendants of their astral master, but still some Saints call these beings their gods. The beings who are the astral master are beings of not any one form. They can be male, female, or neither depending on what they desire to be. They are as much mind and idea, as they are physical entity. Destroying one is an unlikely proposition, even by another astral master. And so, the only way to really affect one is to deal with the reach of their power by dealing with those they command. They can create more of themselves and propagate like other creatures, but it requires two to perform this act even though there are no clear cut male and female. However, most tend to have a preferred form which is viewed by either male or female by those the appearance mimics. Far too many amasters (astral masters) exist within the infinite expanse of the astral plane, so only a few of them will be listed here. There are so many in fact, that there are probably at least one for every mythological deity of Earth that has a similar description. Their only servants are not Saints. Many other creatures of the astral plane serve them, and they can create temples on the material plane and gain worshippers. Vazatari also have the power to bestow powers to other creatures, making them stronger when strength is needed. Astral Temples Vazatari can create temples on the physical planes for use as bases for their Saints and other minions. The temples also serve as places of power. The creation of a temple is a painstaking task for an amaster and takes a month after which a year must commonly be waited before another may be constructed. Because of such power put into an Astral Temple, they are DDP structures, all magical effects of the Temple's faithful within are mutliplied by ten, MSP of the faithful recovers at 100 per minute, and the faithful can draw 1000 MSP PL per day (i.e. they must sleep for 8 hours to do it again). DDP: 1d4x500 per 10' section, MR 14+1d6 The temple's can only be created once every year because that's how long it takes for the amaster to gather the energy. This energy is the energy used to give birth to a new amaster, but if another amaster isn't present to contribute her energy to the birth, the energy is wasted. Instead of letting it go to waste, the amaster congeals it into a power point, the temple, on the physical plane. Doom It is self-sufficient to say that this Master represents doomsday, armageddon, ragnarok, the Twilight of the Gods, Judgement Day (at least to his followers), and the end of the world. He urges his Saints to try and cause disasters of monumental proportion. Doom also searches on his own for ways to cause catastrophe and trusts his most powerful Saints with their carrying out when he does. One day, it is feared, he shall uncover the secret to destroying a universe. His High Priests of the Holocaust are used as an example in the description of Specialist Mages. MorFang Cutthroats, assassins, and serial killers all fall in the category of MorFang's worshippers. He represents murder and the killing of one being at a time. MorFang is one of the amasters who commonly bestows powers to lesser beings. His trademark is the Red Fang, a bloody symbol of murder. The Red Fang can be represented by blades coated with dried blood, red- colored weapons, and the fangtail. The fangtail is bestowed upon individuals MorFang considers special. This scorpion appendage is connected at the person's lower back and is a deadly weapon whether or not the venom of the red-tipped stinger works. Those with the tail aren't the only users of poison among MorFang's flock. Poisonous snakes and poisoned weapons are also employed. In fact, sometimes the fangtail takes the form of a viper's head rather than a scorpion stinger. In this case, the snake may not be red, but the fangs will always be large to show off their unnatural redness. MorFang also has an elite force he keeps in reserve on the astral plane. His red vanguard of Fangguards are deadly females he has bred to be the most heartless killers anyone has ever seen. An elite homeguard of males is used to keep up his supply of Fangguards. When the situation warrants it or when they need practice (often MorFang believes), they are sent to the physical plane to assist his followers their or to do the job for them. The males are just as able, but MorFang prefers to let the females, the providers of life, be the slayers. Surprisingly, they are all human. The Fangguard RCC Attr: IQ 2d6+6 / MS 4d6 / AP 4d6 / DX 9d6 / EN 4d6 / LK 4d6 / Spd 4d6 Plus the bonuses from all available physical skills from the general+elite HP figured normally but HP are RDP, DAP is DAP Special Power: Bloodshield: This