Copyright 1990 Tony Figueroa The Pentad Nexus This delven kingdom that overlays this giant center of power is known to them as LarMoire. Its capital city lies slightly off center to the west. Grimalden, the capital, is a sprawling city 60 miles wide. The majority of the towering buildings are made from the black volcanic material that used to cover that area which was so frequently flooded by the lava from Mt. Mawlanta, a long extinct volcano. The federal government of LarMoire isn't the only power in the area although the president does reside in the city. He is a quinclops of great reknown and answers to the titles President Lazzar or Mr. Lazzar. Unfortunately, the great city of Grimalden is perhaps the most degenerate place in all of LarMoire. Over half the city is the corporate sector. The megacorporations have a powerful hand in the affairs of LarMoire and nearly have the power of its federal government. They wage war on each other or any other who stands in their way and have the almighty dollar as their goal. The police force is greatly outnumbered and performs its duty by taking random suspicious people in for questioning. There is only a 5% chance per day that any particular armed band will be stopped for questioning. If the police encounter gunfire, they bring in reinforcements which often amount to a small army (usually a company which is 90 members). There is a reinforcement company always on the ready, and they are contacted for their availability before any potential danger is engaged. The entire police force of the city is equal to about four regiments (810 members each) spread over the half the city that isn't corporate ruled. There is a separate building for each regiment. The most powerful corporation in LarMoire is the Mithic Megacorp. They like all the megacorps dabble in all the business they can get their hands on which is why the megacorps rule so much. Any small business operating on its own that is found by a megacorp either joins that megacorp or is destroyed. Such is policy and why the megacorps control the business. The federal government has so far done well not to get involved with its own products and survives off taxes. Mithic sells many products and many are in the war department. Their products are varied and even have some that nearly stand up to the USD's Sorcerian Incorporated. Of course, megacorps have no qualms about stealing designs. Industrial espionage is an everyday occurence, and the city's mercenaries live off it. Open warfare between the megacorps has been rare, but it has happened. So far, only one megacorp has ceased to exist, and that was due to the fact that it engaged in open warfare against Mithic and got hit hard. The federal government was able to find proof that it was responsible for the "riot" (if any other megacorp is found responsible for open warfare it too may suffer the same fate) and shut it down by force. Other Top Megacorps (followed by products PCs value): The Shivatron/Kalitech merger (massive destruction at affordable prices) Njortek (the fastest aircraft and hottest incendiary weapons of tommorow) Thyr Corp. (the most popular armor and armor-piercers) HeiDDal INC. (security goods and laser pistols precise enough for surgery) Distron (Their products advertise one theme: death.) Mars Corp. (military hardware, gunships, bombers, artillery) Vurkan INC. (guns,guns,guns) Siegefree (convenient, concealable, deadly) Minerva (no weapons sold here, a megacorp with morals, t-shirts to stereos) Hyperville - Polaris City This city state is united with no others. It began in the style of Las Vegas, and the USD would have no part with what would eventually degenerate into the cesspool of decadence that Hyperville has become. It is a mere 60 miles north of the USD border and about the same distance left of Relo. Take note that Relo, as a city state, sits on the border. Hyperville has nearly grown into a USD size city state. Its current width is counted at 23 miles of sprawling complexes and towering spires. The city is nearly as old as the average city state, having been around for 169 years as of Y2400. Since it is given no protection by the nation it sits next to, Polaris City has devised three systems of protection. The first is internal. It's name is Vulture Company and passes for what is usually called a police force. They more often pick up (or pick off) the leftovers of battles between the inhabitants than enforce the law (what law?). The second defense is Satan's Soldiers. The regiment carrying the name of the Christian devil king is comprised of hardened killers. They are a military force plain and simple. They destroy, not take prisoners. Many carry enchantmens, but all pack the most powerful hardware attainable which isn't far from the best that their is. In fact, sometimes it is the best. In general, the troops love combat. Their crest is a flaming pitchfork. The final defense is a weapon, a single weapon. This warhead named Polaris has spawned Hyperville's nickname. The most common belief is that two were made. One was fired as a test against one of the violent "subhuman" communities that was too close to Hyperville for comfort. The blast the missile caused cleared an area of land nearly 70 miles in diameter. In case the city is overrun by an enemy force, the leaders intend the remaining Polaris to be used on Hyperville itself. Note that the belief that only two were ever made is the most common belief but is nonetheless incorrect. Three were made. God help any force foolish enough to be discovered closing in on Polaris City while still far enough away to have the Polaris fired on them. Now, Polaris is a warhead using highly unstable materials. The blast it creates is quite deadlier than any nuclear warhead devised even though it might not affect as great an area. The blast area it does affect is in fact dependant on where it lands and how Polaris reacts to the molecules in the area. In the milisecond that the blast consumes a 15+1d10x5 mile blast radius, everthing touched by the explosion suffers 3d6x1000 DD. The rotten-egg-smell-of-death fallout that follows is far more potent than any necromancer spell, and the environment it creates is equally inhospitable. 3d4 melees after the detonation occurs, the temperature of the blast zone will drop to 0 kelvin. This effect lasted for 194 days in the zone affected by the test Polaris. The fallout is believed to have been neutralized by the temperature. The remaining warheads are kept in an underground catacomb reinforced much like the walls of the USD city states. Hyperville is definitely the most hyperactive city that can be described. Gambling is the major source of income. The city even has an arena designed for mechacombat that can accomodate enough of the mechanized behemoths for even the most bloodthirsty fan. The Mecharena takes up an area slightly larger than 1 mile in diameter. It is also the training ground for Vulture Company and Satan's Soldiers. There are no real laws to Hyperville that anyone heeds although the taxes must be paid, and the Council's will must be obeyed. The Talian, Talian Nexus, and more "Talian" is the zarethian (troglodyte) word for "underworld." It is where they live with a large of number of elven-kin, dwarvenkind, saigaths, and kobolds. The underground network lays underneath all of Arcanar and is completely interconnected. The majority of the Talian is under the continents, however, interconnecting tunnels go under the oceans and seas at depths deep even for the Talian. The Talian is a subject of much myth and legend to people in the overworld. Thus, many know of the caverns below the mountains, but the "Talian" has attached to it connotations of a mythical realm with unknown and wonders and terrors. Most of the population in the overworld are ignorant of the truth about the land underneath them. The caves and caverns become known as the Talian to the zareth just a few miles under sealevel below the Arck Mts. Much of the Talian is lit by the green glow of arcanite veins, but the illumination is dim closer to sea level. As one goes deeper, the glow becomes almost equal to daylight. Plants grow there too. Some find nourishment off the rocks and minerals, doing without water. Other vegetation sometimes feeds off the arcanite's magic energy itself! In this green-lit environment, the sparkle of mithril can often be seen. The underground only truly becomes what the zareth call "the talian" at an average of a hundred miles below the surface. The talian beneath the seas is usually several hundred miles beneath the seafloor. Altered Magic and Psionics: The rock and metal Talian is rich in minerals, but the USD has an agreement with the zareth to limit USD mining of the magical arcanite and mithril ore. With all of this magical power below the surface, side effects could not have been avoided. Several psychic and magic functions operate poorly due to the magic saturated (drowned) environment. The following powers and powers like them or using them do not work or misfunction in the Talian (see following note for those marked with *): Clairvoyance, Clairaudience, Mark/Locate*, Telepathy*, Teleportation*, and anything using remote control* or mental communication*. Those with an asterix can be used by practicing "riding the ore waves" which means working with the powerful flows of magic rather than against it. This takes up a skill slot. If the roll is failed, the mage/esper may cancel the attempt, but it will still use ESP/MSP. Those who know about it, but haven't used a skill slot may try at the unskilled level of 20%+5% per level. Magic and Psionic Bonuses/Penalties: Of course with all the magic power saturating the area, power is increased in the Talian for the same reason magic is amplified around the Arck Mountains. Most of the Talian is a super nexus point in terms of power. There are some areas deep in the planet unreachable by the magic flow. Then there are other areas were all magic is negated! Such null-magic zones are more often than not a result of tarlanite, arcanite that has had its polarity reversed. Such metal radiates anti-magic. The zareth find such a thing nearly an unholy act. Who would do such a thing? Kobold tribes who wanted to keep to magic-null their territory against the zareth mages would train mages to do that and nothing else. Tarlanite could also be used in weapons. Of course once it is done, it's irreversible for to convert the tarlanite back would require magic and of course the tarlanite would negate it! The zarethian Aruk clan would use tarlanite as well. Tarlanite's negation powers are such that no spell in the effective radius about it will do anything. No magical effect will occur. Magic weapons become normal weapons. A wooden sword strengthened by magic to be unbreakable will shatter under a tarlanite blade. Spell: Arcanite to Tarlanite: Range-Touch, Affects 125 lbs per level per 50 MSP, The arcanite gets a saving throw vs magic at +4, Base Cost 50 The radius of the null-magic zone created by tarlanite is measured in feet equal to the number of pounds in a single piece of tarlanite. Multiple pieces of tarlanite of the same mass in the same area don't have an accumulative