Copyright 1990 Tony Figueroa Darkworld Supplement Page 1 NEW Skills: Religion Lore: This informs the character about the ancient and modern religions of Earth, Arcanar, and Palladium. Magic Lore: This is an automatic skill for Magic OCCs available only to Magic OCCs at 40+5% PL (non-magic can get at 45%+IQ bonus only). This includes knowledge of different magic types, creatures of magic, and to a lesser degree elementals (half %). This also allows for the discovery of the contents of potion magic without drinking it. To do that, a full melee must be spent and the roll is at half percent. This intuitive ability provides a +1 Save vs Psionics when it's in use. This skill can also be used to determine if an object is magical in nature. Rifts/Earth Lore: This includes Earth history and the current state it's in. It also includes legends. To a lesser degree, the local monsters are also learned about. (Darkworld Lore is the same except it focuses on Darkworld.) Monster Lore: This allows for both some Earth and Darkworld Lore, but it mainly focuses upon the creatures and monsters that inhabit those and other worlds. Their habits, weaknesses, and habitats are learned. Note: Skills can be made up to suit certain characters. Sports Lore? Comic Book Lore? Television/Movie Lore? This is silly. Looking Good: The character spends so much time on their appearence that it uses up a skill. LK +1 temporarily as long as the skill roll is a success. To maintain, the skill must be re-performed after almost every activity. A failed roll is a bad hair day. Sense Underwear: Some male characters might be interested in this. Range: 12', If a success, later rolls can be made to determine color and then design. Sense Measurements: A character can accurately determine the size and weight of anything seen. Certain lecherous characters could definitely be interested in this. Sense Direction: This character innately knows which direction is which and what direction to go in to reach any known destination. Wind direction can also be determined. Acupuncture: This is done by sticking needles into the body. It's useful for stopping/causing pain, paralysis, pleasure, blindness, and other things. Assassin Punch: +25 DAP from hand attacks (skill roll, 1 skill) Twin Fist: double damage from hand attacks (skill roll, 2 skills) This one punch is the only attack allowed that melee action. Armorer: knowledge of armor-types and their construction, self-repair may be done with a suitable repair kit (few $100) - requires 1 hour/10 DDP [100 DAP] and a successful skill roll, -25% if armor has special properties (less damage from lasers, etc) - only magic may repair magic armor, a repair laboratory allows reconstruction at 20MDC/Hour Also See DW Martial Arts and Martial Arts Special Skills or Empire 2 if that's what it's called in your manual. Treasure: Randomly rolled treasure can be fun. Here are some possible treasures: Armor, Shields, Weapons, Scrolls, Potions, E-Clips, and money. Magic treasure would be more plentiful on Zinx than anywhere else. Magic weapons, armor, and shields are rare so the chances of getting one should be. Actually, most good treasure is rare, so don't go putting 1200 magic swords in some slobberclaw's lair. The idea that a slobberclaw would have treasure in the first place is bad in itself! Potion Magic: These potions are imbibed and the effect lasts for 4 melees. It allows the casting of one spell. Make an IQ check when imbibed, at the 1st APM of each following melee, and whenever 1 APM is spent on it. The IQ checks determines if the drinker discovers what spell it is. To cast it, it only needs to be activated (1 APM) which the knowledge of how to do becomes instinctive after it's drunk. Potion magic is a mysterious and little understood magic originating from somewhere on Zinx. How elemental spells become scrolls is just as unknown. Magic Weapons: To randomly roll the type, roll 1d10. Use the list of WP proficiencies as the table. The DDP of a destructable magic weapon is the Dur rating in the Flagedium Compendium of Weapons, Armor, and Castles (averages 60-95). Magic powers are optional and found in the P.RPG. Don't forget that items can be cursed. Randomly Rolled Scroll/Potion Spells (1d6): [1] Rips Wizard, [2] P.RPG Wizard, [3] Elemental, [4] DW Necromancy, [5] DW Sorcery, [6] DW Divine. Their level of power is equal to what level spell they are. DW Power Levels: 1d6 (25% 1d12), Spells that incur a temporary loss of MSP (DW) hold the scroll reader accountable. Optional: This list can be changed to include black magic, ninja mage magic, psionic replicating spells, and even super powers! Rolling on a Too Long List: Split the list into sections and roll for which section to roll on. Tables: Treasure: [1] Amulet, [2] Potion, [3] Scroll, [4] Wand, [5] Armor, [6] Weapon; Magic: [1] Mad, [2] Nuclear, [3] Mage, [4] Necromancy, [5] Divine, 6] Black/Demon Attribute Checks: These are used to test the performance of an attribute. A roll of 1d20 is made and under your attribute is a success. A natural 20 is an automatic failure. Raising Attributes by Magic: Ok, here's a spell called: Basic Boost: Dur-30 minutes/Level, Range-Touch, This allows the mage to boost 1 attribute point per level to the attributes of the recipient. These can be bestowed among any combination of attributes. MSP 24 * Permanent Basic Boost: Dur-PERMANENT, Range-Touch, The mage can sacrifice 10 of their own base MSP permanently to boost one attribute by one point on the recipient permanently. The reverse of this can also be done, but it requires 20 MSP permenantly. MSP 10 permanent + 24 normal Reverse: MSP 20 permanent +48 normal Note: The above is all one spell. It can be a divine, necromantic, or sorcerous spell. A More Complete Section on Death & And Saving Throws Not all people want to be ressurected. If they don't want to be, the odds are in their favor that they can't be. Their spirit is believed to find peace wherever it has gone. Limbo is a common place to find spirits but is most commonly thought of as the holding place for the essences (gaks) of destroyed D-36 demons. A ressurection is but the calling of the spirit back to the body. It does no healing on it's own. A restore spell restores severed and lost parts. Before the ressurection, a heal or restore spell must ussually be cast lest the subject die again of the previous