power can be used once before the Fangguard needs to sleep 8 hours to gain it back. This allows the warrior to summon an invulnerability mantle for 1 melee action. Using this uses no APM and defeats any initiative roll off required to raise it before an attack hits. The mantle will absorb 1000 DDP PL that would have harmed the Fangguard (i.e. it protects from necromancy). At L12, a 1 melee invulnerability can be used. Hand to Hand Fangguard Training: L1: 3 APM, Automatic Dodge, Punch 1d8, Kick 1d8, Trip Kick, Leap 1'xSpd, Critical from Behind, Prowl +30%, Climb +30%, +40 DAP L2: +3 S/P/D, L3: +1 APM, Jumpkick, Leap Attack, Parrystrike L4: +1 S/P/D, Dodgeslash, Multidodge, L5: +1 APM, +4d6 HP, +4d6 DAP L6: +2 S/P/D, Punch 4d8, Kick 4d8, Death Blow 16-20, Stunpunch 2d8 melee L7: +1 APM, Multiple Parry, Leap 2'xSpd, L8: DX & ST +2d4, L9: +1 APM L10: Crit 16-20, L11: +1 S/P/D, +2d6 EN, L12: +2d6 EN, +2 saves L13: Jumpkick x3, +2d6 EN, +2 saves, L14: +1 APM, +2d6 EN, +2 Saves L15: +4d6 EN, +4 Saves, Can dimensional teleport 98% 1x/minute Equipment: Red Armor: AR 19, DDP 120, Provides +1 save magic/psi P2Ls (2) Swords: 1d6x10 DD, Intelligent, Indestructable, Can teleport back to Fangguard if lost, can parry gun shots and blasts but not bursts, +2 S/P (2) Boomerrangs: 1d6x10 DD will return instantly, 2d4x10 DD returns next action, 4d6x10 DD non-returning, +5 Strike Thrown (2) Daggers: 2d6 DD, 2d6x10 DD thrown, +1 S/P, +3 Thrown (Optional) Psionics: 0-10 Master, 11-25 Major, 26-50 Minor Highdawn This Vazatari represents light, the bringing of the light (good), and the banishing of darkness (evil). Highdawn doesn't have anything against actual darkness but refers to evil as darkness. Actual darkness and light are refered to as gloom and radiance. The confusion this causes seems to only be a problem in the human languages for the elvish and zarethian languages both have words that already carry the meaning Highdawn uses. His symbol is fire at the end of a staff. Darkanvil Darkanvil is Highdawn's antithesis, the bringer of darkness. They are the exact opposite. Darkanvil's traditional symbol is a smashing weapon. Lilith Lilith represents the night. She is neither good nor evil. The night is her domain, and she is with all who work under the stars and moon. She doesn't concern herself with good/evil, only with how much faith one has in her. Her symbol is the bat. Azcarti Ascarti represented entropy, corruption, decay, immorality, and sin. Currently, Azcarti has no empowered Saints for he is no longer in the Astral Plane. Azcarti is the first Vazatari to forsake his awesome power to travel the other planes himself. Unless he returns to the Astral Plane, his Saints (Vatars) will be no more powerful than the mortal beings they appear to be (humans,elves,etc). Kardum The vazatari, Kardum, emphasizes magic. Kardum has a dislike of evil creatures as well and has been known to distribute the knowledge of magic to slay demons, devils, and their horrific kin. This vazatari is popular among wizards, and mages with faith in Kardum tend to have better luck with spells for some reason. Saveh Saveh is representative of power. This being is not a vazatari but something far more powerful, even more powerful than the race of vampiric and parasitic zinzor. This being can empower create the equivlant of vatars by granting them "power." They can use the "draw astral power" ability but not the "astral form" power as they aren't truly astral beings. It has been suggested Saveh is empowerd by the 10th element. Others have said that Saveh may be the 10th element taking action. Saveh is a strict being and has many rules that must be followed by worshippers. Worshippes are forbidden to lie, cheat, steal, kill, or do anything else considered immoral by the being. Saveh is somewhat lenient but continually angering this being is a bad idea. One sure way to anger Saveh is to repent without meaning it. Saveh's clerics may pick killing spells and such, but those spells are controlled and used by Saveh (the DM) through the cleric. The cleric can use the killing spell's him/herself at the risk of Saveh's wrath. Roman Pantheon These are supernatural beings able to empower beings to make them vatar-equivalents. Their vatars cannot pick the power "astral form." Nordic Pantheon These are also supernatural beings able to empower creatures, so that they become vatar-equivalents. Their vatars cannot use the power "astral form." God-type Beings Listed in Pantheons of Megaverse I would personally say that the stats listed in that Flagedium Rips supplement are those of the avatars. I would say that in their home plane, they have access to greater magic (and multiply their