radius or null-power. Life: There are many small communities in caverns or systems of caverns of the Talian, but great cities beneath the surface are rare. However, they do exist, and Talian Nexus is perhaps the greatest. It is the capital city of the zareth. Talian Nexus consists of five great caverns for the five zareth clans, including the driven out Aruk clan whose cavern is effectively a ghost town. Nomadic tribes also wander the Talian's caverns along with predatory creatures. Small reptiles, bats, worms, talian wyrms, harmless creatures, and beasts of such power they could wipe out entire villages of warriors without tiring. Talian Nexus Talian Nexus is the capital of the zarethian clans. It is also the greatest and safest trading city of the Talian. Almost all creatures are tolerated, provided they behave themselves. Drackors are not tolerated. The most common non-zareth present are elven-kin and dwarves. They can be both visitors or citizens. Two less common races present are also the other two most common citizens of Talian Nexus. They are the saigath and kobolds. The saigath have no society of their own for they live hiding behind the power of the zareth if not out on their own. Saigaths are physically weak but make powerful mages and espers. Being typically withdrawn, few, and mistrusted, assimilating themselves into zarethian society was probably a good defensive move. Kobolds on the other hand have a society, but it is a brutal violent one. Those who frequent Talian Nexus either belong to renegade kobold communities or live amongst the zareth. The Talian Nexus consists of five great caverns, one for each zarethian clan. The cavern closest to the surface (the Garuk clan's) is about 100 miles below sea level. The longest distance any of the adjacent five caverns are separated by is 7 miles. Below the Garukan cavern are the Karian and Untan caverns on nearly equal levels. Below those are the Tarnuan and Arukan caverns. Geographically, Talian Nexus is 100 miles north of Lake Dark. The building and structures in Talian Nexus were created by labor and magic. Great stone and metal buidlings tower towards the ceilings and sometimes even connect with it. Horizontal bridges extend from the towers and walls, interconnecting the great zarethian structures. Some places such as Fortress Order and Disorder more closely resemble the great human cathedrals of Earth, only on an even grander scale. The zareth rulers are the Circle. The Circle is composed of three High Lords from each clan. In the old days, this would mean fifteen High Lords, but now the number is only twelve. Talian Nexus Caverns and Clans: Note:The sizes listed for the caverns are the maximum sizes for that caverns. The smallest section of the cavern are not normally less than 75% of the size listed and never below 50%. 1. Garuka: 4.5 miles wide, 2.5 miles high Clan Garuk's strong point is magic. It is what is emphasized in their upbringing, and those who do not become mages are the minority. The majority worship Kardum, the deity (vazatari) of magic. The Fortress of Disorder stands in Garuka. These necromancers are of the belief that using the bodies of the dead and the undead as servants is an acceptable practice. In their Garukan Fortress, they work for their goal of obtaining a better control of life and death. They do not consider themselves Garukan, but the Garukans think that they should. 2. Karia: 6 miles wide, 2.3 miles high Clan Kari are followers of Highdawn, the deity of vanquishing evil. They send clan members away into the world more so than any other clan for the purpose of seeking out and destroying evil wherever it may be found. 3. Tarnua: 4.1 miles wide, 2 miles high Clan Tarnu are a clan that actually prefer physical strength over magic and mind powers. They recognize that they cannot survive without using magic and psionics, but Tarnuans consider it honorable to use as little magic and psionics as possible. 4. Untaa: 5.4 miles wide, 0.8 miles high Clan Unta's strong point is psionic power. They feel that the power of the mind is preferable to an external power like magic. Untaa is the home of Fortress Order, the opposing necromancer faction to Fortress Disorder in Garukan. They believe that undeath is a state that should not be allowed. They are also against ressurection and look upon using dead bodies as automatons because it is only a short step from there to using the undead. Such things are against "The Cycle." 5. Aruka: 6.1 miles wide, 0.8 miles high The Aruk clan was the black sheep of the zarethian clans. It is officially dead and no longer considered an ally of the zareth. The Aruk clan were worshippers of Darkanvil, the deity of evil. They plotted to bring all the clans under their sway but were driven from their place in Talian Nexus when the other clans could no longer tolerate their presence. Arukans slaughtered those who wished them no harm. They made pacts with demons, created tarlanite, murdered communities of non-threatening non-zarethians, and plotted against the other clans of the zareth. Thirteen-hundred years ago, the other clans could no longer tolerate the Arukans, and declared war on them. The battle that waged was terrible. Arukans within the other clans committed horrible acts of carnage as did war groups that attacked the homes of the other clans, however, the Arukan cavern was wiped clean, sending the Arukans fleeing for their lives. They now hide deep in the Talian, only reappearing in the guise of some other clan. The only zareth not to participate in the campaign agaisnt the Arukans were those of Fortress Order and Disorder. Fortress Disorder did, however, help by healing and ressurecting zareth. Fortress Order helped only by healing for bringing life back to the dead goes against "The Cycle" they believe in. Now, Aruka is what humans would call "a ghost town." The broken towers and spires remain uninhabited and unvisited by zareth. Rubble lays everywhere. It is an unsafe place with tarlanite, weak structures ready to collapse, and the things thad DO inhabit it now. Creatures lurk in the shadows caused by the greenish glow of the arcantie that remains pure in the cavern walls. Every now and then, a kobold tribe may set up residence there, but they never stay. They learn that to remain would be the death of them. Things now lurk in Aruka, things that do not welcome visitors. In Y2400, Clan Aruk still persists. They grow ever stronger in the Talian of Legas and Zinx. There, Aruk plots revenge, praying to Darkanvil and some even to Legion who no zareth would have even thought to contact before the routing of the Arukan Clan. Now, they would welcome him and join his dark forces in the afflicting of carnage upon Arcanar. Revenge doesn't motivate all of the Arukans. Some still cling to their original goal of world domination. A world ruled by Arukans, guided by the smashing hand of Darkanvil. CULTS Wave of Salvation Location: Arck and Zinx Translated from Dwarven into English, this is the name of a cult of dragonslayers. They believe that dragons are the cause of all evil as are all of their evil kin. Since ancient times, this group has existed. The dragams retaliated by forming a cult known as the Wave of Pain if translated into English. Its purpose is to slaughter Wave of Salvation members and dwarves. It has great animosity towards other humanoid races. The dragoncults, dragon worshippers, also fought back and are still fighting back. The Wave of Salvation is no longer a strictly dwarven cult. Any race save evil reptillians may join. This means all reptillians because anything resembling a dragon must be evil. Their destruction is believed to be capable of driving back the drackors who they believe the dragons brought to this world. The Wave of Salvation seeks the Disc of Dragons. They are perhaps the only ones who know of its exististance, or they were because they don't keep the knowledge of it as a secret. The Wave of Salvation possesses some of the most powerful dragonslaying weapons ever created. They have dragacider, a poison developed specifically against dragons in Arcanar year (AY) 1399 (It is now, going by AY, the year 5055.) Dragacider is super rare as it can only be made with very rare plants found in the worst part of Zinx, the Deathlands. This poison inflicts 1d6x90 DD against dragons if they fail their save and 1d6x10+30 DD if the save is made. The arcanite arrows its delivered on normally inflict no more than 4d6 DD. The highest of their officers possess blades doing x10 DD to dragons. The dragons and dragoncultists who oppose them have their own conventional means of slaying Wave of Salvation cultists. The Seekers Location: western USD These cannibals seek higher power. They seek control of the forces of the universe and to life itself. They delve not in necromancy or other arcane magics for they feel pursuit of that might take away from their highest goal. They have many beliefs, but the value of life isn't one of them. Their armor is ceremonial, black, and monstrous. The ceremonial robes are black with the stars as seen from Arcanar drawn into them. Priests have red armor the color of blood, the life giver of the material world. The highest ranking priests have white armor, the color of the soul and ultimate power. Most of the high priests have developed a power not unlike the necromantic spirit shuriken. The Gatherer, their leader, has developed an ability equal to the necromantic soul star spell, however, the producing of it drains him of all power and nearly conscioussness. The Gatherer can also restore life in the same fashion. He pushes his followers to develop as he has, so there will be a greater chance that one of them will take the next step. Their rituals involve such acts such as delving into the craniums of still living sentient beings and eating their brain. Light machineguns and electrical weapons which stun but don't kill are the most popular amongst them. The Empire supplies them in return for uptdated knowledge of all progress they make in their quest. The Emperor himself receives the reports. The Dagger Order under Emperialist Master Dagger is the Seeker's Empire connection. Dagger Order Location: east of Lake Dark (Lake of Stars) The necromancer Emperialist Master Dagger's order is the closest thing to a cult that the Empire has. He uses the Tacters (Tactical Division) and Rippers, but he is proudest when he uses the specially trained ZD (Zombie Division), a division of his own creation. The ZDs are adeptars who, having participated in a horrifying necromantic ritual, have become DDP beings (HP+DAP=DDP). They are his cult. He is their priest, perhaps their god. Their faith and undying loyalty is proven again and again. When Master Dagger orders them to die, he expects them to put the barrel to their head, and they do. When the follower is ressurected, they kneel in awe at his mercy. They are too valuable to him to be wasted permanently. The ritual alone and Master Dagger's magic alone isn't responsible for their state. Their state isn't quite undead. Super-alive may be closer to the mark. Their life is a force that inhabits all of their body, supporting its life even under the most dire circumstances. A