wounds. To restore a body, there must be at least one organic sample left. If nothing remains, a new body must be sought out. A restore and ressurect must be cast simultaneously, and that body will rise in the form of the spirit's last body. Either the spirit or aura carry an impression of the last body inhabited, and that's the way it will be brought back by. A extra arm mutation becomes part of that imprint. If cut off, a heal can be used to cover the wound, but a restore will grow it back because it became part of the "imprint" when it first appeared. Every death has a good chance of altering the personality. In some cases, it completely changes it. After the first death, the character can roll for possible psionics if none are currently possessed. After each succesive death, a roll for minor psionics can be made. All other rolls will be counted as none. The powers available are sixth sense (precognition), see aura, and astral projection. Sanity/Soul Attribute: What should be done is give everyone an attribute called Sanity. It is 6d6 for everyone and an extra 1d6 isn't added for a high roll. This is deducted by 2 PERMANENTLY upon death and cannot be increased ever even by a Basic Boost spell (detailed earlier). This attribute is the state of soul. A character with a zero in this will refuse to return if an attempt at ressurection is made. The character is now at eternal rest. The mind will not even return if made undead. Save vs insanity is based off THIS attribute. It is a measure of both soul and sanity. This attribute is what save vs insanity is based on. 2 MS may be expended to gain +1 to save vs insanity for a saving throw (this is accumulative). MS expended this way returns at 1 per minute. Saving Throws All Darkworld characters receive a bonus to all saving throws. This bonus is +1 to save per two levels of experience, excluding level one. So, the bonus is awarded at levels 3,5,7,9,11,13, and 15. After this, the bonus increases +1 at L30 and every 15 beyond (45,60,75,etc). THIS bonus isn't accumulative with any other bonus (like an OCC bonus magic item, or attribute bonus). This bonus is stand-alone and either it or another bonus may be used, whichever is higher. For example, a Magic OCC is likely to use the bonus that comes with that class rather than this one. Note: Most other bonuses are accumulative with others. This special "experience" bonus is an exception. Notes, Tips, and Optional Rules Astral Saints: A Saint's psionic astral-cosmo attack inflicts DAP damage to DAP structures unless a physical attack is involved (Example: The psionic attack is combined with a punch, so a parry and save are usable. Also it wouldn't be able to bypass EBA.) or it's a blast that isn't capable of bypassing EBA. For a psionic AC attack blast make an astral attack roll to see if it beats any AR of armor (natural ARs are auto-defeated). Non- Saints do not suffer the -5 penalties to save vs magic or pain from this attack! Druids: In Darkworld, the druids in the Rips: England book should also have the Flagedium RPG druididc powers of Animal Totem, Empathic Rapport with Animals, Metalmorphisis, and Familiar Link. Simultaneous Actions: This can be used when you're not the person being attacked on one condition. It can be done if you wish to throw yourself in the way of a blast meant for someone else (you can attempt to parry if you have a shield) or some similar action. That would count as your action. GMs should restrict this heavily. Paralysis/Stun/Agony Spell/Mindkill: (Extremely Optional) These and similar powers could instead of competely incapacitating reduce the APM and S/P/D bonuses by half. Another hit by such a power would be completely incapacitating (Optional). K.O. attack could be made on the person with as if they were restrained success chances (Optional). Rips Characters Learning DW Sorcery: They'd use 2 APM and cost x3 the PPE. (Optional with Reservations) Magic Weapon DDP: This can be generically determined as x10 the DDP they can inflict. Glaive Gauntlets: Unlike normal weapon spells, the damage of these are increased by ley energy. They also go up in damage at high level: At L6, they do 3d6. At L9, they do 3d8 MD. Drackor Stun Maces: When they don't hit the actual body of the target (armor,etc), the stun still has an effect with necromantic-type penetration. However, if striking the armor and not the opponent, the save is reduced to 8 or better, and the duration is halved. Necromancer Penalties: Casting lifedrain stands a 5% chance of PERMANENTLY reducing the caster's base EN by 1. A restore won't fix this. The drawing of the victim's life energy has accidently punched a hole in the mage's lifeforce. Casting ressurection is the same deal, for any caster. The casting of instant death spells (and a few other powerful ones) temporarily drain the mage of 1 PE. The EN point returns in one minute per MSP of the spell. Spells that do this: Deathcloud, Soulmaim, Deathfield, Deathwind, and Morbid Mantle. The necromancer can choose not to do this and instead of letting the power drain him, trying to have the energy pass through him. If this is done, there's a 5% the EN point will be lost anyway, PERMANENTLY. Attribute Maximums: There is a certain point where attributes become supernatural, and that point is referenced as the max. The following is a list of natural maximums. This number is listed as max roll (the maximum roll for the attribute, human is 24 for all - 18+possible 1d6) + a certain number that the attribute can be risen by before becoming unnatural. IQ: max roll + 6 (equals max), AP: max + 2, MS: max + 4, ST: max + 15, DX: max + 4, EN: max + 10, LK: max + 3, Spd: max + 22 If an attribute becomes supernatural, it only registers as magic if magic had a hand in it. Physical attributes are often affected by Chi control. Poisons & Toxins Notes from Tony Figueroa: The time to take affect may be placed in [] at descriptions beginning. Unless otherwise said, a save vs poison for all is allowed. The manufacture, sale, and use of some have been outlawed by the USD. Contact Drugs/Poisons (Touch Skin): Hollowbane: [immediate] 2d4x10 Poison Damage (PDC), save vs pain or -1 APM that melee, made from blue/black slime found in hollow hallow trees ($50/dose) Nebula Dust: red & black powder, 2d8x10 PDC; next action save vs death or body decays, 2d8x10 PDC; next action save vs magic or