MSPx10) but otherwise remain the same. Magic-wise I'd say they have at least level 2d6x10 power Darkworld RPG magic as well as some new spells of immense power, such as the power to bestow mortals with power (think they can anyway, called witchcraft) such as that of the Astral Saint character class (just remove the astral-touching powers or explain them in a new relevant way.) Bonuses/Penalties of aligning oneself to a belief or deity-type being ? Sounds like something cool to make rules for. Alternate Universes In another place, elemental warriors fight each other and natural forces to maintain the balance of the megaverse. This place is dubbed EM (Elemental Master dimension) by the USD. Here, the Elemental Knights fight an eternal war to maintain the megaverse in its natural state. Some want the megaverse ruled by their only one elemental focus, but most believe in the balance of all ten elements. The realm of Celestia houses the pathways that lead throughout the megaverse's bindings to all dimensions. On Arcanar, a Celestial Stairway is accessible from the center of the Star Nexus. The USD doesn't know how to access it nor do they know it exists there although ancient Darkworld lore suggests the possibity just as ancient Japanese mythology believed in one on Earth. That is the Stairway of Miranda X. It's invisible except to one who can enter it. Not all dimensions have these, but all have some form of Celestial access. Other forms of access are pools, gateways, and blatantly obvious Rips in the universal fabric. Within Celestia, each area has a guardian that rules it. Many of them are Astral Saints. Astral is the seventh element which includes magic, ley energy, and other cosmic forces. Psionic powers also utilize this energy. All of Celestia is counted as a super nexus point. Mara, Demon Saint, watches over the pathways to the so called D-Class (Demonic) dimensions on Miranda X's Staircase. Each D-Class plane is led to from Celestia by one to three bridges. Common bridge-types are wood, silver, and gold, just as predicted by the Chinese mythology of Earth. Falling off a bridge deposits the faller in a D-Class sub-plane that surrounds it. Wooden bridges are commonly inhabited by minor earth elementals, lasae, demon locusts, undead, animated dead, gnarlgans, and drolls. These pathways have a strong connection with life, death, and the earth element. Silver bridges are inhabited by warlike demons and bestial forms of werebeasts. The silver pathways' protectors have great physcial strength and force. Magic-rich and the highly intelligent demonic beings are found on the golden bridges. Mara currently (around 2400 AD) is arcanite class, but nexus is not far off. If Lord Baalek, Demon Saint, loses D-36's backing, Mara has no reason to decline the offering of his position on Arcanar. Although being a diabolical drackor, it wouldn't need to be offered if the time was ripe. An arcanite class brutan War Saint, Beldar, is the residing Miranda X Stairway defender. In a habitat of ancient ruins in Celestia, he awaits trespassers. He also occasionally assists wars in worlds throughtout the dimension. Outside the Stairway, within the Star Nexus, a nearly-arcanite class mithril Wind Saint guards the thick forest and the place of access. Beldar is honorable while Fujiren's alignment is much like his element. The Guardians have much power due to the fact that they may petition the Reality Knights for favors. Celestia herself rules all of Celestia and is the Guardian of the Tenth. The current Celestia was chosen 500 years ago. She was once a brilliant Luran scientist and philosopher. Celestia was picked when she came across the Celestial Stairway and made the focus of her studies. Now she protects Celestia and the steps to the tenth element. Her stats and attributes are maximum for a L15 Luran Nexus Saint. She once was knowledgable in astro and dimensional physcis, and she still has those skills. Celestia's beauty is that of an angel (LK 50), but her intelligence is her most valued attribute. She's often accompanied by spirits of light (Rips Conversion Book). The EM plane (obviously called something else by its elemental speaking natives) is as said before, a plane ruled by natural forces. Lowest in the hierarchy are the four basic elements: water, earth, air, and fire. Although at the bottom of the hierarchy, they are in no way unimportant. Next are the opposing forces of light and dark. Light is energy, life, presence, and positive charge. Darkness is death, absence, void, negative, and antimatter. Seventh in the hierarchy is the astral element. This is magic (ley energy) and dimensional forces. Eigth is time. The temporal force