decapitated body can still be maintained. Only when immobilized or completely destroyed (negative EN in DDP HP) does the ZD truly die. The ritual involved the consumption of both living and undead flesh. It also involved the Life Stone, Master Dagger's prize possession. With it, he has created true zombies with 10x the DDP, punches doing 1d8+8 DD, and maximum zombie IQ. Master Dagger himself has reserved the majority of the Life Stone's power for himself. His body is a DD structure with DDP x10 his HP and DAP. If he could change his title, it would be Lord, but that title is reserved exclusively for the Emperor. Master Dagger is among the Emperor's most powerful Servant Masters who are second only to the Emperor and the Council of the Board. Note: The Board is perhaps the most powerful torture device ever devised. Only the Emperor and the Council of the Board know about it in detail. None of its subjects have left it in a state to give information about it or anything at all. The Wasteland and Cults Particle Children Location: The Wasteland These are what most people would call madmen. They believe in the Power of God which lurks in, on, and over the desert landscape. This god of theirs is radiation. They believe that through prayer and faith that they will be improved and rewarded. Being risen up to the heavens is what they believe to be the final step. It's radiation poisoning. Amazingly, this cult has prospered. It's reunited the removed peoples of the wasteland. They fight against their foes together and more often than not they win. Here's a brief (as brief as I could make it) history of the desert people: Approximately five centuries ago, a delven kingdom invaded the parched landscape. In the new land, they encountered the last remnants of the race of that ruled and destroyed Legas and themselves. It is believed that all of the Legaians were killed. The delven kingdom built itself in the high-tech shells of the Legas Empire's cities and soon fell victim to the continents poisons. What had been a victorious invasion and a wonderful experience of technological discovery quickly became slow and painful death. Then there were the cultists. They found a strange glittering over the landscape at night. They saw it as a sign from one of their gods for which there was a occurence in one of his tales and began to worship it. Strange changes began in them, and the ones who stayed normal were envious. The changed ones became their priests. They even started a now nearly extinct mutation of the arcane arts, nuclear magic, and most of the psychic gifted delves evolved into nukers. The powers of the mutagenic radiation were wondrous to them but frigthening to their peers. Angered by their survival, the delven kingdom declared war on the cultists and were destroyed by their superior mutations. During the course of this development, a race similar to humans originating from Zinx arrived and began exploring, setting small towns here and there and being amazed by the lack of magical monsters. Some of the Zinxmen even joined the Particle Children. However, they soon all came to know the cybernauts. Then came the Narchank (a few pronounce it Narch-nak). They were the worst. The cybernauts were normally loners except in the cities, but the Narchank drackors came in hordes of warped and mutagenically deformed demonic slaughterers. Now, the Particle Children and other communities still fight battles against the cybernauts and Narchank in a neverending battle for survival. Mutant OCCs Note: All who are altered by Legas radiation gain the bonuses listed for Wasteland Mutations (+2 to save vs magic, etc). Particle Child: These people are quite zealous in their beliefs and pray often everyday. It has been discovered that once infected by the Legas radiation, it never leaves. So, they take advantage of it, making mutant adventurers sent forth by their people to discover and report back. OCC Powers: 2 Wasteland Mutations per level (the roll can be adjusted by one either way to obtain a more desired effect) OCC Skills: The Particle Children train in many things for daily survival. WP Sword, WP Axe, WP Energy, WP Pistol, WP Rifle, Cook, Track, Land Navigation, Dowsing, Detect/Make Concealment/Ambush, Identify Plant Lethal Radiation Posioning: At L10, there's a 10% chance of death. This chance increases by 10% each level after. They believe it's the best way to die. To be taken by God is an honor and better than being taken by the enemy. There's a chance the starting level for radiation poisoning could be 1d4 levels lower because of a low EN. Mutant: This is someone who spends most of their time relying on their mutant powers gained in the radioactive landscape of Legas. They gain 2 Wasteland Mutations per level. OCC Powers: 2 Mutations per Level, OCC Skills: Any 10 Mega-Mage: These few are those learned in nuclear magic. They rely upon MSP (Mega-Strength Points) to cast their spells which are a combination of atomic magic and psionics. Requires: IQ 12 / MS 14 / EN 15 OCC Powers: They may develop 4 powers per level, taken from Nuclear Magic. These spells highly resemble the powers of the Nuker. The saving throw against this magic is 16 or higher. Mega-Mages have +3 to save vs magic/psionics at level 1 and +1 more every following 2 levels. The channeling of their magic reduces their mutations, so they only mutate once per level. MSP: MS+EN+ESP Bonus (+6d6 PLA), MSP: 6d10, ESP: 6d10; They aren't proficient in the use of their MSP or ESP, but they can use T- W/Psionic items using the MSP equivalent of x2 MSP or ESP. OCC Skills: Same as the Particle Child Lethal Rad Poisoning: Their magic use protects them somewhat, so they usually never die of this until around Level 10. Note: Those others who are infected and take actions against the radiation poisoning (which most do unless they're suicidal) only mutate once per 2 levels. This is also the mutation rate for other character classes who become followers of the Particle Child philosophy. Nuclear Magic 1. Alter Size: R-touch, This will either shrink one subject (and equip) down to 6 in. or enlarge them up to double size. Duration: 2 MPL, MSP: 6 2. Black Death: R-290', This inflicts 100 HP (10 to DDP) straight to the target's center. MSP: 10 3. Crystal Eye: R-Sight, This will magnify images x100, and provide the powers to see the invisible, see aura, and see in total darkness. Duration: 4 MPL, MSP: 6 4. Crystalize: R-90', This alters 125 lbs/Level to crystal. It won't affect something it can't completely convert. It won't kill living beings but trap their soul within. The crystal's DDP is half its weight in lbs. Multiple parts on the same target aren't fused togehter. Duration: Permanent (until dispelled), MSP: 30 5. Double Wounds: Duration: 2 MPL, All blows struck by the caster in hand to hand combat inflict double damage. MSP: 6 6. Double Death: R-900', If the 100 DD that this spell inflicts slays the target, the target is restored, and the damage is repeated again but much more slowly. Once the process has begun, the victim may not die until successfully saving versus magic. An attempt may be made at the end of each melee. Inanimate objects are only destroyed once. MSP: 50 7. Expel Dead: 90' Radius PL, All spirits of the dead, animated corpses, and undead must save vs magic or be blown back to their own world, the world of the dead. MSP: 18 9. Fireball: R-90' PL, Damage: 1d6 DD PL, Blast Radius: 25' PL, MSP: 6 10. Forcewall: R-25' PL, Area: 25' High and tall PL, 20' wide, DDP: 100 PL per 25' wide block, Duration: 20 MPL, MSP: 50 11. Iceblast: R-200' PL, Multiple ice shards are fired at 100 MPH PL at their target. The save is a dodge. Caster is +5 strike, not including other bonuses and WP Thr (may be added). Damage: 8d8 DD x Level, MSP: 30 12. Magneto-Twist: 50' Radius PL, This allows the caster manipulation of magnetism of a wide area. 100 metal lbs PL can be moved about at will. 1d10 DD PL may be twisted into metal per action, or metal may be hurled for that damage. Duration: 2 MPL, MSP: 20 13. Mindbolt: R-18' PL, This is a mental bolt of force. MSP: 1d6x10 DAP PL = 1 MSP, 1d6 DD PL = 3 MSP 14. Mindslay: R-8 PL, The victim must save vs psionics. Failure means a quick death for the mind and slow agony for the body (1d4 melees). MSP: 50 15. Mithril Muscle: R-Self, The caster's muscles are molecularly altered, and the ST is x5. Duration: 3 MPL, MSP: 6 16. Nega-Claws: R-Self, A glowing black set of blades appears on a hand. Caster's armor is unaffected. The claws do 5d6 (+2 PLA) DD each. Whenever something is killed by these claws, they must save vs magic, and a failure means there's a 25% chance of a dimensional portal opening. A 10% chance exists that this is a vortex with a 20+3d10' suction radius. MSP: 15 (+15 for each additional set per hand) 17. Negate Poison: R-10' PL, Poison is automatically eradicated (no save) from the poisoned victim, and 1d6x10 poison damage is healed. MSP: 6 18. Neural Shock Wave: 18' Radius PL, All those caught in the psychic wave must save vs psionics or be shocked unconsciouss for 1d6 rounds PL. MSP: 15 19. Neurual Steel: The caster's mind is strengthened, giving him amazing faculties. IQ x5 (good skill bonus), Duration: 4 MPL, MSP: 12 20. Hypno-Aura: Everything the caster says must be saved against, or it becomes a subliminal message. (Save vs Psi), Dur: 3 MPL, MSP: 3 21. Spectrum Warp: 5' Radius PL, This causes the spectrum to warp around the caster or an area. The warped caster is -10 to be struck, parried, or dodged. Everyone in a warped area is -10 excpet the caster. Dur: 4 MPL, MSP: 5 22. Silver Spear: R-75' PL, This silvery spear alters itself to damage whatever the target may be. Damage: 3d6 DD (+1d6 PLA), MSP: 9 23. Spirit Speak: This calls upon a spirit and establishes possible communication. A skill roll must be made for a particular spirit. It appears in 3d6 minutes. Dur: spirit decides, MSP: 12 24. Sunball: Light Radius: 50' PL, The small globe goes where the caster commands it. It will not harm vampires (etc) but will make them run. Duration: 10 MPL, MSP: 4 25. P-Beam: R-150' PL, Damage: 1d10xLevel +30 DD, MSP: 20 26. Possess: This is guarded against by a save vs death. R-Touch, The caster's mind transfers to the possessed body. Duration: 2 MPL, MSP: 15 27. Presence Sense: 120' +10' PL Radius, Duration: 5 MPL, MSP: 5 28. Raise Shadowclaw: This summons a shadow claw from a shadow. Control Duration: 2 MPL, A AP check must be made to send it back. A sunball will allow another check at +10. MSP: 30 29. Regeneration: R-12', 1d6x10 Damage PL is regenerated by the magicked flesh. Casting at double cost will recreate lost limbs. MSP: 12 30. Ressurection: R-Touch, CT: 4d4 melees, MSP: 120 31. Sandplates: R-20' PL, This will form, with at least pound of sand, an array of plates that form into armor upon the chosen. DDP 120, MSP: 12 32. Solar Plate: This creates a disc that glows with bright intensity (illuminating 20' radius) that may be used as an indestructable shield by the bearer. It is a +10 to parry. Dur: 4 MPL, MSP: 12 33. System Shock: R-24' PL, This uses an electric shock to knock out an opponent for 3d6 melees. MSP: 2 34. Telekinesis: 15' Radius PL, 100 lbs PL, Damage bonus from hurling: Caster's STx5, Duration: 4 MPL, MSP: 5 35. Telepathy: R-1 mile PL, Two-Way communication, Dur: 3 MPL, MSP: 2 36. Twin Fists: All blows struck by the caster's fists inflict double damage. Duration: 5 MPL, MSP: 3 37. Distablize: R-90' PL, Nuclear Explosion!, Damage: 3d6x10 DD to 90' radius, middle 10' diameter suffers double damage, If the detonation target was a living being, a successful save vs death will negate. For everything else, the save is a dodge. MSP: 90 38. Warpspace: This transports the caster to another dimension. He can leave it at any point. A skill roll is made to determine successful destination (be it another dimension or down the street.) 