lose all Chi/PPE/ISP; every following hour, suffer 1d6x10+30 PDC; ($750/dose) BRT (Illegal) (Battle Rage Toxin): takes effect in 1d12+3 seconds, +5 S/P/D, no FOF (friend or foe) identification, duration - 1d6x10 minutes, destroy everything in sight, total annihilation is objective, save vs insanity to strike a final/killing blow to loved one (more than friend); ($250/dose) Ingestive Poisons (Eaten/Drunk): Nightshade: [4d4 melees] 1d6x10 Direct HP PDC, save vs pain or lose 1 APM; ($50/d) Ervat: [1d4 melees] 2d6x10 Direct HP PDC, lose 1 APM; ($100/d) God's Blood: [1d4 melees] 5d6x10 PDC, lose 1 APM, blinded for 1d6 minutes ($400) Shadowblack: (Illegal) [4d4 melees] 8d8 Direct HP PDC, virus blinds victim in 1d6x10 minutes, devours optic nerves, blackened blood flows from eyes ($750) Injected Posions (Enter Blood): Blackout: fall unconscious within 5 seconds for 5d6 minutes; next round, save vs death or die; save vs death or die next round as well, (DDP creatures make the save vs death once, at the end of the duration); ($400) Vile Red: (Illegal) speeds up heart in 1d4 melees, -3 S/P/D (sweat and fear); next round, poisons pressure on blood causes it to break skin some, 1d6x10+30 DAP; next round, full outbreak, arteries and veins erupt and spray blood from body, 3d6x10+90 DAP, -9 S/P/D; for the next six melees, save vs death or die, the round after that, death is unescapable; ADC/MDC beings suffer only: 2nd round of effect - 1d6+3 DDP, 3rd round of effect - 3d6+9 DDP and pain causing -3 S/P/D until the internal damage heals; ($1000) Vile Green: (Illegal) within 1d4 melees arteries and veins turn green and become visible under skin; next round, green patches appear on flesh and veins+arteries begin to shatter from crystalline change = 3d6x10 PDC, if survive -9 S/P/D; death occurs on the following melee, the blood becomes a green crystalline ooze; ($1000/dose) Liquid Night: This super-powerful knock out poison is ideal for bringing down creatures highly resistant to being drugged. Each ounce of it will knock a victim unconsciouss for 2d6x5 minutes. The save vs poison is 25 or higher. It takes effect in 3d10 seconds. Also, a save vs poison of 10 or higher must be made to prevent heart failure (heart attack - character will die quickly without medical attention). Each ounce used must be saved against separately for knock out, but one save for heart failure is made (at -1 for every ounce past the first used). $5,000/ounce Vile Orange: This poison requires a save vs poison and psionics. Gas and contact versions exist which only require a save vs psionics. Within 1d4 melees, the victim will suffer a backlash from their own inner strength. 1d6 RDP is inflicted for every point the save was missed by (if failed both, combine the loss) for every ESP the victim has left. If this psionic backlash is survived, a save vs death must be made at -10 or the vicitm falls unconsciouss for 2d6x5 minutes. $12,000/dose Vile Yellow: This poison functions the same as Vile Orange except it works on MSP and requires a save vs magic. This isn't just for use against mages because everyone has PPE. Cost: $24,000/dose Weapons: Gas Gun: 9 rotating tube system, each tube holds one blast, R-40', radius is 1d6+4', roll radius each time fired, Cost: $1200 Injector Hammer: 2d6 DAP, switch makes needle extend, needle does 1 RDP, has 9 needles, stick in what they hit, each carries poison of choice, can become a vibrohammer doing 2d6 DDP at the flick of a switch, $15,000 RDP Needles: These are for use alone, with Injector Hammers, with cybernetic systems, or with just about anything. $50 each Gas (Inhaled or Contact): Knock-Out Gas: [next action] knocks victim unconsciuos for 1d4 minutes; ($50/d) Death Gas: [next action] Inhaled, 1d6x10 Direct HP PDC; ($100) Nova Gas: Nerve Gas (Contact), 1 random limb paralyzed immediately, each following melee 1 random is paralyzed, the round after all limbs are paralyzed, the victim lapses into a coma (see coma rules in any Flagedium game), -6 dodge and 1/3 speed if a leg is paralyzed; ($200) Skelewarp: (Illegal), Contact, within 5 seconds joints stiffen -3 S/P/D; 2nd melee, bones warp and twist causing severe pain and minor bleeding, -9 S/P/D; 3rd melee, bones snap and shatter, breaking skin, -15 S/P/D, victim suffers half the maximum damage (positive number) they can sustain; 4th melee, body is torn to pieces; Effects on ADC/MDC creatures: 3rd melee - 5d6 DDP, 4th - 1d6x10 DDP; ($750) Fire Haze: (Illegal) Inhaled, causes combustion in organic life, melee after save is failed, 1d6x10 DDP (1d6x100 DAP) is suffered as the body burns inside and out, DAP survivors suffer -15 S/P/D as they are in agony, save vs pain after each minute to not lapse into a coma that can be survived one minute per EN point; DDP survivors are -10 S/P/D if the damage done was at least 10% of their current DDP, they will have trouble breathing and be in pain ($500) Organic Acid Gas/Mist: Contact, No save, Dodge; 2d6x10 DAP, -1 S/P/D for that melee; ($100) Ingested Useful Drugs by Jeff Little: Misith: in 1d4 melees, it stops all pain, but a save vs poison must be made to prevent it from acting as an aphrodisiac; ($10) Alchie's Dream: cures hangovers in 2d4 minutes; ($5) Swell: In two seconds, the ingester's throat swells shut for 3d6 minutes, causing suffocation and loss of voice. Lose consciousness in two minutes (1d6+2 melees) and die in six. ; ($50) Injected Useful Drugs: Addiction: Roll for addiction with every dose that is taken. Getting addicted means just that. Unless otherwise said, a dose must be taken every so many hours equal to 100 hours divided by the percent chance of becoming addicted, or the character is -1 APM and -1 S/P/D. EN and MS will lower by 1 every day (30 hours) past that, and APM and S/P/D will lower 1 more each day. Zero EN is comatose, and zero MS is completely insane for those who wish to know. Negative is dead or brain dead respectively. Overdosing: This lays the victim into a coma and into addiction. This is very bad. Wardrug: Within 1d6 seconds, the adrenaline-like rush this drug provides kicks in. Duration: 4d6 minutes, +2 APM, +4 initiative, and can now autododge (only use DX bonus) if previously unable to, Cost: $500 to $1000 per dose, Addiction: 1% Berserker: The character's anger is increased one-hundred fold in 1d4 seconds. Duration: 5d6 minutes, The character growls and will