that pushes all onward and affects everthing. Ninth is reality. Reality is how the ninth masters percieve it and all natural laws. The tenth is a total mystery, but compiled evidence proves that it must exist! The ninth is not completely self-sustaining. This compiled evidence died with the researcher centuries ago. Research into the matter of who the Luran researcher was would show that her body was never found. Note: The USD isn't aware of most of this. They are, however, aware at least of the existence of the EM dimension, and that powerful beings inhabit it. It is parallel to the more commonly known elemental planes. EM is also called CEBU (Cosmic Elemental Balancing Universe). It is so named because it intertwines with the other elemental planes. The USD is even aware of the existance of Celestia. The USD has found that by drawing the golden particles from that plane, it can then place those particles in a Gravalon accelerator chamber, causing the gravitons to be coated with the Celestial energy when they leave. Most of the information presented here is a much more straightforward version of legends and lore. It isn't likely to be found in any library. Only the great sages of the world, and the top researchers in this field have such knowledge. However, the legends abound and are told around the campfires in villages of many races. The Elemental Knights (Lords) These are the beings born of nine of the ten elements. Reality Knights are not even listed here because they are nearly omnipotent if they exist. An example of a Reality Knight could be Lord Bob. Astral Knights aren't listed either. The Silent Beast is an example of an Astral Knight. They have all magic and psionics plus many other powers available to them without limit. Astral Saints are somewhat like minor Astral Knights for they draw their power off one they are linked to. The tenth element is unknown. Elemental Knight is not a recommended class for player characters. Attributes: IQ / MS / AP / ST / DX / EN / LK / SPD / Focus AR Time 5d6 8d6 4d6 2d6x10 6d6 5d6+15 6d6 4d6x10 (Fly) 28 Dark 4d6 6d6 6d6 2d6x10 6d6 3d6+17 4d6 3d6x10 (Fly) 24 Light 4d6 6d6 6d6 2d6x10 6d6+4 3d6+17 7d6 4d6x10 (Fly) 24 Fire 3d6 5d6 4d6 2d6x10 6d6+4 3d6+17 4d6 2d6x10 25 Water 3d6 5d6 4d6 3d6x10 6d6+4 6d6+9 4d6 20+1d4x10 26 Earth 3d6 5d6 4d6 4d6x10 6d6 5d6+15 3d6 4d6 28 Air 3d6 5d6 4d6 2d6x10 6d6+9 3d6+17 4d6 4d6x10 (Fly) 24 Note: Don't add 1d6's for high ST or SPD rolls. Common Natural Abilities: Impervious to poison, don't breathe, nightvision, see in total darkness, thermal vision, see invisible, able to damage things only hurt by magic; The appropiate Heroes Unlimited powers can be given to them, but that is optional. Alter Physical structure costs 70 MSP and lasts 4 MPL. Specific Abilities: Time Knight: They have all the time lord powers (see Transdimensional TMNT and Rips England). Psionics: Sixth Sense, Clairvoyance (perfect, specific) Darkness Knight: They don't all have to be evil, but they are. They need that mentallity to function properly. Black Magic: Darkness Slivers / Rain Darkness - total darkness with same range/area as Rain Blood, no save, imposes -10 S/P/D / Vile Killer / Death Arrow / Create: D-36 Ghoul, Mummies, Dampire, Zombies, Animated Dead, D-36 Wraith, Secondary Vampire, Yema, MaxparyShambler/ Call Demons: 1d4 Black Spectres, Banshees, Fiends, Arch-Fiends, Shadow Fiends, or 3d4 Shades Natural: Shadow Meld, Summon Shadow Beasts - 1 APM, 1d4 (+1 PL) when hit Level 3 its 1d6+1 (+1 per each additional level), Impervious to Cold and Antimatter, Sense Lifeforce Necromancy: Sickness, Kill, Turn Dead Rips Spells: Lifedrain, Paralysis: Lesser, Blind, Spoil, Mute Elemental (not spellfire - energized): Darkness, Circle of Cold, Lower Temp, Blue Flame, Cloud of Slumber, Silence, Freeze Water, Darken Sky, Vacuum, Wither Plants Light Knight: Impervious to Lasers, See all spectrums, Sense Lifeforce; They standardly have good to unprincipled alignments. Divine Magic: Restore (not on self), ressurect, sunlight, group heal, holy blast, demonslayer, godfist, return demon, turn dead, sense evil Necromancy: Talk to Dead Elemental: Create Light, Northern Light, Invisibility, Protection from Lightning, Blinding Flash, Globe of Daylight, Swirling Lights, Create Heat Rips Magic: Energy Bolt, Energy Field, Impervious to Energy, Energy Disruption, Imp to Fire, Invisible: Lesser + Superior, Invulnerability Psionics: Commune with Spirits (Flagedium FRP/RPG), Dispel Spirits, Exorcism, No ESP cost Special: Summon 1d4 Spirits of Light - 30 MSP Four Basic: Warlock Powers, Gain all spells in spell level at same rate as advance in level Earth: Stone and Gem Magic (Rips) and Geomancy from