The Quor Dimension of the Xakari, the Jral, and the Yarmat The Quor is parallel to Miranda X and Y and is most likely to be affected by anything that affects the other two dimensions on a multiversal scale. It is a dimension even less populated than MY (the original home of the human race). There are three known intelligent races in the solar system of Quor that the USD became familiar with during 2401. The way that the USD became familiar with their system was viewed as most unfortunate by those looking at it from a USD standpoint. The astral power known as Doom decided late in Y2400 that it had finally had enough of the other powers stopping its games with the beings of MX just as they were getting fun. If the other powers believed it so evil, it decided to prove them right at the cost of all they held dear. It sent its minions on a mission to twist an anamoly on Arcanar into a catastrophe of multiversal consequence. This act would form a vortex, sucking in the universes of MX, MY, and Quor and reducing their infinite expanse to nothing. The races of Quor sent their best to prevent this, but one determined to conquer or destroy the planet Arcanar in the process. Because the physics of Quor work differently than MY and MX, particles of the two dimensions repel each other, making it impossible for most weapons from MY and MX to hurt the beings from Quor. The Jral took great pleasure in this because their energy weapons suffered not from this problem, being powerful enough to overcome the dimensional particle repulsion, while the USD, which they did with as they pleased, was unable to hit them with any of their weapons. Fortunately, the Xakari and Yarmat, which generally had friendlier transactions with other races, assisted the USD in defending itself. With the Yarmat's assitanance, the USD was able to reconfigure their Gravalon SMGs to fire blasts of purely Celestial energy without the gravitons which were repelled by the Quor particles. This configuration did 1d6 DDP per shot. They also proved vulnerable to necromancy. It was the Xakari who provided the USD with pah weaponry which cannot be produced in the MY and MX universes. The Jral (pronounced ji-rawl) and Xakari can easily pass for humans. Their natural hair and eye color along with skin tone may be unusual by human standards, but those are minor and likely to be ignored or not noticed. On the purely physical side, the Jral may be the superior because of their skin's invulnerability to all damage not done by a metal element known as pah and their own kind. Fortunately, pah is a metal very common in the Quor universe. After the Yarmat race was nearly destroyed because of their use of celestial matter in their weapons used against the Jral, they never touched it again, leaving the galaxy void of any energy weapon that would affect the Jral. Celestia simply would not stand for the massive rape of their infinite universe by the Yarmat. They, the Yarmat, helped the USD develop their Gravalons but left them with the warning of what happened to their people. Reptillian is the race known as the Yarmat. Despite their reptillian forms, they have a tail rather than legs, and also possess a most unique technology that is far different than the Xakari or Jral. Many of them now live on worlds conquered by the Jral, but their inner sphere of planets has remained unpenetrated by the Jral's forces. One weakness became shared by all three races when they entered the MX universe. Because their particles repelled Miranda X particles, a vacuum formed around them when they set foot in MX. The need for life support became obvious. Even the Jral required their own atmosphere to survive which was sufficiently like that of the Xakari and Yarmat to be breathable by them. Destroying a Jral's life support will cause death as surely as a pah sabot. It only makes sense, since they're as vulnerable to gas and poisons as their enemies, the Yarmat and Xakari. It is obvious how the technology possessed by the races of Quor outdo that by the USD of MX. Where the people of MX use body armor, those of the Quor use personal force fields, protecting themselves and their life support system needed in MX more than sufficiently. And, by exerting more force upwards through their force fields, they can even press their feet to the surface beneath them which the alien particles usually repel their feet from. Their transportation moves by way of warpspace, a place accessible to any dimension. Their scanners can view any place desired by they same