scream if speaking is necessary. The one desire this drugs leaves is to kill the enemy. The PC will yell at friends to stay out of the way while the enemy is destroyed. If the enemy is destroyed, the character will be angry, cruel, and mean for the remainder of the duration. The PC will degrade friends (even loved ones) and push them around, throw objects if asked for them, and generally take the extreme rage out on everyone else. Combat Bonuses: Initiative +5, APM +2, S/P/D +5, Cost: $100-200 per dose, Addiction 5% Mindwall: This drug strengthen's a mind at the expense of the body. The PC is closed off from all forms of mental communication and attack. In addition the PC receives +1 to save vs other magic and psionics per -1 S/P/D. The maximum strength is +10/-10 and the character loses 1 APM for every +5/-5 (i.e. at +10/-10 the PC is -2 APM). Also, the character must make a EN check at a minus equal to that of S/P/D penalty. A failure results in the character falling into a coma immediately. Duration: 10d6 minutes, Cost: $100-200 per dose, Addiction 6% Chaos: Another drug that pumps one for combat, the body at the expense of the character's mind. A chaos-pumped individual has +2 APM and +5 S/P/D. The PC rolls for a random alignment each time a dose is taken. Roll 1d8 for which class of aura with the possibility of 4th class (anarchist) being a chance twice. The alignments in order of aura class higehst (1st) to lowest are: (1) principled, (2) scrupulous, (3) unprincipled, (4) anarchist, (5) aberrant, (6) miscreant, (7) and diabolic. The character rolls for a new alignment every minute (4 melees). Two doses at once will increase the bonus to +2 APM and +10 S/P/D with same duration, but a new alignment is rolled each melee. More than two doses is over-dosing (for most drugs it is more than one). Duration 2d6x5 minutes; The character keeps the alignment the drugs leaves him/her with if a save vs insanity cannot be made (-5 if two doses were taken). A each alignment change, the character must reconsider the situation and act appropiately, using the new alignment. Cost: $1000-2000 per dose, Addicition 1d4x10% Rage: This drug, injected into the chest, will produce a monsterous transformation of the subject in 1 second. The change reguires about 3 seconds. Use the Monster Trasnformation Table to determine what the subject changes into. What is rolled is what the subject will always turn into from use of Rage. The character's Aura Class is lowered by one during Rage's duration unless the Aura Class is already 6 or worse. USD and LarMoiren authorities believe this drug taps some demonic force although which one is unknown. Duration: 2d6x5 minutes, Cost: $20,000 or more, Addiction 10% MONK OCC STORYLINE The Tir (pronounced "Tear" as in cry) monks' origin occured centuries ago. A delven high priest was forced to defend his holy kingdom from savage marauders in a time where the world was rapidly changing. So, he began training all who would fight for the realm in the "Power." The "Power," which had been reserved for centuries exclusively for highest officials of the Church, was the ability to break down the barrier between time and space. Once the strands of time were being severed, the body could move in rapid motion. This, however, didn't include the rate of running. Running while the "Power" is in use is so difficult, in fact, that it's a task to maintain the normal rate. You could say they run the risk of becoming entangled in the strands of time. In any case, the deputized monks of Tir barely defeated their enemy who outnumbered them four to one. Tir was their name for God, the one true god. They believe he cries over every death and therefore despises war. The Tir monks are taught to prevent war and fight evil. The fact that some Tiroks, as they are sometimes called, may use war to prevent the possibility of the other side causing war on a weaker foe is not overlooked, and these monks can never achieve the great honor of becoming a high priest. A monk that follows every doctrine correctly and has the objective of becoming a high priest in mind can freeze their monk level at their current level (L15 or higher) and become a cleric of Tir, starting at L1. Tir monks can sense supernatural evil (like demons, evil spirits, evil gods) in a 25' radius PL. They also often experience a bad feeling or see an omen when bad things are to come. The chance of that happening is 10% PL. A roll of 99-100 always fails. When the monk has 8 actions, he/she can take 2 actions per normal melee action. Once 18 APM is achieved, the monk can take 3 actions per normal melee action. The worship of Tir has been called a possibly alien form of Christianity just as the worship of Saveh has been called. Clergy Magic OCC continued from main OCC list In addition to their other powers, they may attempt every saving throw twice. Once per round, they can choose to reroll any one of their rolls. Using that ability requires it to be cast: Duration 2 hours PL, Cost: 12 MSP They can create an oracle by handcrafting a representation of their god and putting 24 MSP into it (as if casting a spell). This oracle will answer one question truthfully once a day. It might not lie to other questions but doesn't have to answer one the god doesn't want to.The cleric/priest will hear the answers in his head. Also, 3x/day, the cleric can call upon his god to grant him/her the power to cast a spell without using PPE. This spell doesn't need to be known by the cleric or even be a clerical spell. Sometimes, the god will choose and cast the spell for the cleric especially if the cleric doesn't choose but simply asks for a miracle. The cleric can sense supernatural evil in a 50' radius PL and has a 15% chance PL of seeing omens, warnings, or getting a bad feeling about something bad about to happen. More Darkworld Martial Art Forms A character with an elite martial art form may not use any of this forms bonuses to S/P with any weapon other than the body itself unless a WP Kata is possessed of that weapon, or its WP skill is introduced in the form itself. Skills of ancient combat are likewise incompatible with bonuses and moves from elite martial arts. Optional: All elite martial art attacks do RDC. Elite martial artists have RDP HP. Their DAP remains SDC. The following forms are largely delven in origin as opposed to the previous six which