500 lb allowance per passenger. MSP: 50 +1 per passenger 39. Warspell: 500' Radius, This blasts 6d6 opponents for 1d6x10 DD, and regenerates and ressurects 6d6 allies. The caster immediately lapses into a coma at -HP equal to EN minus 1 (1 hour to live). MSP: 120 40. Windrun: R-50' PL, The recipient can run at SPD x5. Dur: 5 minutes PL, MSP: 6 The Wastelander and Nomad These two OCCs are those who left the Particle Children to go off on their own. They are sort of like sub-cult cultures of adeptars. Certain individuals realized that their strength were being greatly amplified by the environment. Soon, more wanted to know how this was accomplished. They, the Wastelanders, were accused by the Particle Children of bending God's power to their own will and cast out. The nomads, on the other hand, have their roots in individuals who sought to be indestructible. The powers of Legas focused their desires into reality according to their level of will power and belief. The Wastelanders are so self-named because they believe it accurately gives credit to their roots. Those who practice this art of Chi (another measured form energy which all things possess) channeling have since learned that it only takes the proper training and discipline to strengthen the body's muscles and learn to lift and smash the Chi of objects rather than their mass. The nomads were besides being nomadic also powerfully adamant about being "not mad" when the Particle Children said they were just that. Their powers are those of strengthening their body's Chi to become harder to break. Cyber Systems Robotic Cybernetics: These systems look like metal. DDP: Head 100, Body 300, Arm 100, Hand 50, Leg+Foot 150 Sockets: There is no bleeding if a cybernetic piece is severed from a living part. There's a cybernetic socket there. Cost: $1 x DDP Attributes: Arm: Base ST 24, $10,000 per point of increase up to ST 60 (30 [or natural ST if higher] if the arms, body, and legs aren't all cybernetic), +20 bare fist DAP damage from the robotic hand Leg: Base Spd 24, $500 per point of increase up to Spd 132 (50 if not completely a cyborg), +40 DAP to kick damage Total Cyborg DX: 20 (Head, Body, Arms, Hands, Legs, and Feet. Note: This sort of bionic conversion destroys all MSP and ability to channel magic. One of these parts reduces the MSP by half, and another eradicates it completely. Weapon System Note: The weapons are assumed to be powered by the engine in the cybernetic body of the character. If the character doesn't have a cybernetic body, an E-clip must be used. Weapons doing 36 DD will have 30 shots, doing 60 have 18 shots, and doing 80 have 14 shots. LE-clips have 1.333 more shots (round up), and CE-clips have 1.66 shots than e-clips (round up). Cyborg Enhancements Head: Brainchip: This replaces the brain, the only only original body part that remains in the total cyborg. It requires air and sustanence. This chip needs no oxygen. All ESP is lost. This technology can also be used on totally healthy people to replace the brain in cases of brain cancer. The DX is raised to 24 now if the user is a total cyborg. $200,000 Back-Up Brainchip: This is a functioning and always up to date copy that is placed in the body. It can be accessed directly and used instead of the head brainchip, but it's mainly only a storage unit. If the one being used is destroyed, the other lapses into a coma-like state for 24 minus MS hours. $50,000 Communication Net: 10 mile radio, 20 mile CW with mind's eye CV $2000 Razor Teeth: 1d4 DD, $4000 Extra Eye Sockets: Maximum: Head 8 (total), Body 8, Hand 1 each, Leg/Foot 1 each; $600 per socket (eye not included) (Note: The head comes with a pair of normal cybernetic eyes with no special features. One or all of the following can be added to each.) Laser: 1d6 DD per eye, WP Sys, WP H, WP Energy, $6000 per eye Optic Eye: Infrared, Ultraviolet, Thermo-Imaging, Passive Nightsight, Color 20/20, Magnification (close), Telespopic(far), $3500 Targeting Grid: +1 strike with long range weapons, $10,000 Video Recording System: Recorded on a 30 hour half-inch disc stored in head, $3500 +$3500 more if wish to view it in mind's eye Arms and Hands: Retractable Forearm Blades: Four per arm max, 1d6 DD each, $6000 each Mini-Missile Launcher: payload three, arm snaps open to fire, $18,000 Laser: 5d6+6 DD, long barrel in hidden compartment, WP Sys, WP Energy + Rifle, +3 strike, $50,000 Razor Fingernails: 1d6x10 DAP, $600 Flashlight: Range 240', $750 Plasma Discer: 1d6x10 DD, WP Sys + E + H, $60,000 Switchblade: 1d6 DD, $6000 Retracting Knuckle Spikes (4): +2d6 DAP to punch, (add +1 DD each if used in DD punch), Fire Them 1d4x10 DAP each (WP Pistol), cost 90$ each to replace, System and Four Spikes: $800 Knuckle Bomber: knuckles release directional explosion upon contact doing 1d6x5 DD, MK 3+4 available as hand replacements, $30,000 Blade Claw: replaces hand, 3d6 DD, $ 20,000 (+2 S/P version, $60,000) Large Blade Claw: replaces hand, 5d6 DD, $30,000 (+5 S/P version, $130,000) Body: Standard: Oxygen Storage Cell with 5 hours to supply the brain. It replenishes by sucking in air when ever the analyzer determines the air is safe. If a brainchip is used, this can be used to expel gasses like a weapon. The body has four storage compartments for which the below can be implanted in rather than on the body's exterior. Proton Cannon: 1d8x10 DD, concealable if in a storage compartment space, WP Sys + H + E, only enough power to fire two at once, R-2500', $80,000 Missile Rack: behind secret panels, 8 mini-missiles, uses space of two storage compartments, $48,000 Spotlight: Range 1200', $1500 Jet Power: Jet has 75 DDP, Fly 120 MPH, $12,000 Shoulder Beam Cannon: 1d6x10 DD (two max), R-4000', $60,000 each Extra Limb Sockets: Up to four more on the upper torso, three more on the lower torso, $12,000 each Tentacle: (stats are nearly identical to arm) Power Source: Fusion Reactors, Shielded Arcanite, Protoculture, and Argor are the standard choices of energy source. If removed from the Miranda X dimension, the argor reactor stores enough power for 210 hours, an Arcanar week. It then shuts down. In this situation, the organic brain will still have air due to a back-up system, but it will starve and die. Legs: Each leg has two storage compartments. Rocket Rack: This uses both storage compartments. It has a payload of eight mini-missiles. $48,000 Jump Coil: spring up and/or across distance equal to Spd x1', This is installed in both legs and doesn't take up storage compartment space, $12,000 Energy Blaster: concealed in leg compartment/s, one 6d6 DD, two firing as one 1d6x10 DD, WP Sys + H + E, $40,000 each Anywhere: Blade Launcher: A one-shot weapon that fires a spinning taelon blade slightly over 1 foot in diameter. Damage 1d8x10 DD, Range 2500' Cost: Launcher $800, Each Blade $800, Takes 5 seconds to reload it (1/3 of actions per melee). Total Cyborg: Automatic: +5 save vs Magic/Psionics, Average Weight: 1000 lbs Enhanced Thrust Strength: Robotic ST (see RCB), $250,000 Wired Reflexes: +4 initiative, +4 Roll With, DX +2d4 Extra DDP: The DDP of each part can be increased up to double the normal DDP, but the cost is $10,000 per DDP point. It still costs the standard amount to repair. Bio-Metal: Bio-borgs are often made by replacing the skin and bone with bio-metal but leaving all else intact. This has a way of slowly turning the body's original internal systems into a bio-metal structure. Once the transformation is complete (1d6 months). Bio-metal parts will instantly stop blood flowing from wounds. Nerve and toxic gas won't affect bio-metal anymore more than normal metal, but the internal systems are vulnerable to inhaled and ingested poisons. Another use of bio-metal is simply to use it rather than normal metal in the construction of a cyborg. This is a completely mechanical method and uses the same rules that are used in making cyborgs. The DDP of the parts, however, are the bio-metal DDP. This DDP can still be increased up to double its standard. The bonus is that the bio-metal can be crafted to look and feel like an organic substance! (like human skin) Rips: Rips bionics are completely compatible with the previous options. Cyberplug hardware is compatible with headjack systems. Underflesh: The standard metal cybernetics can be placed under a *flesh* coating to hide their appearence. These parts are smaller and have less mass, so they can be concealed. These parts have half the standard DDP. They can buy extra DDP to have double their starting DDP. The *flesh* is either cyberskin, a rubbery coating, or actual flesh from original parts that the cybernetics can sustain. The *flesh* has DAP equal to the original DDP of the part. Modifications for Organics: Limited Availability: Neural Wired Reflexes: With a little metallic wiring in your head, everything will move in slow motion to you. +1 APM, +2 Initiative, +1d6 DX, Special Autododge (1d20 + only DX bonus), Cost: $240,000 Limited Availability: Wardrug Gland Implants: Talk about an adrenaline rush! When you engage in combat, this will kick you into high gear! The implant is good for at least a year under heavy use. +2 APM, +4 Initiative, Special Autododge (1d20+ only DX bonus), Cost: $120,000 Note: Similar gland implants may be used that inject a different kind of drug. Those substitutes are common (but not as safe). Warning: There is a 25% chance of death even if surgery is a success for the two above body modifications. If the surgeon fails either doctor roll (DD or Cyberdoc) the bonuses from the surgery become penalties (can try again to correct it and another attempt may then be made at the implantation.) If the doctor fails both rolls, the patient dies. Time: 1 hour times average of doctor's two % rolls (cyberdoc + DD) Muscle-Enhancement: Muscles can be grown, increased, and supplemented with new vat grown muscles. This cannot raise a ST if it's already at the normal racial limit. For example, a human couldn't have his ST raised this way if it was already 24 or above (3d6 +1d6 if 3d6 16-18 = 24 max). Cost: $10,000 per 1 ST, Takes an hour per operation on average. Usually, two hours recovery time. Cyborg OCC: Most characters will likely have a phobia against cybernetics and bionics, and the DM is recommended to distribute this phobia bountifully. There have been, in many past years, incidents regarding artificial augmentation that could scare the bravest character away form implants. The Cyborg character is one such character whose only claim to fame is the possesson of implants. Skills: Any 10 Amount