means, giving them the ability to spy unhindered with the use of warpspace and then transporting themselves there. However, the inhabitants of Arcanar have one thing they don't, magic. The Xakari: These humanoids are just like humans and use the same set of attributes. A few of the standard Darkworld OCCs would be available to them, and they have equivalents for practically all the skills. OCCs types similar to those found among the Xakari would be: the Modern Weapon Specialist, the Adept, the Armor Pilot, and the Normal. They have not dabbled in powerful versions of archaic weapons (power swords, etc) nor have they any martial arts with spiritual powers like those developed on Arcanar. Their race has existed for 1,000 years more than the human race, and they've colonized 39 worlds. They have three governments and are fairly united. The split the governments have among the worlds is: 15/14/6. They've formed a special task force to deal with the problem in MX. The Xakari's three governments are likely to never completely unite due to animosity carried over from the Threesplit War (Y2002-Y2009) which divided their race over three centuries ago. Their three governments are a monarchy, a democracy, and a dictatorship. Each have an order of seers which they prize. The Visionaries are all female and each government has one Seer which is ultimately ruler of her order. The Visionaries aren't charlatans but actually possess the ability to have prophetic dreams which foretell things to come. The Jral: These beings would be identical to the Xakari if it wasn't for their special natural defense that weakened only against the metal pah. They've been around for the same amount of time that the Xakari have. That's only logical, since they're the same species. The name of the race they were when their peoples were one has been abandoned by the Jral who fled from their home planet, vowing to return one day and take back what was rightfully theirs by reasoning of racial superiority. When the Jral discovered their difference from the majority of the people they inhabitanted the world with, they decided they could easily conquer it all. Unfortunately, the metal they were vulnerable to was the one most common on the planet, and they were defeated although they nearly won. Disbanding into the general populace, they decided they would not forget and one day try again. The Jral were forced to hide their nature when the intermingled themselves with the Xakari, or they would be hunted down like the "witches" in a place far in Earth MY's history known as Salem. When the technology to terraform worlds came into being, they saw their chance to flee a world that would persecute them if their true nature was ever discovered. Escaping from the racial hatred that existed against their kind, they fled, taking thousands of ships and stealing most of the terraforming technology in the bloodiest combat since the Threesplit War. Now, the Jral control 50 worlds united under a tyrannical and single- minded government. In human terms, they've multiplied like rabbits. Their goal is to become the largest force ever seen, and then to conquer or smash to dust the planets held by the Xakari and Yarmat. The Jral government is a monarchy. As of Y2360, the Jral ruler is King Tare Saul, called by the title "King Saul." The Jral Empire also possess an order with the power of precognition like the Visionaries of the Xakari. To the Jral, it is more of a religious order, and the leader of the religion is the Cardinal. The current Jral Cardinal has had the position since Y2381. Yarmat: The Yarmat are a race of limbed (two-arms) serpents. They tend to have extreme shifts in temperment (to their socially pacifistic selves to their violently aggressive predatory nature most often reverted to when hungry). They hate the Jral with a passion for those aliens attacked Yarmat worlds and butchered Yarmat citizens in the name of galactic conquest. Needless to say, they've formed a friendship with the three nations of Xakari in order to mutually benefit their people in technology and in defense against the megalomaniac Jral. They tend to be a stubborn and honorable race of creatures. This has led to the destruction of a few of the planets for the inhabitants had decided they would rather die than bow to the Jral. Their average body length is 12', including the tail. Standing, they normally rear up to 9' but can easily adjust their height by a few feet. Despite their reptillian nature, they're warm blooded. In birth, they