originated from either China or Japan of Earth. Martial Art: Daodracos (Way of the Dragon) L1: APM 3, +2 S/P/D, Clawhand 3d6x2 RDP (3d6 HP if direct to HP), Paired WPs, Ancient Combat:Dragonpunch, WP and Kata Claw, Channel Dragonfire (R-36', 6d6 RDP, req both hands), Double Chi, Swim +40%, Climb +30%, +3 PS/PP/PE, +2 AP, Pick one body hardening power, basic chi mastery Note: Dragonfire will not go direct to HP. Ripkick 2d6 RDP L2: +1 S/P/D, Leap Attack, Leap 1'xSpd, Channel DF does 6d6x2 RDP L3: +2 S/P/D, +3 PS/PP/PE/Spd Channel DF (R-90', 2 APM, 1d6x10+60 RDP, still req both hands) L4: +1 APM, Pick one chi mastery power, +2 dodge L5: +1 S/P/D, Pick one body hardening power L6: +1 APM, Crit 17-20, Pick one special kata L7: Pick one chi mastery power, Dragonwings (May create invisible wings of chi that follow the arms, allowing them to be used as indestructable shields.), WP Shield, WP Kata Shield L8: +2 strike with dragonfire, +2 dodge, dragonfire 1 APM L9: +1 APM, +3 to all saving throws, Dragonwind (Using 2 hands, a 60' long cone with a 90' wide base is created from the user, doing claw damage to all within. A ST roll off must be made with 1d8 against the user to prevent loss of 1 APM.); Dragonfire +1d6x10+60 damage if use 2 APM L10: +2 strike with dragonfire, +2 dodge, +2 to all saves L11: +1 to all saves, Pick one body hardening power L12: Pick one Zenjorike power L13: +1 APM, +1 S/P/D L14: +2 strike with dragonfire L15: Choose any one martial art power Martial Art: Shadowstar It is believed that there is a star of blackness unseen by the untrained. Wether or not it's a bunch of nonsense, the shadowstar practitioners seek to harness and tap the cosmic energies of such celestial bodies and of the shadows that surround our bodies and our minds. "There is a point of blackness that shines brightly in us all." L1: APM 2, +3 S/P/D, Punch 1d8, Kick 2d8, Crit 17-20 and behind, Stun from rear for 1d6 melees, Deathblow on 17-20 and from behind, parrystrike, multidodge, DX+5, Spd+6, WP/Kata Knife, WP/Kata Thr Knife, Prowl +40%, Basic chi mastery, Paired WPs Shadowmeld at will, Shadowhand: 2d6x2 RDP (turns matter to shadow), Shadowbeam: R-90', req both hands, 1d6+3 RDP x Level, direct to HP Vanish: effects one onlooker PL who must save vs psi or the user will dissapear for that action (used by vanishing) and the next (until after initiative), a DX roll off must be made if target is actively seeking not to be stabbed in the back by one unseen L2: Pick one atemi and invisibility power, Leap 1'xSpd, Deathblow on 16-20, Can throw 2 knives per hand L3: Deathblow on 15-20, +2 DX, Can throw 3 knives per hand L4: +1 APM, +2 S/P/D, Pick one atemi and invisibility power L5: +2 DX, Pick one power from (2,3,or 4) L6: +1 APM, PIck one power from (2,3,or 4), Crit 16-20 L7: Pick one chi mastery power, Double chi, automatic dodge, multiparry L8: +2 strike with shadowbeam, +2 dodge L9: +1 APM, +2 S/P/D, +2 to all saves L10: Choose any one MA power, +3 to all saves L11: Can fire a shadowbeam with one hand for half damage L12: -3 to be hit at night or in darkness L13: +1 APM L14: +2 strike with shadowbeam L15: Choose any one MA power Note about Deathblow: This attack must be called and does no damage if the roll is failed (the natural number needed isn't rolled, hit wrong pressure points). The defender gets a save vs death against a successful deathblow. Success means only half damage is taken (current HP/SDC/MDC halved). A deathblow hitting takes the HP and DAP to 0 and then does damage from the attack. Remember, a character may survive up to his -EN in HP for one hour for every -1 EN he has left. This may only be done with a hand attack. Martial Art: Stonefist Practitioners of stonefist try to see everything in terms of Chi. The ground is their favorite location to do this from, and so they try to remain on it. Living targets are punched with a tremendous force, but inanimate objects are seen as Chi. When they attack, they attack the object's Chi rather than the object itself. L1: APM 4, +2 S/P/D, Stonepunch 4d6x2 RDP (4d6 HP if direct to HP), No kicks, WP/Kata Blunt, Fourwinds, +4 PS/PE, Pick one MA power (2,3,and 4), Shatter solid inanimate objects on natural 17-20 with a hand attack (works on up to 250 DDP PL), Crit on 18-20, Maintain Balance +5, Multidodge; Repel Attack: This works like an automatic parry, but it will repel particle beams, blast radii, missiles, other ranged attacks, leap attacks, and jumpkicks with a wave of the hand. Only the repel bonus may be used to do this, and at level one, it's a penalty of -5. Basic chi mastery L2: Repel at no penalty, Shatter on 16-20, MB (maintain balance) +1, Pick 1 body hardening power L3: Strike +1, Parry/Repel +2, Shatter on 15-20, MB+1, Pick 1 (2 and 4) L4: P/R+2, MB+1, Kick 2d10 RDP, Ancient Combat:Shockwave Kick, Pick 1 BH(2) L5: +2 S/P/R, MB+1, Pick 1 BH; S.R.P. (Stone Repel Punch): shockwave with R-20', 2d6 RDP (half damage if direct to HP), won't carry the shattering power L6: APM +1, +2 S/P/R, MB+1, Crit 17-20, +2 PS/PE; SRP R-40' 2d6x2 RDP L7: +1 Repel, MB+1, +2 PS/PE; S.R.P.: R-60' 3d6x2 RDP L8: +1 Repel, MB+1, Pick 1 BH L9: +1 APM, +2 S/P/R, +3 to all saves MB+1, S.R.P. carries the shattering power, parry has same chance of shattering object L10: MB+1, Pick 1 BH L11: MB+1, Shatter on 14-20 L12: APM +1, MB+1, Power Punch (2 APM) does double damage L13: MB+1, Shatter on 12-20 L14: MB+1, +3 on all saves L15: MB+1, Shatter on 10-20 Martial Art: Gazing Serpent This form focuses on disabling the opponent. It used with fast reflexes and an uncalled for fierceness. The goal is to strike first and incapacitate the opponent. The enemy is then destroyed. L1: 2 APM, +3 Strike, +2 P/D, Fangfist 1d8 RDP, Knee/Elbow 1d8, Axekick 2d6, Spearkick 1d10, Fingertip attack 1 RDP (victim must save vs pain or lose 1 APM), Ancient Combat:Serpent Strike (does PDC), tripkick, backward sweep (tripkick), multiparry, multidodge, one-handed hold, Elbow Jointlock (uses both hands, victim cannot escape and suffers from 2d6 dam from trying, attacker may bite or knee victim), neck hold (1 hand used to immobilize, the other strangles for 2d6 direct HP per action), +2 MA/PP/PE, +3 Spd; pick one power from BH, atemi, and special katas, basic chi mastery; swim +30%, climb +30%, prowl +30%; Serpent Gaze: look victim in the eyes who must then make a save vs base AP 16 (or character's