of Cybernetics: $2 million with minor affiliation (it was in the past with the expected possibility of being required to do favors for that group) $2.5 million with major affiliation (still in their emply for at least several years) $1 million with no affiliation (money from inherited from Uncle Bill's will,etc) EMPIRE This is the feared name of organized crime on Arcanar. Although there are many human members, it existed before they arrived. If something is illegal then they've probably done it. They deal in all kinds of drugs. Humans have introduced to them drugs that existed on Earth during the drug wars of the 20th-21st century. The most lethal and expensive designer drug is called Flow. Flow is 100% addictive. It enslaves the person and takes over their mind. When it wears off, an equal dosage must be taken within days or even hours if the user doesn't want to die from withdrawal. Flow has been known to turn people into wraiths instantly. Also, it is a perfect channeler for D-36's dark energy and is a sure fire way to condemn the user to a one way trip to hell. Emperialist Division: These are the rulers of the Empire. They oversee what goes on. They give orders to the other divisions who carry out their plans. They are the dealers and the masters. They make up the ruling council that rules the Empire. (E.C.S. = Emperialist Crime Syndicate) Ripper Division: These are the killers of the Empire. They are the assassins and murderers of the Empire. They enjoy their work. Many are especially fond of blade weapons and like to see their targets ripped to shreds and splattered. Tactical Division: These are the warriors. Love of heavy combat is required to be one of these soldiers. Their purpose is total destruction of the intended target. Probe Division: This is where the spies and masters of clandestine operations find their place. Often sent in before the tactical division in order to find weaknessses of the enemy. They also specialize in sabotage. The OCC of these crooks is the same of their division name. Any H to H form is available. No skills are restricted if they have to do with their division's purpose. Most of them use a special enhancer drug, called flash, to pump up their power. It adds +3 ST/SPD/DX, +1 APM, and +100 DAP. They are suspected to have a large base in southern jungles of Ark, quite far from the locale of the USD citystates in the forests north of the mountains. In truth, the Empire is a nation in itself based on personal freedom and near anarchy. It's capital city is hidden deep in the Southern Jungles by ancient magics that the so-called gods themselves cannot unravel. THE EMPIRE 2 / Martial Arts Skills Here are some special martial art skills that the Empire has unearthed, those with listed base damage can do it direct to HP if no damage bonus is added (from ST). Note that there is an ancient combat skill that costs 1 skill that allows 4 fours skills worth of these to be picked. Wind Kick: full melee, can't move except to face a new direction, get 15 kicks (can use 3 per APM max), get an AR 21 (AR 19, -2 to hit) works on all DAP attacks and DD attacks that could be parried without a shield Anti-Tackle Punch: 4d6 DAP, successful hit means avoid leapattack / jumpkick Serpent Strike: punch, kick, or bite, does 3d6+3 DAP and save vs poison or take 1d8 for 1d6 melees from bad Chi vibrations Energy-Fist: Range 120', 2d10 DAP Missile Fist: R-20', 3d8 Wind Palm: see Wind Kick but use punches not kicks Shockwave Kick: use any damaging kick, R-60', width is 5' for every 10' away from kicker, everyone hit must roll 1d8+ST against the attacker's roll of 1d8+ST if those hit don't beat the kicker's roll they lose 1 APM, may dodge this, takes 2 APM to use Rocket Foot: R-40', 4d10 DAP, 3x a melee max Soma Weapon: Charge a currently held metal hand to hand weapon with energy from the soul and from D-36. Its damage is now DD or if already double it. Takes one action to power up. The charge disperses when the concentrating stops. [4 skills] Lightning Fist/Kick: at L7 it can be gotten by picking or trading in phoenix palm or dragon kick for it, 30 punches/kicks, use 5 per APM max, provides a general MR 26 for protection, can't move from your spot but can change facing Shi Shi Houkouden: R-10'+1' PLA, This power enables the character's strong emotions (anger) to be forced into a chi-blast form that is launched from both palms (uses both). Damage: 1d6 DD per 2 levels (1,3,5,etc), This power is mentally draining and emotionally taxing. It saps 1 MSP which may be recovered normally. The SSH does equivalent x10 DAP damage to DAP structures (x5 to ADP/RDP). MS can be used to increase the power of this attack. For every 2 MS expended, the SSH's damage is increased by an amount equal to its normal damage. When this is done, a save vs pain must be made. There is a penalty equal to -1 for every 2 MS expended. Failure means unconsciousness for 1d6 minutes. MS returns at 1 per minute. Skills: counts as 4 Empire Mechadrone S-4: This is a new four-legged walker drone. Weight 1.5 tons, Ht 10', Width 7'; body 3.5' tall and 6.5' diameter; spd 100 mph, feet can grip with a ST 60 to climb walls and grab things; accelerate 50 MPH per melee; DDP by Locale: Body 300, Legs (4) 120, Gatler 80 Combat: APM 5, strike +6, parry +6, auto-multi dodge +12 Weapons: 1. Gatler: 1d8x10 DD, range 1600' 2. Kick 4d6 DD, Ram 1d6 DD per 20 MPH -2 APM Kill 'Em All Laboratories: This is where much chemical research goes on. They've recently introduced new poisons into the black market. These new lethal poisons inflict equal damage to DAP and DDP life forms. EMPIRE 3 The ECS (Emperialist Crime Syndicate) (as called by the USD) has some special equipment that needs to be listed here. Their mages employ D-36 Black Magic (never Rain Blood or Soul Claw though). ECS CyberTAS System: This ECS system is an oldie I've reinstated to this Darkworld 3rd Edition (Yes, there were two previous ones). Implants are in the head, elbows, and knees. The taelon head augmentation is usually of a mirror-like luster. This cybernetic system condenses and binds flesh into DDP toughness. A low frequency proto field also enhances it, providing a Mega-Rating 16. HP + DAP are kept separate but are converted to DDP on a point per point basis. The elbow and knee blades/spikes inflict 1d12 RDP each. ST is x3 and vision into the ultraviolet and infrared spectrums is provided along with thermo-imaging. An explosive device used to be installed to detonate traitors, but the USD kept detonating it for themm, ending that practice. It also has C.H.U.-style DD power attacks (see Some Rules of Thumb section). Razor Ribbon SMG: fires coiling bands, 1d4x10 DAP if hit on a single-shot make a DX roll off against the attacker, if failed- the razor ribbon wraps around you, trapping your arms against your sides, you can try to break free by making a ST roll off with the band (ST 40), you take 1d4x10 DAP per attempt, Ammo - 12, bands and gun have 30 DDP, fires bursts, Cost: $1200 M.I.R. Pods (Magneto Intrusion Renders): palm size magnetic pods that attach to armor and rend it, WP Thrown, activates upon impact, inflicts 2d8 DD initially and 2d8 DD at beginning of each melee thereafter, DDP 5, can be removed by destruction or with Computer Systems Skill or Electrical Engineer Skill (-10% if using without locksmith skill) counts as a simple electronic lock so takes 2d4 minutes per attempt, if smashed the excess damage goes to what it's attached to, Cost: $120 (mass produced) ECS EBA: 90 DDP, all standard USD features, -5% to prowl, angular, dark color but the hue varies with enviroment or ECS standing, colors by rank are green (L1-2), blue(3-4), red(5-6), and black(7-8), white is obviously used for arctic enviroments / Tavare Plate style (180DDP) is the best available, mechanoid (150DDP) is the most common, all bear recognizable ECS markings ECS Ripper Picks: 2d6 DD, 1-handed, 6 DDP, WP Axe+Thrown, Cost:$1200ea Spell: Demonic Summoning: one D-36 demon per level, 6 lesser demons/devils of Hades or Hell or 1 of their greater demons/devils, Casting Time: 1 Minute, MSP: 42 Bore Pistol: 4d8 DAP, 8 rounds, continues to do damage if imbedded in a creature for the bladed bullets bore in per melee, Cost: $500 The Chitin Clans These marauders consist of mutant insects, genetically altered humans, and other arthropods. All have endo and/or exoskeletons of reinforced chitin. Some are cold and calculating while others are sadistic megalomaniac warmongers. Some love battle enough to die for it. They commonly assault highways and other well traveled areas with transportation of their own. Hovercycles and land vehicles are the most common means of attack. They sometimes utilize power armor or natural locomotion abilities, but that is the exception rather than the rule. Mutant insects can be created through the cross-dimensional RCC, making them up, or with the Flagedium Mutants in Orbit book. The Rips Xiticix can also be used. Their goal is to live out a life as an insect predator in modern society. Eating opponents, looting, and indiscriminate extermination of opposing lifeforms are all acceptable while abduction, torture, and rape are frowned upon for they don't serve their goal. They don't consider storing other lifeforms for food being abduction. The Chitin Clans associate with the Empire. A Chitin Clanner Mantis Appearence: normal mantis abdomen (4 legs), but have two pairs of mantis claws, plus a set of arms with hands (all in all 6 arms + 4 legs) Attributes: 3d6 except ST 50 and DX 45 (+10 S/P/D, +5 initiative) DDP 2d8x10+30, Ht 8', Wt 350 lbs, Fly 40 MPH, APM 6, punch/kick 3d6 DD, bite 5d6 DD, 1-handed hold - once obtained can crush with a mantis arm for 1d4x10 DD per action, know at least paired or quadrupled weapon skill Empire and Emperor The Empire always has been on good terms with the realm of D-36. They didn't always call it that though. Once the USD was established, many of their operatives began referring to it as D-36. However, some still refer to it as Lanta. That was the closest they could ever come to pronouncing the Rocor's word. Supposedly, that Rocor word refers to a holy realm. However, it only appears that the Empire and D-36 are on good terms. Through all these centuries, the Rocor still cannot control, manipulate, or even influence the Emperor. He's far too powerful for them. A fear exists that he would return to their Lanta and conquer them. That is far from his thoughts. Nothing exists for him there anymore. And although he can easily withstand the Rocor, his power is far from what they fear it to be. His plans are to continue work on this world of Arcanar (not the only planet he has operations in progress on) until the Empire is all that remains! When he has absorbed all the life energy he can grab from this world, his army shall move forth onto the next world, Earth! If successful, not perhaps even Atlantis would be able to withstand his blitzkrieg! After that, there are more targets. After all, his goal is multiversal domination, true godhood! Flow: The Empire's Lifeblood The drug flow is one of their main sources of profit. Once taken, the person is completely addicted, and those of an evil alignment enjoy it while