normally lay one egg containing nine young Yarmat. The gestation period is five months, and the egg normally hatches a few hours after laid. Their senses of vision, touch, taste, hearing, and smell are at least human equivalents. They do have nightvision and pits like vipers though which gives them an extra sensory advantage. Their reproductive rate has provided them with major problems in the past, but with the gift of terraforming from the Xakari, that problem is now at an end. Environment wise, they can perform respiration equally underwater or in an atmosphere which lets them occupy a greater area of their planets. Attributes: IQ 3d6 / MS 3d6 / AP 3d6 / STR 6d6 / DX 4d6 / END 30 / LK 2d6 / Spd 6d6 DDP 2d6x10 DDP, +12 DDP PL; Add DDP STR bonus (doubled for 2 APM strike) Claw/Punch 4d6 DDP, 2 APM Attack: 1d4x10 DDP They've colonized 123 worlds under a united rule, but the Jral have taken 26 of those. Now, 17 of those planets have been destroyed by the Jral due to unmanagability. The other 9 are held hostage, but the Yarmat refuse to listen to their demands or threats. Instead, they regularly assist them in trying to revolt, and send forces to try to free them. Technology of the Quor Races Xakari and Jral Personal Force Fields: MR 18, DDP 180 before the crystalline structure shatters, The USD doesn't hardly understand this technology, and probably never will, but somehow this system contains some type of particle that it sends out and then forms into a force barrier. It can be turned off and on, but once shattered, the system needs more particles to create the crystalline structure, whatever that really is. The system is smaller than an average backpack and weighs about three pounds. The MR 18 means that any roll of 18 or less does NO damage to the force field. The crystalline structure can reconfigure itself, so that the user's hands become blades doing 1d6 MD. Jral Beam Guns: - Range given is that of the targeting system. The actual range is about twice that, but the targeting scope isn't accurate that far. The scope gives a +3 bonus when used. Handgun: Range 3000', Payload 30 single shots, 1d6x10 DDP SMG: Range 3000', Payload 40 pulses, 2d6x10 DDP Assault Rifle: Range 9000', Payload 50 pulses, 4d6x10 DDP Jral Transatmospheric Sniper Rifle: Range: 16 miles, Payload: 120 shots, 6d6x10 DDP, VidMag +5 Strike, The VidMag scope can see to the full range of the weapon. Weight: 121 lbs, Length: 6'3" (WP-type: energy beam) Xakari Weapons: Their guns are the same as the Jral beam guns and T.A. sniper rifles. They may also used captured equipment or T.A. guns sold to them by the Yarmat. Xakari Pah HG: Range: 4000', Payload: 40 shots, 4d6 DDP, capable of bursts Xakari Pah Cannon: This is the standard infantry weapon of the Xakari. Weight 30 lbs, Length 3.5', Payload 160, Damage 8d6 DDP, capable of MG bursts Xakari MX-Quor Gloves: These gloves were designed for USD troops so that the dimensional repulsion wouldn't shove their pah guns from their hands. Xakari/Jral Anti-MX Boots: These boots break down the dimensional repulsion on the soles of the boots, so that they can walk on the ground in the MX dimension. Life Support System (Xakari, Jral, Yarmat): AR 19, DAP 120, This respirator provides air for the breather and then changes it back into breathable form when exhaled. This requires a self contained environment which is either the force field or a helmet. The helmet's DDP is 36 DDP and protects the respirator as well. Yarmat Personal Force Field: MR 18, DDP 360, The crystalline structure doubles the damage of the Yarmat's physical strikes. Warpspace Scanner (Xakari, Jral, Yarmat): This hand held scanner is the size of a lap top computer. The operator must control the scanner almost as if it were a space flight simulator. Nothing known can prevent its sight, but it only sees in the spectrum of visible light. Warpspace Transporter (Xakari, Jral, Yarmat): This backpack can send the wearer through user to any location specified by a Warpspace Scanner whose signal is being recieved by the Transporter. All transporters have a code that a scanner needs to a send a signal to them. This code may be changed at will. Yarmat Transatmospheric Boombeam Rifle: This beam weapon causes a destablization that results in a nasty boom, doing full damage to the target and half to those caught in the blast. Range 8 miles, VidMag +5 Strike, Payload 60, 8d6x10 DDP, Blast Radius 5 to 15'; Weapon Size: Length 7'1", Weight 314 lbs Yarmat T.A. Pah Cannon: This weapon is more effective when the