if higher) or be -3 S/P/D that action, The Gaze uses no actions. Those who attempt to fight while avoiding the gaze are -3 S/P/D. A save vs psi is needed to break away if already ensnared in the gaze. Note: The AP save mentioned is rolling against the % chance to impress/intimidate for a high AP attribute. L2: +1 P/D, Gaze imposes -4 penalty, Leap Attack, Dodge/kick, Powerparry, +2 Spd L3: +1 APM, +1 S/P/D, Pick 1 atemi power, +1 MA/PP, Leap 1'xSpd, Base Gaze AP +2 L4: Pick one special kata, Gaze imposes -5 penalty, +1 Spd L5: +1 Strike, +1 MA/PP, Pick one atemi power, Base Gaze +2 L6: +1 APM, Choose one special kata or MA Technique, +2 P/D, Crit 17-20 L7: Gaze completely mesmerizes for that action, automatic dodge, +1 MA/PP, Base Gaze +2 L8: +2 S/P/D, Pick 1 atemi power, Base Gaze +1 L9: +1 APM, +1 AP, Base Gaze +1, +3 to all saves L10: Punches,elbows,knees,and kicks do double base damage (1d8=2d8), Serpent Strike not doubled but duration is, Base Gaze +1 L11: Pick any one MA power, Base Gaze +1 L12: +3 to all saves, Base Gaze +1 L13: +1 APM L14: +1 S/P/D L15: Pick any one MA power, +1 MA/PP Note on breaking bones: This is also something used by those of the Gazing Serpent-style. First, a two-handed hold is obtained. On the next action, the attacker and defender make an attribute roll off. The attacker uses ST, and the defender uses ST or EN, whichever is higher. A broken arm halves that arm's DX, ST, and S/P bonus. Trying to break a leg doubles the defenders defending attribute. A broken leg halves its ST, DX, Spd, and dodge bonus. Martial Art: Windwalk This form is centralized around defense and moving like the wind. This has evolved into a form that can control the wind. L1: 2 APM, +4 Parry/Dodge,+4 PP/Spd, Punch 1d6, Kick 1d8, Multiparry, Powerparry, Automatic Dodge, Leap 1'xSpd, Leap Attack, Jumpkick, Parry/Throw (1 APM, a successful parry bodythrows the attacker with the parrying hand), WP Kata Wind, WP Wind, Basic Chi Mastery, Double Chi; Windlift: 1 APM, 1 Hand, This engulfs the attacker in unbalancing wind currents for 1d6 actions, imposing -1 S/P/D. The penalty is not accumalitive if thrown multiple times, but it will restart it with a new duration. Range: 90', Must be dodged initially. Windhammer: R-60', 1 APM, 1 hand, must be dodged, hammers the target for 2d6 (not direct to HP) for 1d6 actions, The damage is accumalitive if thrown more than once, but each follows their own duration. L2: +1 P/D, Windstrike (R-60', This fires a bolt of wind that must be dodged. If it hits, it causes the attacker to lose 1 APM.) L3: +1 S/P/D, Windpunch/kick (This dissallows any defense that action, but it allows 4 punches or kicks to be made in one action. May not be used in a leap or jump attack.); Windlift imposes -2 penalty L4: +1 APM, +2 DX, +6 Spd, may float 1' off the ground at half speed L5: +1 S/P/D, Pick one Chi mastery power, windlift imposes -3, windpunch/kick allows 5x L6: +1 APM, +1 S/P/D, +2 PP/Spd, Pick one special kata, Can leap 60' using a windstrike, Leap Attack/Jumpkick x4 using a windstrike leap L7: Windlift imposes -4, windpunch/kick 6x L8: +1 DX, +4 Spd L9: +1 APM, +1 DX, +3 to all saves, windlift -5, windpunch/kick 7x L10: +1 S/P/D, +2 to all saves L11: Pick one Chi mastery power, windlift -6, windpunch/kick 8x L12: +1 strike, +16 Spd L13: +1 APM, windlift -7, windpunch/kick 9x L14: +1 strike, +16 Spd L15: Pick any one MA power, windlift -8, windpunch/kick 10x Note: The defender gets +1 against the windlift penalty for every 40 ST and for every 2 tons of weight. Mecha aren't going to be badly impaired! Martial Art: Thunderhand This art is based on one premise, to destroy the enemy as quick as possible. Defense is practically thrown to the winds. A good offense is the best defense. A favorite tactic is to leap attack a thuderstriked victim while they're stunned. L1: APM 5, +4 Strike, +2 P/D, Punch/Kick 5d6, +5 PS/PP/PE, Leap Attack x3, Jumpkick x3, Pick 3 Body Hardening Powers, Open Hand Atemi, Vibrating Palm, Basic Chi Mastery; Hand Clap Attacks: Thunderclap: 1 APM, All within 60' +10 PLA must save vs HF 12 or lose 1 APM. Won't work on those who failed vs it earlier in the same fight against the same Thunderhand warrior. Thunderstrike: 1 APM, R-12' PL, The victim must save vs death or lose 2 APM. Only one attempt will work on the same victim in the same battle. L2: +1 strike, Leap 1'xSpd; Lightning Bolt: R-36', 6d6 Dam, not direct to HP, once every other action, 1 APM, don't have to use hands L3: +1 strike, Power Punch/Kick (2 APM, x2 Dam), Leap/Jump Attack x3 uses 4 APM with Power (x6 Damage total) L4: +1 strike; Lightning Bolt: R-72', 1d6x10+15 Dam (all else same) L5: +1 strike, +1 DX, +2 PS/PE/Spd, +2 to all saves L6: +1 APM, +1 S/P/D, +3 Spd L7: +1 DX; Lightning Bolt: +15 Dam; +2 PS/PE, +4 Spd, Crit 18-20 L8: +3 Spd, Double Leap Distance L9: +1 APM, +4 to all saves L10: +2 strike, +1 P/D, +3 PS/PE L11: Pick 1 Body Hardening Power L12: +1 APM, +3 Spd L13: +1 Strike, Pick one MA Technique or Special Kata, +1 to all saves L14: Pick one Chi Mastery Power L15: Crit 16-20 Severe Damage Effects (besides outright death, that'd be deadly damage) In short, this is a table for the effects of broken bones, shattered ribs, punctured organs, and other nasty things that can and do happen. Things such as these happen when it's obvious that it will (someone applies a force of several tons to a normal human's bare arm in a direction it doesn't bend - actually that might tear it off), when a critical hit is scored to HP, when a massive blow is struck, or when HP or DDP is reduced to 25% or less. The below tables may be combined and rolls not deemed appropiate for the circumstances may be ignored. For the most part, these don't do more damage because the damage has already been done (the tables are for effects). Severe Blast Damage (deafened and shocked -2 S/P/D 4d6 minutes/hours 75%) 1- Arm blown off, 1d4 more damage, wound instantly cauterized 2- Eye blown out, -5 strike (or -10 to S/P/D if now completely blind) 3- Internal Damage, will take 1 damage each melee the character moves 4- Arm fractured, -5 DX, if use over 1/2 ST with that arm, it breaks 5- Leg fractured, reduce SPD by 25%, if used to kick, save vs pain or it breaks 6- Concussion, save vs pain or fall unsciouss, might regain it in 1d6 rounds, reduce SPD by 25%, halve skill %, -1d4 S/P/D 7- Gaping/Bleeding Wound, each round thereafter: -5 S/P/D (up to -10) from blood loss, at end of fourth round thereafter, death is assured for no blood is left 8- Hair on fire, 1d4 damage each round thereafter in which fire still burns, if hair burns for four rounds, all that's left is blackened roots 9- Roll Twice More (ignoring nine) 10- Save vs Pain or fall into coma from shock (live for EN=hours) Puncture Wounds to Torso (bullet/stab wounds) 1-3- Flesh Wound 4- Kidney, death occurs in 1d4+1 minutes from internal bleeding (pain -5 S/P/D) 5- Pancreas or Liver, death occurs in 1d4+1 minutes (-10 S/P/D) 6- Stomach/Intestines, death within 2d4+2 minutes (pain -10 S/P/D) 7- Lung, Spd halved, -5 S/P/D 8- Spinal Injury (Roll 1d6: 1-3 legs paralyzed, 4-5 arms and leg, paralyzed, 6- death in 1d4 melees) More limbs than human: 4 would be the first pair of arms and 5 would be both pairs of arms, etc For every melee of movement, paralyze the next set of limbs. 