Ninjas and Superspies; They're too primal for Pyramid Technology which is an Atlantean science. Fire: Imp to Fire, Water: Imp to Cold/Ice, Air: Imp to Air/Wind Hit Points: DDP = HPx10, gain 1d6x10 DDP per level (same as normal HP, just x10 DDP) MSP: MS x10, +1d8x10+20 (per each additional level/ PLA) Experience Levels: They advance as dragons. Skills: Dragon Martial Arts (no MR/HF gained, BW bonus adds to Focus Blast), Speak Elemental, Basic Math, paired wps, ancient style weapons, and languages Combat Moves: Body Throw, Body Block, Dragon Throw Regeneration: 1d6x10 DDP per minute The Focus All EKs have a focus. EKs are humanoid beings of generally human size but have been known to be larger. Their Focus is the solid form of their element which they wear as armor and life support. It is part of their body which they cannot live without. If destroyed, the EK will become an DAP structure as will all their attacks and magic. They will also not regenerate nor gain back any MSP. When immersed in their element, they become DDP again, and their Focus begins regenerating in 1d4x10+20 minutes. The light of day and the darkness of night count for light and dark EKs. Touching a Fire Knight's Focus will deliver 3rd degree burns for it is solid fire. Combat: Focus DDP: EN x100 DDP Punch: 1d6x3 DD (+1 to multiplier PLA) Kick: 1d8x3 DD (+1 PLA) Focus Weapon: 2d8x3 DD (+1 PLA) Focus Blast: 2d8x3 DD (+1 PLA), Range: 50' +10' PLA - not affected by Ley Line Energy Note: The ST Damage bonus is not added. EKs can also do a multiverse shift. This allows them to demi-exist in other planes, meaning they can hit things attacking them from other dimensions while looking somewhat spectral. Being elemental, they can drift into the elemental fabric of the megaverse somewhat. Shadow Knights Para-Elemental Knights of Darkness These creatures of D-34, the Plane of Shadow, are not unlike the Elemental Knights of EM and are yet quite different. They are beings of shadow, and have formed armor of solid darkness to protect their non- material bodies. However, they are not dependant upon their armor like the EKs are and aren't as closely linked with the elemental nature of the universe. They are of the element darkness. They are not the lords of it nor its master. Despite not being lords of the element, they know how to use it better than any mortal creature. Note: The term mortal is used in reference to creatures who grow old and die. These beings of the elements don't. Side Note: Death Knights could also be considered para-elemental knights of darkness. They are created though and not naturally occuring. Shadow Knight STATS Attr: IQ 10+4d6 / MS 25+4d6 / AP 12+3d6 / ST 20+4d6 / DX 30+5d6 / EN 45 / LK 3d6 (Their silky black forms can be beautifully mesmerizing or terrible) / Spd 3d6x3 (move by legs as much as force of will) can fly at half that HP 3d6x100 DDP, Horror Factor 12+1d4 MSP 1d4x100+140 Shadow Armor: AR 20 (natural 20s and rolls modified to 21+ will beat it) DDP 3d6x200 Natural Abilities: Only harmed by magic, psionics, and the three items below (Holy items don't effect it as a demon but will harm it if magical) Lasers, fire, and lightning do double damage to them Impervious to poison, don't need to breathe or eat Magically understand all languages Unimpairable sight, see the invisible Command all lesser creatures of shadow/darkness, includes shadowfiends but not darkness knights, their often high AP can impress even those who aren't entirely creatures of darkness Once every 45 hours can travel to another dimension through the element of darkness Shadow Meld at will, Shadowtravel as Death Knight They can also become a 2-dimensional shadow where there is none, retaining their original outline. In this form, they can attack the shadows of others and inflict half damage upon the thing making the shadow by doing so. Defenders fight at a minus equal to half the difference in level between the two foes (to a max of -6). The shadow armor cannot protect the shadow knight while in this form. Magic: They are shadowmancers and learn spells that can control their element. The use of these spells aren't limited by time of day when they cast them. Invisibility is also available to them but only in darkness. Rain darkness is one example of the type of spell they'd know (or design). Combat: Average Level: 6+2d6, Their bodies do 3d10 DD in combat, and they can form weapons/items of shadow that do the same damage. Items formed, like their armor and their eyes, are darker than normal darkness and their bodies. Average APM (if no hand to hand form is taken): 6+1d4 Shadowbeasts These creatures, also called darkbeasts, don't fall into the category of shadowmonsters