purpose is to kill Jral. Firing sabots that withstand re-entry, the cannon guarentees a pah headache to the target. It can fire explosive rounds doing double damage, but only 28 shells can be carried opposed to the 56 it normally holds (25' BR). Range 12 miles, VidMag +5 Strike, Payload 56, 6d6x10 DDP; Weapon Size: Length 11'4", 627 lbs Ninjas & Superspies Martial Art Powers for DW Martial Artists or Spies The concept of Chi is a difficult one. It can be thought of as another form of life energy. Everyone has Chi equal to their END attribute if not more. To be able to heal (or regenerate) oneself, at least one Chi is necessary. A. Invisibility: 1- Stealth art: 100% prowl if unsuspected, 60+3% if under observation, move in and out of water silently 70+2% but need swim skill 2- Hiding art: auto if among many things, 60+3 if under careful observation (suspected), must remain motionless, can do for 1 day straight per level, slow metabolism, cannot use if in clear view and being watched 3- Evasion Art: remaining behind someone, works 100% if unsuspected, 60+3% if suspected, once seen by opponent this can't be used again while being seen 4- Vanishing Art: disappear in plain view, 80+1% in darkness with many things to hide among, -20% lit, -15% featureless, use other technique to remain hidden 5- Disguise Art: posture, stance, walk, expression, imitation of someone at a glance, auto if in crowd of 50 or more, 50+4%, +10% to disquise skill, 1 melee to change clothing 6- Escape Artist: auto 1 APM to escape holds, 1 melee escape joint locks, ropes, manancles, chains, bonds, can dislocate own bones 7- Mystic Invisibility Art: 1 Chi per melee, invisible against one person a melee, 50+3%, impervious to see invisible & Zanshini and all such detection means except from those with a higher experience level B. Atemi: All require a called shot (12 or better with bonuses), and all must actually touch the subject (touching the armor isn't good enough). 1- Healing Atemi (Duatsu): Using pressure points, any atemi power but dim mak can be reversed. Healing Atemi takes 1 APM to use. It can instantly reverse knock-out, stun, and paralyzation unless an outside force (magic, psionics) is continuing the effect. In that case, it takes 1 Chi to break the magic/psionics. Must actually touch subject. 2- Neural Atemi (Kyosho): This is paralyzing parts of the body by touch. A hit does no damage but paralyzes that limb for 3d6 minutes. Paralyzing the entire body for 3d6 minutes takes three hits, each being able to paralyze an individual part on their own. These hits can be up to 3d6 minutes apart. Limbs included in this are: arms, legs, neck, and similar appendages. 3- Blood Flow Atemi (Chirigi): With a fingertip or foreknuckle strike, the atemist shocks the circulatory system of the victim. This does 1d8 RDP PL direct to HPs. 4- Grasping Hand Atemi (Kanetsu Waza): This allows the dislocating of the victims bones once they're in a joint lock. This works on DAP and DDP beings. This is an automatic success and inflicts the penalties of broken bones. Every action used after that, the joint lock can do 2d6 RDP damage with a +1 damage bonus at level every even numbered level. 5- The Clapper: The atemist attacks with a clap of the hands. This sonic attack as a range of 2' PL. This can only be dodged. Here are the effects to choose from: deafen for 2d6 melees, shock -5 S/P/D for 2d6 melees (not accumulative), knock off feet (lose 1 APM), or blast with sound for 1d6 RDP PL direct to HP. 6- Withering Flesh: This knocks out a victims DAP (the HP supplement). It blasts Chi. The first hit from this reduces DAP to half its max. The second knocks DAP to one. It can do no more beyond that. The attack that delivers the blow does no damage on its own. Successfully rolling with the attack reduces the damage to 1d6. For DDP, ADP, and creatures that only have one damage listing for damage to them (without HP and DAP, two damag listings), withering flesh knocks it to 75% of its max and to 50% with the second. It can do no more beyond that. 7- Dim Mak: Only usable at 7th level and beyond: This blast the victims Chi to zero. It is delivered on a fingertip attack. If rolled with, the attack does the damage of the fingertip attack only. This is considered a curse and an evil act. C. Body Hardening: 1- Stone Ox: You become tougher by sitting under waterfalls and such. +5 END, +25 DAP 2- Hot/Cold Training: The trained can survive up to a day in freezing temperatures or very hot conditions for up to a day with no ill effect. +2d6+3 DAP, +1d6 HP, +2 END 3- Iron Hand: can punch hard surfaces without ill effect, no damage from using Tamashiwara, +3 STR, +2 damage on all hand strikes 4- Chi Gung: One Chi per melee, MR 15, +1 MR at L3,6,9,12, and 15. 