9- Artery (see blast damage #7) 10- Heart: death within 1d12+3 seconds 11-12- Serious Harm deflected by bones (ribcage) Various Injuries 1- Arm Broken: half DX,ST,S/P bonus; 2- Leg Broken: half ST,DX,Spd,Dodge+ 3- Hand Broken: unusable; 4- Foot Broken: half Spd 5- Finger Broken: halve hand's DX 6- Broken Pelvis: To move is to risk internal damage, half ST,DX,Spd, save vs pain per melee of movement or suffer internal bleeding (blast effect #7) Computer Hacking This section provides details on those interested in breaking into systems by means of the computer hacking skill. Note: If you jack into a computer by means of a cyberneck socket, a +20% skill bonus is added to the chances of success. Also, time is reduced by half when using a cybersocket headjack system. Easy Defensive Program: This type of protection is used by inexperienced or confident individuals or small businesses with access to only individuals like the latter. To break a so-called easy program requires 30 minutes per attempt. There is no penalty to the skill roll. Challenging Defensive Program: Protection like this is far more common than easy-to- break protection. Breaking this requires 1d6x10+60 minutes per attempt. There is still no penalty to the skill roll. Difficult Defensive Program: This is one of the most common kinds of anti- hacking programs around. Such defense needs 1d6+2 hours per attempt, and each attempt's chance to succede is reduced by -10%. Hardened Defensive Program: This type of protection is found on only the best commercial software and on much more non-commercials software. Each attempt requires 1d8+4 hours, and the hacker's chance of success is reduced by -20%. Fortress-style Defensive Program: This difficulty of program is somewhat rare, but it can still be found in commercial programs. A chance of success occurs every 1d6+6 hours, and the hacking skill is lowered by -40%. Datatight Program: A program like this must be written by some of the best. Each try requires 2d6+6 hours of hacking time with a skill reduced by -50%. High Security Program: This kind of protection will likely be found in mainframes and on material that is wanted very unknown. Every attempt requires 2d8+8 hours of work with a 75% skill penalty. Impregnable-style Program: Something like this requires genius programmers. An attempt to break such a program is done over a 2d8+16 hour period with a -90% skill penalty. Assault Programs: One of the most illegal forms of programming is that which will cause a computer to give electrical feedback into a datajack user. Damage from such a program would be 1d6x10 minimum (half to DDP beings) and maximum would be a deadly 6d6x10 SDC! Also, on systems only accessible through certain terminals, physical traps may abound to take care of those failing user authorization procedures. The hand/head- restricting clamp traps and cannons hidden in the interface board have been some of the more common simple traps. Random Level Four SAINT Generator Attributes (If not human, switch the 3d6 to appropiate roll.): IQ: 3d6 (Min 8) AP: 3d6+2 (Min 6) MS: 3d6+15 (Min 20) ST: 3d6+12+3d4 DX: 3d6+7+1d4 EN: 3d6+15+2d4 Spd: 3d6+2d8+2d4 HP: (EN + HP Bonus + 4d6)x3 / +12 ADP ADP: (PEx3 + 1d6x10 + 33 + 1d6x6)x3 MSP: 1d4x10+10 Martial Art Powers: Stone Ox Skills: All physical and one ancient WP with S/P +3 Combat: Self / Cloth APM 5 6 (DX not added) Str +3 +5 Pry +7 +10 Ddg +7 +10 Damage +2 (ST not added) Saves +3 vs Magic (MS not added) Moves: tripkick, 1-h hold, leapattack, jumpkick, punch 1d4, kick 1d6 Saint Powers: Astral Form, Primary or Psionic Attack, A/C Sense, Cloth AR 16 ADP 800, Soma Charge, Shield 450 ADP, No Psionics Quick Roll Physical Skill Bonuses If you get all the ones adding bonuses (6 skills total, acrobatics, body building, boxing, running, wrestling, fencing), this makes rolling the physical skill bonuses easier. This is only for the standard character and doesn't include the Elite physical skills. ST +2d4+4 / DX +3 / EN +1d4+4 / Spd +2d8 / DAP + 10d6 Actions Per Melee +1 / Parry and Dodge +2 +1 Strike and Parry with ancient style weapon of choice K.O. foe for 1d6 melees on natural 20 Knowledge of Wrestling Moves (See martial arts section) Quick Roll Physical and Elite Skill Bonuses This includes ten skills (acrobatics, body building x2, boxing, running, wrestling, fencing, athletics x2, and gymnastics). This can be used for Saints or Elite Martial Artists. ST +3d4+9 / DX +1d4+3 / EN +2d4+5 / SPD +2d8+2d4 / DAP +16d6+2d8 APM +1, Parry/Dodge +4, RW +5, +1 S/P with ancient WP of choice K.O. on natural 20 for 1d6 melees, Wrestling moves Random Dimension (Dimension Gate) Table (Roll 1d30) 1. Miranda Y (Where the Earth you're playing this game from exists.) 2. Miranda X (the dimension that now holds Darkworld) 3. D-1, Heck (also known as Hell in Flagedium RPG or Dyval in Rips) 4. D-2, Hades (bring marshmellows) 5. D-3, Agony (thought to be an empty void of glittering red and black, the emanations from the dimensions cause pain, Those near a portal to this dimension suffer -10 S/P/D due to the agony. +1 can be added against that penalty per full 10' of distance from the portal. There is no pain when the pain penatly is nullified.) 6. D-4, Death Realm (After 1 full melee of exposure to this dimension, beings from foreign planes have their EN reduced by half. Another full melee of exposure results in death. Being about 10' from a portal open to this dimension counts as exposure.) 