as powerful as void(shadow)wings, shadowclaws, shadow fiends, shadow knights, or even the pitiable shades. A darkbeast is a physical monster with the ability to merge with darkness and shadowmeld. When in darkness, they are effectively invisible except for their shimmering crimson eyes, and they're insubstantial although unable to attack when shadowmelded as per the spell. Their flesh is a putrid substance, and their eyes produce an unnatural fear in those looked upon. It isn't all that intelligent but rather more of a sadistic-instinced predator. Their home is the Plane of Shadows where they hunt creatures weaker than themselves. It is their home, and they have sometimes violently displayed their preferance to it over any other dimension they could be summoned to. Mental Attributes: IQ/MS/AP 1d6 Physical Attributes: ST 30, DX 24, EN 30, LK 3, SPD 24 Physical Attr are halved when in light. DDP: 1d6 (1d6x100 DAP in light) Combat in Dark: APM 3, Claw 1d6 DD, S/P/D +5, Invisible but eyes (are -6 to be S/P/D), Silent Combat in Light: APM 2, Claw 1d6x6 DAP, Prowl 50% The same stats are used for the darkhounds and darkwolves except their speed is doubled. This is the first time darkhounds and darkwolves have been mentioned in this game. UNDEATH KNIGHTS Para-Elemntal Knights of Death 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 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, 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, 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; Shadowport: On a 4-6 on a 1d6, the DK has this power: The DK can enter the Shadow Dimension through any shadow. By shadow melding through this plane, the DK can go to any shadow in any dimension. This is much like teleporting and travelling on the astral plane. The DK must know where in which dimension it wants to arrive at, and if there are shadows there, the DK can appear there. Control: The DK can employ a power to control creatures of shadow and death (undead creatures). This works by MS. A MS roll off is made, and if the death knight wins, it can control the shadow/undead being for a number of melees equal to however much the DK wom the MS rolloff. Psionics(DW): Evil Eye, Mind Manipulation, Force Shield, Psi-Weapon, Necro- Telepathy; at Level 1d12+8 Magic: Once a day can do each of the following: Command Death: R-victim must hear DK, uses 4 APM, Save: Death & Magic, failure to save vs both means death equal to a mage's reality rip spell, Fireball: R-490', 2d6x10 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, 2d8x10 DD, CT: 2 APM (death knight can make a punch roll to strike) Wall of Ice: at Level 1d6x10+40: Dur-4 min/L, R-60', Size: 8x8x4/L, DDP 40/L, Dropping it on someone causes DD equal to 1/10 the wall's. CT: 2APM 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 (Rips E.Magic): 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, +1d10 dodge 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 makes saving throws for the armor as if it were part of the DK's body. Spell Reflection: There's a 25% chance that any spell or psionic power the DK saves against will be reflected back at the one who threw it. In this case, mages and espers WILL be hurt by their own magic (if they don't save in return). Salvation Angels' Front S.A.F. (pronounced "safe") is a Celestial Organization dedicated to helping out the multiverse. It works for the good and benefit of beings it sees as being in trouble. SAF does things such as take the souls of heroes and turn them into mirrors of their former selves. The peaceful oblivion of death is replaced with their original memories and a Celestial body is formed that is a mirror image (right and left reversed) of their form in life. Also, spirits of light along with other Astral and Celestial beings make up the ranks of SAF. They are the bitter enemies of evil spirits, demons, and malevolent god-beings everywhere. Note: SAF is the name they call themselves to English-speaking creatures. They have a different title for every language. They don't all mean the same thing, but the titles all try to keep the basic idea. SAF has groups travelling many worlds in many universes. They usually don't tackle large problems on their own but try to help others with information that only beings with the near omniscient sources they have can give. Also, all members who are not DDP are turned RDP with Celestial power. Members who are destroyed convert to celestial matter and flow back to Celestia to reform later. Because they're charged with Celestial Power, their bodies are able to harm anything that can be harmed by something although they still inflict the original damage (DAP if being was DAP, not