those of good alignment are horrified by what they become. Users experience evil thoughts encouraging them to do hideous acts. They feel superior to others and (willingly or not) enjoy the pain of others. This is all due to the linkage of the user's mind to the dark energies of D-36. A successful mind block will prevent this, but the addiction is physical. Upon taking a dosage of flow, the user feels a surge of power and strength and then within 1d6 minutes falls into a coma for 1d6x10 minutes. During this time, visions are seen of death and destruction, sometimes with the user in control, savoring it all. Othertimes, recent events concerning D-36 are experienced. When the user regains conscioussness, they feel charged (+1 S/P/D) and also feel a craving for more flow with varying strength depending on how soon the next dosage will be needed. Another dosage must be taken within 6d12 hours to prevent becoming a living wraith (see next paragraph.) Taking a dosage more than half the time sooner will count as an overdose as will taking twice as much at the required time. An overdose has a 75% chance of killing the user in 1d6 minutes. These dead are 50% likely to become a wraith in 5d6 minutes. Of these, 75% are normal wraiths. Survivors, on the other hand, lapse into a 2d6x10 minute coma in 1d6 minutes. Upon recovering, some of their life is likely to have withered away. Survivors are 25% likely to have had their minds blown out of existance, but all have their flow addiction cured. A living wraith is one whose touch causes a MSP drain of 3d6 if a save vs poison isn't made. They also gain the ability to sense MSP in a 100' radius. The person will die in 1d6 hours if an infusion of MSP isn't gained. If an infusion is gained, the person dies twice as fast and rises as a wraith in 5d6 minutes. Taking flow at this point is equal to an overdose. When a flow user becomes a wraith in the same dimension as the Emperor, he is able to absorb their dying life energy. Because of this, he has decreed that flow will only be used in this dimension by the ECS. Coretaine also has a life-trapping cyrstal that stores the energy when he has other-dimensional business to attend to. Spider Order Master Spider is a delf or more precisely, he was a delf. He serves him because he's more powerful, and he hates him for the same reason. Master Spider has already obtained his goal. He's made himself immortal. The reason for his hatred of the Emperor is that the Emperor has grander goals. Master Spider is what would be called in China as an ultimate taoist. Taoists believe in being in harmony with nature and that proper adherence to this can lengthen the life. To the delves, he is one who has successfully merged with nature. He developed the Way of the Spider to help realize his goal and having followed it to the end or at least Level Nineteen, he's succeded. In fact, he's succeded to the point where he can not only envision himself as the spider, but he can become the spider. A spider with control over the natural forces, natural forces that no longer affect his life. Now, he spreads the Way to all who will join him. The best way to understand the Way is to see it: Spider-Style: An Elite Martial Art (8 Skills) L0: Basic Chi Mastery (It takes 2000 XP of practice to reach L1.) L1: APM 2, Strike +2, Parry +2, DX+2, Serpent Strike, Delven Taoism, Language: Delven, Climb, Boxing is unavailable, Body and Neck Hold (+1 to maintain hold per level), knife-hand 1d6, snap kick 1d6, crescent kick 1d10, Body Hardening Techniques (stone ox, kangeiko and shochu geiko, iron hand, dam sung sing, wrist hardening, chagi); Spider-Style uses the Rips Conversion Book body hardening conversions, so the Spider-Style practitioner has DDP 47+3d6! Power Punch (2APM) 1d6+3 DD, Power Kick (2APM) 2d6 DD L2: +2 APM, +2 Dodge, Prowl (+20), L3: +2 APM, S/P +2 L4: +2 APM, Dodge +2, Leap Attack (Back Flip too) L5: +4 Damage, Multiparry, S/P/D +2 L6: Can now phase each arm into two humansized spider limbs (no hands), +2 Skills to or for paired wps (increases to quad), Double Chi/MSP, +30 DAP damage to attacks from spider limbs (+3 DD if a DD power attack) L7: Can now phase each leg into two spider limbs, Double Speed, Leaping Distance: Spd x 1', Dodge +1, Chi x2 L8: Sight in all eight directions, Dodge +1 L9: Strike/Parry +2, Presence Sense, See Invisible, Imp to Poison L10: +100 DDP, Chi x2, can scale most surfaces by touch L11: +100 DDP, Chi x2, normal skin darkens and becomes glossy L12: +100 DDP, Chi x2, +2 Save vs Magic and Psionics (The mind strengthens for the coming changes.) L13: +100 DDP, Chi x2, +2 Save vs Magic and Psionics L14: +100 DDP, Chi x2, eyes change to have four pupils each, can secrete a sticky substance with a stickiness equal to ST 40 L15: +100 DDP, Chi x2, the power to transform into a giant spider twice the size of the human body, poison bite: equal to punch plus 1d6x10+30 DD of poison, other physical attacks do quadruple power kick damage in this form, +500 years to life; Merged with nature in spider form, spells can be cast mentally. The type depends on the alignment: good (holy), selfish (mage), and evil (necromancy). All spells of that type are usable. The spell level power is at level one. The XP gained after L15 equals the spell level, so you have to sort of keep track of two OCCs simultaneuosly. This only determines spell power and the bonus to save vs magic. MSP is equal to Chi as is normal with a spy or martial artist character. L16+: For each level past L15, +100 DDP is gained. At level 18, the creature becomes immortal by age. Note: Look under the Flagedium Death Weaver spider for any stats not found here, like web spinning. The Empire's new force of Nids are specialists under the Spider Order. Their armor has arms and legs that split in two, each half gripping protecting one of the new split limbs. A called shot is needed to strike the half-protected limbs. Two to four vibro-claws doing 2d10 DD each (requires the fourwinds skill to use) is issued to each soldier. These claws and the the natural spider limbs may be used as WP Knife. Most soldiers are proficient with that weapon and have taken extra training in knives (fencing.) Empire City: Lantarton The Empire's City is hidden deep within the harsh jungles south of the Arck Mountains. Emperor Coretaine's fortress is a tall and wide dark spire that rises from the city's center. It is clear to any keen observer that Empire City (or Lantarton) is built around the Lantarton Fortress, since the city surrounds the fortress in a stable 1.2 mile radius. No being outside this radius or 120' above ground will see anything other than jungle. Only those who have been withint the fortress can see the city from the outside. That is the power of the enchantment. The enchantment itself could possibly be destroyed by destroying the fortress or something within it that powers the magic, but it may be an enchantment that simply hangs over the area. In any case, the entire city area is filled with the power of a nexus point emanating from the fortress. Within the fortification, the power of a super nexus point is generated. This power is cloaked an cannot be detected due to the enchantment. The protective magic prevents anything other than jungle from being sensed within by magic, psionic, or any other means. Lantarton is well defended. Cannons adorn the fortress which are used to shoot down any craft which may perhaps fly into it. The ECS Air Force also guards their home along with a great amount of their best high-tech military hardware. ECS Air Force: Cyclotrons These elite individuals are those dedicated to the Empire. Their higher ranks make up the Home Guard and the Lantaine Lancers, but they begin in the AF. These soldiers are drug free (no pumper) but have a few implants although not enough to make them a cyborg. Cyclotron Armor: EBA, DDP 140, 15 lbs, half damage from lasers, The helmet is the one part of the silvery reflective armor that never comes off. The single red sensor eye is linked directly to the cyclotrons' optic nerves and the helmet is bolted to their taelon-fortified skull. Their natural eyes have been removed so that the optic pylons can go through the eye sockets beyond their skull. They have full 20/20 vision as well as thermal-coloration sight, UV, and IR. The IR only picks up heat while the thermal colors in with heat what would normally be a visible spectrum color picture. Bonuses: +2 strike with LR weaponry due to ultrasonic targeting Prowl -50% Cyclotron Weaponry: Laser Rifle: +2 Hit with LT and Target Grid, 3d6 DD, 60 Shots, MG Bursts Bayonet: 1d6+2 DD; Sword: 1-handed, 3d6 DD Cyclotron Training: Hand to Hand Expert, Navigation, Read Sensory Equip, WP Systems +2, Pilot Jet Fighter, Tilt Dodge, Evasive Manuevers Average XP Level: 1d4+2, The Cyclotron normally serve as foot soldiers until reaching L3, and then the become Dervish pilots. XP is often gained in training and during rigorous arena combat. Beyond L7, They are drafted into the elite Home Guard around L8 where they are trained to become part of the Lantaine Lancers. Cyclotron Dervish: This craft is a dark grey assault jet/hover fighter. Although meant primarily for defense of the city, it was designed for assault and destruction. Engine: Argor, Length and Width: 30', Height: 12', Wt: 4 tons Top Speed: Mach 6, Flight Ceiling: 60 miles, VTOL + Hover capable, DDP By Locale: Body 280, Beam Cannons (2) 100, RPC 250, Internal Engine 200, Bomber 150 Weaponry: 1. Particle Cannons: 1d8x10 DD each, 2d8x10 when fired linked, R-6000' 2. LRM Launcher: The undercarriage can carry up to four LRMs. 3. Bomber: This fires a spread of four bombs that do 1d8x10 DD to 75' radius. They can be dropped below on a specific target (called shot of 22, 80% chance land 1d6x10' away anyway, if miss 1d6x25' away) or spun in a random direction (1d8) roll for each (1d6x100+100' away). Payload: 64 4. Piloting Bonus: Double APM, +3 Strike, +6 Dodge Shadowmech: Height - 19 ft, Wt - 9 tons, Top Running Speed - 189 MPH Engine: Argor or Shielded Arcanite, Crew- 1, Cargo- 1 passenger This mecha is pure black taelon. Its streamlined design is entirely swept back and is designed for speed and manueverability. The impressively lightweight and durable taelon armor design is newly developed by ECS engineers. They are used for infiltration, delivery, and defense. They are sometimes equipped with a shadowcloaking device. This hides them from radar and most other sensors. The top of the line models are installed with the ability to shadowmeld the same as the magic spell. There is no limit as to its usage. DDP: Head 90, Main Body 350, RPC 200, Arms (2) 150, Hands (2) 75, Legs (2) 200, Ion Blaster 100, ML 120 Weapons: 1. Ion Cannon: This weapon, mounted on the right forearm, is the primary weapon. Damage: 2d6x10 DD, Range 4000' 2. Missile Launcher: (Left Shoulder) Payload: 24 mini-missiles max volley - 8, or 4 SRMs, 3 MRMs, or 2 Long Range Missiles 3. Punch 3d6+4 DD, Kick 3d6+10 DD, ST 80 Home Guard Infantry: Implants: CyberTAS, HG Optic Helm HG Armor: This tall thin suit is worn standard with the HG Cloak. The helmet has the same optic system as the Cyclotron Armor but combined with the CyberTAS. Stats: Height 8' Weight 120 lbs, DDP 250, Prowl -25% HG Cloak: AR 19, Weight 120 lbs, DDP 250 Weaponry: Sword: 2-handed, 4d6+2 DD (fourwinds only works on it for those 8'+ tall) In other words, the HG infantry can use this one-handed. Cyclotron LR + Bayonet: See Cyclotron description Lantaine Lancers: Implants: CyberTAS, Optic Interface, Cyberlung, Oxygen Storage Cell, Anti-Ill Implants (+10 save vs poison/disease/virus) Lancer Battlesuit: This powered suit is quite similar to the HG armor in that it's tall and thin. It has an almost point dome head with two "eyes" which are actually sensors as close to eyes as the Lancer has. The helmet stats are identical to the CyberTAS with the +2 Strike bonus from ultrasonic "sonar" targeting. That bonus combines with laser targeting for a total +3 Stike bonus. Height 8', Weight 1.5 tons, DDP 400, ST 80 Punch 4d6+2 DD, Kick 5d6 DD Lancer Cloak: AR 19, Wt 120 lbs, DDP 250 Lantaine Lance: Length 9', Wt 500 lbs, DDP 90, In hand to hand combat, this weapon inflicts 1d4x10+20 DD. The lance's tip can grip the target magnetically with a ST 40 after striking. As a particle disruptor cannon, it does 1d6x15 DD. The cannon can also fire a 2 APM burst, doing 3d6x10 DD. A favorite tactic is to magnetically lock the lance to a target then fire with the cannon. Training: It is presumed that a Lancer is of at least L9. At least half were retrained in hand to hand combat at L8 to get martial arts or ultraviolent combat or had those forms to begin with. The other half still has hand to hand expert. (When retraining, it is important to note that attribute bonuses of the form's previous levels are not gained.) A select few (10%) were trained to be Lancers from the beginning and may be as low as L7 but with martial arts training. More Legacy Weaponry Psi-Bolter: This handweapon channels psionic power into kinetic bolts. 2 ESP is used for each 4d6 DD shot. There is no saving throw against these guns, only dodge or a rare parry. Cost: $48,000 Psi-Blaster: This SMG-style weapon operates along the same lines as the psi-bolter but is far more powerful. 2 ESP is used for each stress blast. This can only be dodged, but there's a saving throw against the intense artificial mental stress. If the save is failed, the victim is -1 APM and is -2 to S/P/D. 3 ESP is used for each 6d6 DD burst. 4 ESP is expended to fire a psychic discharge, that can only be dodged but may be saved against. The results of being hit by an uncontrolled psychic discharge are losing half your APM and being -1 S/P/D for each level of the psychic. 6 ESP is used for each 1d6x10 DD blast. This device runs on argor. Cost: $120,000 Psi-Bander: A hand-held device which fires psionic coils, completely incapacitating the victim. The target must make a saving throw vs psionics or be snared. At the end of the next melee, and at the end of every following melee, another save may be made to break free. Each blast of bands drains 5 ESP from the user. Cost: $6,000 Iczer-Lash: This small palm-sized device forms psionic energy into a terrifying whip of pure energy that incinerates itself through most materials in comes in contact with. (WP Chain) The possession of WP Iczer adds +3 to strike with the Iczer-Lash. Damage: 1d4x10+5 DD, ESP: 15 per melee, Cost: $180,000 Psi-Detonator: This rod fires a thin beam of psionic energy that causes a powerful explosion upon contact. The blast inflicts 5d10 DD to a 15' Blast Radius. Each blast requires 5 ESP. A roll to strike must be made. This may be used with (choose one) WP Pistol, Rilfle, or Thrown (tossing the beam at the target). Remember, autododges don't move one out of a blast radius. Cost: $200,000 Iczer-Band: This wrist-band activates a force bubble around the wearer when activated by fear (fail save vs Horror Factor) or by deliberate activation. This field prevents entry and exit. The only methods of attack through it are psionic attacks from the inside out (much like the psi-beast's force field). This field has 50 DDP per 5 ESP or 3 MSP (if non-psionic/can only be activated by fear in this case) and lasts until destroyed or lowered deliberately. In case of fear, it will add shielding whenever near being destroyed. The Iczer-Band will also fire bursts of psionic energy blasts. The beams can be activated by fear or intention as well. They do 1d6x10 DD and drain 10 ESP or 6 MSP. It's +5 to strike (may add WP Energy + Iczer). If it misses, a second strike roll is made to see if it does half damage (3d10 DD.) Cost: $750,000 Iczer-Card: This looks like a "normal" deck of playing cards with nightmarish techno-terror characters on it. When charged with 3 ESP, one of these cards may be thrown with the accuracy (weight and balance) of a throwing knife. They explode upon contact, inflicting 5d6 DD to a 5' BR. WP Thrown (WP Iczer adds +4 str). Cost: $50 per card/$2500 for a deck (52) The Incinerator: This titanic wide-barrelled short-bodied molecular cannon fires near invisible beams that cause molecular breakdown which in turn causes heat and often flame. Being impervious to fire isn't a defense against this (need to be imp to breakdown.) Damage: 1d4x10+5 DD, Payload: Argor, But it can be charged with psychic or magic energy to inflict 3d4x10 DD for 3 blasts. The cost is 5 MSP (by magic) or 10 ESP. Cost: $150,000 (The blasts aren't considered magic or psychic.) Weapons of the Wasteland ...and etc The Wasteland, officially Legas, is a place avoided by most intelligent enough to. [See Cults section for a breakdown on the history of the Wasteland] Weapon design, beliefs, and magic are all different on this continent of desolate blasted landscape thousands of miles from the homes of most beings. The Wasteland is where the strange weapons of RDP originate from. These are Reflex weapons. The weapons react to substances they interact with. An RDP sword striking DDP will armor will take on the properties of that armor, becoming strong enough to cut it. These reactive materials are rare and found only in the Wasteland, like bio-metal. Classes like the Nomad use Chi and will to themselves become RDP. All of the stats given in DAPx10 will inflict damage to DDP. The damage is determined by dividing it by ten. Wasteland DAP armor can suffer DD. The damage is suffers from DD is the same number x10 DAP. Thrown [Thr] weapons inflict one-tenth damage when used hand-held unless otherwise said. Shurikens inflict damage to user and target in hand to hand combat. Knives: Bio-Metal 1d8 DAP, Electro-Blade 1d4x10 DAP Kniford (round shaft on hilt with long blade at end) 2d4x10 DAP Chainsaw Knife 2d8x10 DAP, Shovestick (2-H) 2d6x10+20 DAP (1-H) 3d10 DAP Boot-Blade (kick) 1d12x10, Fist-Razors 3d4x10 DAP AP [Thr] Knife 1d8x10 DAP, Magna-Shuriken 1d8x10+10 DAP Swords: Magna-Metal Short Sword 2d8, Ultra-Steel Longsword 3d6 DAP Fist-Blades 2d6x10+20 DAP, Shredsword 2d6x10+30 DAP, Chainblade 3d6x10 DAP Warblade (2-H) 4d6x10+60 Axes: Battle-Axe 3d6, Combat Axe (2-H) 5d6 DAP, Meat Cleaver 1d10x10 DAP Adder Axe 2d4x10 (+1d4x10 Poison), Ion Axe (2-H) 2d8x10 Assault Axe (2-H) 2d8x10+40 DAP, Deth Axe (2-H) 4d6x10 DAP [Thr] Axe 2d12x10 DAP, Citadel Chopper (2-H) 5d6x10 DAP Blunt: Morning Star or Warhammer 3d6 DAP, Bladefan 1d8x10 DAP, Mega-Mace (2-H) 2d8x10 DAP, Malice Mace (2-H) 3d8x10+10 DAP Mars Mace (2-H) 3d8x10+60 DAP Chain: Ripflail 4d6, Razorchain 1d8x10+10 DAP, Hookblade Chain 2d8x10+10 Knifedisc Flail 3d6x10+20 DAP, Laser Flail 4d6x10 DAP Plasma Whip 1d30x10 DAP Saw: Chainsaw 1d6x10, Vipersaw (2-H) 2d6x10+20 DAP (+2d8x10 Poison) Impaler-Saw (2-H) 3d10x10 DAP Polearm: Spear 2d6, Spearstaff 2d8 (Spears: 3 rds, 6d6) Rocketspear 1d6x10 (3d6x10 Thr), Pokestick 3d6, Steel Staff 4d6 Bladestaff 6d6, Shockstaff 4d6 (SVPain or lose 1 action) Zapstaff 1d4x10 (SVPain or lose 2 actions) Bomberpole 1d8x10 DAP (light contact explosions) Bio-Metal Halberd 2d6x10, Saberd 3d6x10, Proton-Pole 3d10x10 DAP Hammerbomb Staff (1 use/1 contact explosion) 1d6x100 DAP Armor (Non-Environmental): Chainplate 500 DAP, Speedmail 750 DAP, Stormplate 900 DAP Mega-Mail 1100 DAP, Legaian Plate MR 12 DAP 1200 Repulsar Mail AR 24 - Repels Damage (DD too), hits wearer if AR beaten Power Armor: [See Wasteland Merchandising Inc. + convert to DAP x10] Shields (Hand-held, MR protects shield, not user): Small MR 15 DAP 120, Medium MR 19 DAP 480, Large MR 21 DAP 960 Serec Shield MR 23 DAP 1500, Sonic Shield MR 24 DAP 2000 Stinger Shield MR 24 DAP 2500, Taelon Shield MR 24 DAP 3000 Tozon Shield MR 24 DAP 4000, Taelozn Buckler MR 25 DAP 5000 Bows and Arrows: 1-H Longbow (can fire arrows 2-H) 12 Mini-Arrows/Clip 6d6 HE Arrows 1d8x10 DAP, 1-H Laser Bow (WP E) 2d6x10 DAP Beam Bow (2-H, WP E) 1d10x40 DAP Crossbows: AP Crossbow 8 Rds/Clip 2d8x10, MG Crossbow 4d6 Rds 40 (Burst) Ion Crossbow 1d6x10 DAP (2-H, Fires Bursts) Handguns: Blaster (WPE) 1d6x10 DAP, Beta Pistol (WPE) 4d6x10 DAP Shard Pistol Rds:4 1d6x10 Hits:2d12 targets, Laser HG 1d8x10 Missile Pistol Rds:4 4d6x10 B.R.9', Riot Pistol Rds:14 2d8x10 Blade Pistol 3d6x10+30 Rds:26 (Flips into Knife: 2d8x10 DAP) Acid Pistol 2d10x10 DAP +1d8x10 for 1d4 melees after Shots:25 Sabot Pistol Rds:60 1d6x10 DAP (Burst) Pulse Pistol (WPE) 1d6x100 [4x/melee] Particle Pistol 1d10x50, Plasma Pistol 1d8x10 (Bursts) SMGs (If it can't fire bursts of listed singleshots, then the listed damage is the burst damage for a 1 action burst.) : Armorbolter 6d6 Rds:60 (Burst), Proton SMG 3d4x10, Laser SMG 2d8x10 Tri-Crystal 3d6x10, Sapphire SMG 3d8x10, Electrical Launcher 3d10x10 Spikar Rds:5 1d8x10 Hits:1d12 One/Multiple targets, Plasmar 1d6x100 Legaian Ionizer 2d6x100 [See WMI wps for Burngun and Acidgun + DD variants of some of the above] Rifles (2-H): Shotgun 6d6 Rds:12, Laser Carbine 1d6x10, Rad Rifle 1d8x10 AP Shotgun 2d10x10 Rds:20, HUN Beam Sniper (+3 Strike) 3d8x10 Rds:50 R-19 Autorifle 1d8x10 Rds:50 (Burst), Ruby Rifle 3d10x10 H.E. Shotgun 1d4x100 Rds:10, Plasma Rifle 1d10x50, Particle Rifle 1d8x100 Harpooner R-600' (1 melee to reel in) Rds:1 1d6x10 DAP Heavy Weapons (2-H): Grenade Launcher 6d6x10 DAP to 10' B.R. Rds:12 Rifle-Mounted Grenade Launcher Rds:2 Stats identical to stand-slone model Flamethrower Rds:60 R-60' 4d6x10 + 4d6x10 PrM for 1d6 Melees afterwards Rocket Launcher Rds:6 2d8x100 to 12' BR, Meson Cannon 2d12x50 DAP Legaian Gatler Rds:180 (MG Burst) 6d6x10 DAP Misc Equipment: Shield Clip - attaches a 1-H weapon to a shield Bayonet Mounter - attaches a 1-handed sword to a rifle (WP Polearm) Flesh Restorer - 1 syringe - regenerates 1d6x10+40 damage Grenade - 3d6x10 DAP to a 10'BR Wasteland Rarities: Mithrite Cyrstal: These can be drained of all power. This causes them to reduce to a fine powder and restore all the ESP and MSP of the drainer. Spell Crystal: These gems have one dark spot on their beautiful surface. This dark spot is a weak part, and the gem can be destroyed by crushing/applying pressure to this vulnerable part, releasing the magic energies within it. A magic lore skill at -50% can deduce what spell is within the crystal. In any case, destroying the gem releases the spell which may be controlled by the person destroying it if a magic lore skill check is made. Otherwise, the spell effect is uncontrolled (controlled by DM or random roll). For purposes of a pertinent