5- Dam Sum Sing: Training by beating oneself up and letting others do it. +1d4 STR, +2 END, +10 DAP 6- Wrist Hardening: +5 escape arm holds, can escape wrist joint locks without harm, +2 STR, +8 DAP 7- Kick Practice: Can even kick straight up: +4 kick damage, +3 STR, +1d4 speed, +10 DAP D. M.A. Techniques: 1- Falling: -59' no damage, 60+' 1 damage per 50', 400-1200' 1 per 20' 2- Kiai: R-40', uses 1 APM, once per melee, all who hear, save vs pain, Stun: 1d4 melees, Force: knock back 3d6' & -1 APM, Shock: 2d6 direct to HP, Death: 6d6 direct to HP but only to one person 3- One-shot: x4 damage, +2 strike per melee of concentration, can't take any action during a concentration melee, must use weapon, interruption ruins all concentration, 1 melee minimum 4- Tamashiwara: 1d6x10 DDP PerLevel if against DDP, otherwise 5000 DAP PL 5- Zanshini: auto-initiative, presence sense 6' radius as well as able to make aura read attempt of all within radius (1 action per attempt, 40+5% chance) E. Special Katas: 4- +7 bonus not +2 5- all actions, creates an impenetrable globe of force around user with 5' radius if wish 6- WP Kata: can use type of weapon chosen with martial art form, plus the fighter gets +2 to strike and parry with it (hand to hand weapon only) F. Zenjorike: 4- takes twice as long to perform the DDP version if don't have at least 10 MSP left Chi Combat: r-100', negative chi skill #1 can't pass through solid objects, others use necromancer penetration rules; For more info on Chi Combat, read your copy of Ninjas and Superspies or buy one. G. Chi Mastery Powers: See Ninjas and Superspies Darkworld Martial Arts Powers Body Hardening (not to be combined with N&S) Hitting Wall with Head: This brutal exercise has the following effects: END +4, +25 DAP, -1 IQ (brain damage), -1 LK, The character will feel an urge to smash walls with his/her head for the rest of their life. The character can inflict kick damage with a headbutt. Hitting Fist with Face: A very disfiguring method, Hitting Fist with Face is nonetheless quite effective. Here are the effects: END +3, HP +8, Facial AR 12, DAP +20, LK -1, When the character is angered, his face my flush revealing the imprints of his/her own fists. This martial artist may hit his face against his fist as hard as desired and suffer no damage if a successful save vs pain is made. Inhaling Noodles: This exercise consists of the m.a. inhaling noodles through the nose and holding his breath while trying to make them go down the esophagus rather than the windpipe. The effects of this take into account that the m.a. will continue to practice: can hold breath 1 minute PL, can eat and drink through the nose, can exhale/inhale through nose doing 2d6 damage from air jets or sucking the air from one's lungs R-12', +10 DAP, END +1 Bones of Guacomole: The m.a continually broke his/her own bones in hopes that they will become stronger. Effects: +5 resist broken bones, +5 escape holds, END +1, STR +1, broken bones mend in 2d4 melees (drains 5 Chi/melee) m.a. can turn the mending off, +10 DAP Way of the Lemming: The possibly suicidal m.a. must toss themself off a tall cliff in this method. The arms or legs are used to lessen the damage from the fall's end. END +1, STR +4, +10 DAP, falling damage does 1 damage per 25' fallen if can make a called shot of 22 against ground, +4 damage from bare hand/foot attacks Spam Skin: These characters have allowed themself to be tossed into freezing conditions without proper attire. Blowtorches and flamethrowers have been applied to their skin. They've even endured unskilled performers trying to outline their body with knives against a burning wall. Beating up the armored performers was also part of the training. Effects: +15 DAP, STR +3, no hardship from cold or hot weather, no damage from attacking solid objects with bare hands Hurricane Touch: Every physcial attack made by the practitioner causes a loud cracking sound, and running causes the sound of loose clothes flapping loudly even if no such clothing is being worn. Effects: Spd +8, STR +3, +8 DAP Line Walking (Way of Roadkill): The character has proved time and time again the masterful endurance he/she has by walking the yellowline in the middle of the street with only the feel of Chi to guide the way (blind- folded). Effects: END +1, +10 DAP, +2 dodge ram attacks (vehicles/body blocks), only suffer -5 from being blinded (not minus -10) can see the Chi of all around with mind alone Martial Art Techniques Straight-line Kicking: The practitioner has practiced kicking extensively and can leap 5' straight up PL and then travel horizontally 5' PL to the target. A fine string may be seen suspending the character. Besides allowing the m.a. a very good jump distance, jumpkicking is also learned. A power jumpkick doing x4 damage, taking 4 APM, is one of the form's trademarks. Delayed Speech: The m.a.'s word's won't match the movements of the lips with this power employed. The actual words said can be delayed up to 1 minute PL. They will spoken from the spot where they were mouthed even if the m.artist is no longer there. No Can Sing (Battlecry): R-40', 1 APM, all who hear save vs pain or, Confuse: 1d4 melees are -20 S/P/D, Kinetic Lyrics: knock back 3d6' & -1 APM, Off-key: 2d6 direct to HP, Instrumental: 6d6 direct to HP only against single foe Chiawareness: This power is ALWAYS active. The m.artist is aware of all Chi within an 12' radius +2' PLA. Any hostile threat within the radius is automatically detected, and the m.a. is alerted and able to react the instant of detection. This character has an automatic initiative (only need to roll initiative when others automatically have the initiative too). The character has a 50% of developing green hair when wet. It disappears within 2d6 minutes when dried. Yu Hit Hard: This may be the only offensive action used in a melee round. A successful hit means that double damage is inflicted direct to HP or quadruple damage if HP not applicable. Useful? Tables Trying to Operate a Vehicle You Do Not Understand: (1d8) 1-Move Forward 2-Move Right 3-Move Left 4-Move Backward 5-Fire Weapon 6-Ejector Seat 7-Fly (or leap), this requires a control roll [at 25%] 8-Self-Destruct (or crash) Note: Basically, if you're trying to operate something complex that you don't understand, you work at it for a while and roll 25% to see if you figure something out. Ringing a Doorbell: (1d10) 1-Your Mom Answers, 2-Pitbull Attacks, 3-Building Explodes, 4-You fall Underground and See Something Scary (Astral Predator Table) 5-Someone Explodes (1d8 Dam), 6-You Explode, 7-The Planet Explodes, 8-The Room Spins and You're Slapped With Fish, 9-The Building Runs Away, 10-The Doorbell Rings You Back Casting A Reality Rip Spell: (1d10) 1-The World Ends, 2-You Appear on The Enterprise, 3-The Adventure Restarts, 4-Tim Appears, 5-It Rains Spam, 6-You Aren't Kicked In the Face, 7-You Are Kicked in the Face (1d8 Dam), 8-Everyone is Kicked in the Face, 9-The Characters Play the Players 10-Everyone Grows Green Fuzzy Hair Bad Luck: You Get the DM Mad: (1d10) 1-A Foe From Your Past Returns, 2-A Black Cat Crosses Your Path, 3-A Ladder Falls On You, 4-You Have Pink Eyebrows When You Wake Up, 5-Aliens Invade, And You're Chosen to Play Tag With Their Champion!, 6-The Characters Discover a Demon Lord (Legion) Living Next Door, 7-You Begin Getting Phonecalls with the Only Message of, "Hello?", 8-You're The Lucky Winner, You Get to Land on Jupiter!, 9-You're Shoelaces Are Tied Together, 10-You Become the Female Star of a Cream Lemon Episode Involving Tentacles Rules for Playing Intellectually Handicapped Characters Playing Dumb Characters: Characters with an IQ of 6 are considered to be dumb or narrow-minded. An IQ 5 or less means stupidity (see Void Factor after this section). Characters with an IQ of 3 or less don't get to pick skills normally. If they have a character class, the skills gained from it are -20%. On the general skill list, they don't gain the automatic skills but may still pick a number of skills equal to their IQ (-20% proficiency). They may pick the skills from the automatic list too but it will be at -20% as well. No character with an IQ of less than 1 may be played. An IQ of 0 would be a vegetable. Void Factor: Those with an IQ 5 or less have a void factor of 50%. Character with less IQ have +10% void factor per point less than five (i.e. 90% if IQ 1). This is the percentile chance that others witnessing (what the Game Master deems is) a sufficiently stupid act by the voidful character will lose 1 APM. Those failing a void roll by less than half what is needed to pass will lose 2 APM due to being shocked by the void that is (insert stupid character name). NEW Attributes Theme Music 3d6 Perception/Intuition 3d6 (If the character's IQ is lower, lower this to an equal level.) Luck 3d6