changed to RDP). Damnation's Angles' Order DAO is the exact opposite of SAF. They are foul creatures who have banded together to try and thwart the plans of SAF. They often don't interfere directly with SAF's engagements but rather try to somewhere cause an amount of damage equal to however much SAF has prevented. Perravan The Perravan is a group from SAF that have established themselves on Rips Earth. They are made up of several mobile buildings (they compact and become hover transports) that travel the world, setting up a small commerce center when they get to a place they feel needs their help. The buildings are made up of Celestial matter and can shapeshift to meet the demands of the controller. The members of Perravan are basically all out to make a profit, or that's what they want others to believe. They will sprinkle conversations with free useful information but will charge dearly when asked directly. This money, and money gained from selling services and merchandise, are given out to those in need of cash in other parts of the world. Perravan Members and their Caravan Houses: Gina's Survival Gear: Gina operates a shop with merchandise that is unlike most other hardware. Super railgun pistols, teleportation devices (size of a hand held radio), and Gina Mobiles. Unfortunately, these items are not guarenteed and will sometimes malfunction, but sometimes they're worth the risk. (25% chance of failure per use of item that defies logic.) Gina herself appears to be an attractive human female with blonde hair and blue eyes. She wears a pink tank top that somehow manages to keep her impressive bosom contained, jungle boots, and kacky shorts. Gina is assisted in her efforts by her friend Brittany, a werecheetah who goes by the name of Cheetah. Gina was a heroic fortune-hunting archaelogist who was accompanined by Cheetah in life. Gina and Cheetah both belong to the Mirrored (those who were recreated from their souls). Both appear to be in their mid-20s. Uchan's Bar and Grill: Uchan runs her establishment with speed, considering she is the only worker. Her specialty is okonomiyaki which she cooks up with a giant spatula as large as she is herself. She also makes pizza, spatula-tossed of course. She is an attractive human female who looks to be in her early 20s. If attacked, she is a deadly fighter with her giant spatula and normal size throwing spatulas. Sucko Mucho: This brothel is operated by Staog Swolb Knarf, a beautiful female humanoid with blue eyes, green hair, and a pair of tentacles that sprout from her back. In truth, she is of a race of elephant-sized horned furry creatures that draw nourishment from the vitality of those they come into close contact. They are shapechanging creatures and have learned that they can draw a great amount of energy from those engaged in sex without being detected as the creatures engaged expect tire themselves anyway. The girls who work here are also quite unique themselves. Among them are a troll trallop called Suzy, a few elven handmaidens skilled with their hands, and a mutant man-sized sentient female praying mantis named Betty. Nekohanten: This Chinese restaurant is operated by a gorgeous young Chinese girl who is just about of age and her small, gray, wrinkled grandmother who has to use a walking stick although she uses it more like a pogo stick. The younger of the two, Xhain Pu, tends to wear customary Chinese clothing, including oriental armor if pushed into combat which she is most skilled in with her paired meteor hammers (maces with heads larger than most people's heads). Granva's GEVs: Granva's Ground Effect Vehicles sells hovercraft mainly but also sells wheeled transports and multipurpose vehicles (land/sea/air). The operator, Miss Granva, is a tall, commanding green-eyed red-headed human female who dresses in a red uniform of undeterminable origin. Her gloves and boots are white and black. Bob's House of Guns: Bob is a middle-aged human. He is a burly male with a scruffy beard and a gruff voice. He has the biggest guns anyone is ever likely to see in a shop his size. The prices are always at least 200% of standard retail/black market cost. In his lifetime, he was a Glitterboy Trooper for the USA Empire who died by the Rips. He is assisted by his weapons expert, an inspired white-haired old man by the name of Kirby. Dunn' and Dejesus's House of Style: Power armor, armor, or just a string bikini? This is the place. These two guys (both human) are who you've been lookin' for. If you need superhero tights, they can make those too. Manabe's Cutlery: If you need a kitchen knife, this is the wrong place. Sometimes the swords available can cut tanks in half... in one blow.