nature, the crusher of the gem is considered the caster unless the spell is uncontrolled. Origin of them: Spell crystals are formed by wild magic energies and the death of mages. Some of the crystals that form on Legas are perfect for being magic matrixes, and thus, magic energies that strike them are captured. The death of a magic-user also stands a 75% chance of forming 1d6 spell crystals or mithrite crystals as the magic in the mage is explosively released, and the mage's fragments crystalize. Kutoshi Industries (joint venture between DWA + Sorcerian Inc) Magekiller SRM: This MSP-seeking missile targets the largest MSP value over 20 within a forward 178 degree arc with a scanning range of 1200'. If it doesn't find a target by its last 1200' of range, it will detonate. Any SRM can be fitted with a Magekiller sensor pack rather than the standard target-lock system. If the very enviroment itself has more MSP than any target, the missile refuses to launch. The system can be disabled, allowing the missile to be launched as a straight-line weapon like any mini-missile. Cost: $2400 extra per missile DWA Quadlaunch IML: This reusable infantry missile launcher fires four SRMs in any volley combination. $900 - missiles sold separately Trilaunch IML: The trilaunch holds three MRMs. $900 LRM IML: This system can carry and launch a single LRM. $900 Hand CW: This item becomes available in early Y2401 as CW focusing technology improves. Range: 20,000 miles, Cost: $1200 CW + CV: $12,000 Jet Fighter: The Slammer: This is the late Y2400 (Year2400) upgraded model of the Y2397 Fanner Dogfighter/Strafer. Engine: Argor Ion Drive, Length 30', Wingspan 40', Weight: 6 Tons, Speed: Mach 8, VTOL + Hover Capable, Flight Ceiling: Gravosphere, DDP by Locale: Body 300, RPC 300, Wings (2) 250, Tail Fins (3) 150, Turbolasers (2) 250 Weaponry: 1. Turbolasers: 180 degree forward/backward undercarriage arc, 1d8x10 DD each, +5 Strike (aimed); Burst: +2 Strike, each hits 2d8 targets in the general area fired doing 1d4x10 DD to each 2. Wing MM Launcher: Standardly, these carry only MMs, but they can hold S, M, or L range MMs. Each wing has a payload of three, and they can fire in any combination. 3. Piloting Bonuses: Double APM, +12 Dodge Chargerifle: This rifle-like cannon takes 15 seconds to power-up for each shot, but when it does, it's devastating. Damage: 4d6x10 DD, Payload: Six Shots, Ammo-Type: Canister E-Clip; Back-Up Weapon: Light Laser doing 4d6 DD with argor power source, on a burst it'll hit 1d4+2 targets for 1d4 DD; $40,000 * Available late Y2400 * Swarmkiller HG: This argor-powered laser HandGun does 4d6 DD when the eight rotating barrels aim straight. As an option, the barrels can vibrate while firing to spray an area with laser light, doing 1d4 DD to 4d4 targets or 1d6 DD to 2d4 targets if a 90 degree forward arc is chosen rather than a 120 degree firing arc. $30,000 * Available Y2400 * Sunray Sniper: This large 4' laser sniping rifle can extend to 5.4' and has a range of approx 2.5 miles. The VidMag scope gives it a +5 to strike on its entire range. Not meant as a close range weapon, it can fire two shots doing 2d6x10 DD on a single E-clip or three shots on an LE-clip. Weight: 21 lbs, $340,000 * Available 2401 * Powersword: This heavy blade has a rather oversized hilt from which a cord extends into the powerpack which the user wears (normally on the back due to the size). The blade does 3d6 DAP normally but cuts for 1d4x10+20 DD when turned on. It must be used two-handed by those with a ST less than 18. The powerpack holds enough power for 12 melees. If more than one sword is used, the powerpack's duration is divided among the number of swords used. Size of the pack: 1.5' long, 1' wide, 8" tall, 25 pounds DDP: Sword 60, Powerpack 60; $120,000 * Available early Y2401 * EMP Railgun: This weapon is the next generation in infantry railguns. It's lighter in weight (150 lbs) but still requires a ST 30 to fire with any accuracy. The shells it launches release a high-powered EMP pulse once inside in their target. This can be effective enough to render inoperative drones that are shielded from disruptive EMP on the outside. If the strike roll is over 19, their is a 40% chance that an automated system is rendered useless by the EMP shell. A strike roll of 22+ has a 60% chance of shutting down the automated target. +3 Strike (laser/grid targeting), Shells 20, 2d6x10 DD, Range: approx 7000' Cost: $240,000 Magitech This line of products is the result of a joint venture between Socerian and Demon Hunter Incorporated. Their main uniqueness is in tapping the astral plane for ectoplasm for use in their products, giving them a magical edge. Ectoplasma Rifle: This mid-Y2400 rifle uses an astral-phase unit to fire ectoplasm in the form of super-heated ecto-plasma bolts or beams. The damage from a single bolt is 6d6 DD, but a beam of three bolts does 1d6x10+30 DD and uses 2 APM. Payload: 21 bolts per clip, Cost: $90,000 Ectoplasma Cannon: This larger weapon is a devastating device. Plans were made for even larger weapons, but the astral power it drew in proved to be enough to attract the attention of predators of the Astral Plane. A single bolt will do 1d6x10 DD while a 2 second beam will inflict 3d6x10 DD and use 3 bolts and 2 APM. Payload: 63 bolts per cartridge (CE-Clip), Cost: $180,000 Ectosaber: The blade of this weapon has been molded from ectoplasm into a solid cutting edge. A small amount of danger exists in producing them, but they are also time-consuming and difficult to make properly. The form the danger takes is in that of astral predators that may be drawn by the manufacturer's tapping of the Astral Plane. A large ectosword has also been designed which requires two hands. Damage: 3d6+2 DD for the saber but 3d6+4 for the two-hander, They have one special feature by inputing a code chosen by the wielder into the hilt, the ectoplasm can be violently released into its non-solid state. This inflicts x10 the sword's normal max damage in a 3' radius and can be set to happen on a time delay. Cost: $200,000 and $220,000 respectively DWA The Stormbringer Missile: No MM versions. This medium-range-sized anti- armor missile is designed to either fry mecha or mechpilots alive with an artificial lightning storm from the inside out. The armor-piercing tip itself does 1d6x10 DD, and the stormbringer system works on a roll of 4,5, or 6 on that 1d6(x10). The outer casing opens up and extends six rods to rip in its victim. The lightning generators then activate for 60 seconds before running out of juice. On the first melee, it causes all the probable effects of an armorkill javelin. The shocking to the pilot continues each subsequent round. On the second, third, and fourth round, roll for one below effect and the target suffers 3d6x2 DD: 1- 1d6 random weapons system is knocked offline 2- All WP systems are knocked offline 3- Communications gone 4- Instrument Panel fried (radar,targeting,all sensors,etc are gone) (-5 S/P/D) 5- An unprotected crewmember is knocked unconsciouss (40% anyway if wearing conductive armor) 6- Systems locked (continues last action perhaps indefinitely) 7- Life Support offline 8- All systems knocked out Note: There's a 50% chance a system will come back online in 1d6 minutes Range: 4000', Cost: $8,000 per missile Javelin SRMs: No MM versions. This is but a short-range missile outfitted to act as an armorkill javelin. Regardless of the pilot a 16-20 counts as a critical hit. Also, these missiles aren't guided fire-and-forget. They are fired as any other straight-line ranged weapon. Cost: $4,000 Delven Megacorporations HeiDDal INC. Starlite Pulse Rifle: Each shot is a triple laser pulse. Payload: E-Clip 10 shots, Dam: 1d6x10+6 DD, Cost: $120,000 MASP Gun: This pistol fires magnetically adhering stun pads. If it strikes metal armor, it discharges three stun blasts in one melee (once per five seconds) and drops off. A save vs pain must be made for each stun blast to avoid being stunned for 4d6 melees. Those wearing non-metal armor must only save for the first blast and at +10 to save. Those without armor must make only the first save, but they don't get the just mentioned bonus. Payload: 8, Range: 600', Cost: $1200 Thyr Corp. Bass Gun: This heavy duty sixshot handgun fires two kinds of shells. One discharges a beam of destructive soundwaves and the other is an APFSDS (Armor Piercing Fish Stabilized Depleting Salmon) round. Both inflict 1d6x10 DD and come in clips of six shots. Cost: $100,000 Revlim Armor: This is commonly sold in the form of heavy black cloaks. This synthetic rubber-like substance can withstand tremendous punishment without tearing or being pierced. It has no AR, but normally, the face is exposed and called shots may be made against it. There are three general types of revlim protective wear. A light cloak or suit of revlim has 60 DDP and weights 10 lbs. A heavier thick cloak weights 20 lbs and has 120 DDP, and the heaviest duty cloak weighs 30 lbs and the protection varies from 130-180 DDP (120+1d6x10). Cost: $400, $1500, $4000 NEW Arrows: The Briaeros Weapons Corporation has recently announced its descision to begin working with the DWA to produce mini-missile arrows. There are no plans for MM crossbow bolts. A new bow is also in the works that will have a VidMag scope along with a laser distancer. Its range is estimated at about 1200'. A similar in design, repeating crossbow is also in the works. It's payload will be around three arrows (not bolts) hand-loaded into a slot in the top. This one will be two-handed due to the size. It's to be self-stringing. The Ranger Bow is priced at $900 and the Ranger Crossbow is priced at $1900. A repeating bolt-firing hand crossbow is already on the market. Its cost is $250. DDP: Bow 3, Crossbow 25, Hand Crossbow 2 3WA Missilegun: Raninator: Payload: 8 MRMM, Max Volley: one missile at a time, Painted on the side of the barrel is an icon of an evilly grinning redheaded human-type female. Clips of 8 MRMM are available for $96,000 each. Cost: $120,000 The Holy Sh**! MK7: Payload: Enuf, This 1.5' wide 8' Particle Beam Bazooka is a mamoth weapon to behold. It is deadly as a ranged weapon and could no doubt cause a sizable amount of brain damage used as a melee weapon. It is itself made up of a super-tough, mega-expensive alloy. Range: 4000m, Damage: 5d6x20 DD, Weight: Heavy, Penalty: Dodge/parry bonus reduced by half as are all DX bonus rolls while being carried. Cost: $6,000,000 Missile Costs Mini-Missiles: Typically $1,200-$2,400 SRMs: $3,000-$9,000, $6,000 being normal MRMs: normally about $12,000 LRMs: $18,000-$32,000, $24,000 being the norm Highly compact SRMMs, MRMMs, and LRMMs generally cost TEN TIMES as much as the larger versions. The USD Negatron Pulsar LRMs cannot be shrunk to MM size. Size: SRMM 1', MRMM 1.5', LRMM 2', Width 3", Weight: 1-2 lbs Size: SRM L 1'-2' W 6"; MRM L 2-4' W 8-10"; LRM L 4-6' W 10-12" Weight: approx. 50 pounds per foot of length Type B Missiles Length and Width: 3-4x of an equivalent Type A Missile (non-MM) Damage and Blast Radius: 10x that of an equivalent Type A Missile (non-MM) Note: If the width is quadrupled, the length might be shortened 4x. DDP of Missile: 5x that of a normal missile