7. D-5, Acid Realm (This realm is entirely filled with a liquid corrosive to substances from most other planes. Opening a gate to this dimension is like opening a gate underwater. When a portal to it is opened, acid sprays forth 60' doing 1d6x10 DDP to all struck. The acid spreads at 60' per five seconds (1/3 melee) and does 1d6x10 DDP when spreading.) 8. D-6, Fumatory (The air and water in this dimension are as toxic as God's Blood poison. When a gate is opened to it, its venomous air is released from the portal at 10'/5sec, or black water rushes out at 60'/5sec.) 9. D-7, Fire Realm, Plane of Hellfire (If a portal is opened to this plane, the heat from it has some effects. 100 DDP is suffered by everything near the open gate, but this damage is reduced by 10 for every full 10' away from the D-Gate.) 10. D-8, Cold Realm (Unprotected beings suffer 4d6 DAP from frostbite per full melee of exposure to this heat deficient plane.) 11. Whatever dimension this is, you just opened the gate to it underground or in a solid object. 12. Opened Gate to Any Void (The opener of the gate may make an initiative roll off with the void to close the gate before anyone is sucked in. The void sucks in with a ST 40+1d4x10. The suction strength is reduced by 10 ST per full 10' of distance from portal. 40 ST may be added to someone's ST roll off number if an anchored object can be grabbed. A called shot of 22 is needed to grab the edge of the portal.) 13. D-33 (see description in manual), Death Knight's Realm 14. D-36 (see description in manual), Rocor's Realm 15. Flagedium World 16. An Egyptian-style land that is home to gods. 17. A dimension of unbelievable bio-techno horrors (see the Metztla in the Rips Atlantis book) 18. A dimension conquered by vampires, Dracore 19. Home dimension of random god 20. D-34, Shadow (home to creatures of shadow) 21. D-35, Blackfire (anti-matter) 22. Wormwood (see Rips Wormwood) 23. Elemental Plane of Earth (solid earth, D-gate opens to stone wall) 24. Elemental Plane of Air (all gas, swirling mists, no ground, little gravity) 25. Elemental Plane of Water (water rushes from portal at 60'/5sec) 26. Elemental Plane of Fire (very hot DAP and DDP fire, wear sunglasses) 27. D-9, Pleasure (It was believed strange by the USD to find this plane parallel to the D-class dimensions. It emanated feelings of pleasure to all nearby the portal. Explorers sent in never returned which was understandable if it was truly a plane of pleasure. When opened later, a scene of grisly horrors confronted the dimensional researchers. Dismembered beings were strewn about, and something horrible emerged from the D-Gate that killed many before it could be returned. It is feared that the pleasure this plane emanates is to draw unsuspecting prey into its jaws. The pleasure penalty is identical to the pain penalty of Agony.) 28. D-10, Nemesis (home of the Lucifer Folk) 29. D-11, Xibalba (wood demons, see Rips Vampire World Book page 160) 30. (roll 1d12) 1. Celestia - The Sanctuary 2. Celestia - Demon Bridges 01-75% (The Pit Below 76-100%) (1d6: 1-2 Wood, 3-4 Silver, 5-6 Gold) 3. Battletech Universe 4. Shadowrun Universe 5. Dragonlance Universe 6. Limbo - Realm of Spirits 7. Takahashi Universe (Tomobiki, Furinkan, Mermaid Coasts, etc) 8. Quor (pronounced "Core") 9. D-13, Detroit There is a great expanisve city that fills all of this infinite flat universe. Travelling up beyond the clouds sends you coming back to the same side of the clouds which were entered. This is a true urban hell: polluted, run down, and inhabited by scoundrels and cutthroats exclusively. As if that weren't enough, terrifying creatures wait in the shadows and alleys for prey on which to feed. 10. Robodrek: Roll 1d4 for timeline: 1-Macross, 2-Southern Cross, 3-Invid War, 4-Sentinels 11. AD&D World: Roll 1d4: 1-Kaos, 2-Ravenloft, 3-Dark Sun, 4- F.Realms 12. Master Elemental Plane, home of the EKs General Skill List Page 2 Note: A character's skill percentage may continue past 100%, but a roll of 99 or 100 always fails. See DW Supplement Page One for the elaborate descriptions of some of these skills (*'ed ones). Physical: These are the general versions of the elite style: Sports (athletics): +1 P/D, +1 ST, +1d6 Spd, +1d8 DAP, Gymnastics: +2 ST, +1 DX, +2 EN, +2d6 DAP, Looking Good* Military: Battlefield Tactics, War Strategies Technical: USD Law (Civil + Military), Native Culture or Foreign Culture, Religion Lore*, Magic Lore*, Public Speaking: +1 AP (accumulative 2x only), Focus Mind: +1 MS (accumulative 4x only) Rogue/Comedic: Sense Underwear*, Steal Underwear (even from those in armor) Range-touch Wilderness Survival: Sense Measurements*, Sense Direction* Medical: Acupuncture (reverse or negate magical/psionic/chemical effects)* Wasteland: (must be learned there, subjected to mutations, may not be suitable for some DW campaigns) Twin Fist*, Assassin Punch* Weapons/Combat/Physical?: Sidestep [Limited Autododge] (able to employ the L.A. optional rule), Bloody Card (A successful skill check on this allows the thrower to lower the chance the bloody card has to hit bystanders to 25% or raise to 75%.) Science: Logical Thinking: +1 IQ (accumulative 6x max) ** Saint/Vatar Restriction: They already have public speaking and focus mind figured into their abilities. USD Officer Training: This is a skill program that lasts about 3 months because those in it often leave for missions/etc in the middle of it. It is required for those going to the rank of Lieutenant and automatically provides Battlefield Tactics, War Strategies, and USD Military Law (if not already memorized). At rank of Captain, Psimecha Pilot and Combat may be taught in a similar program. Combat Rules 5/6/94 Ranged WPs Rule (11/20/94): Ranged weapons don't receive hand to hand combat bonuses but do get half the DX bonus. This includes guns, thrown weapons, bows, and crossbows. Limited Autododge for everyone: Anyone can make an limited autododge (autododge: dodge without using up the current action), but only the DX bonus will apply. If this is done, the DX bonus can't be used again that melee action, including for another autododge. Note: If the DX bonus was already used for an attack that action, it can't be used for a limited autododge, but the limited autododge may be used anyway with no bonus. Basically, anyone can make an autododge but it is an umodified roll until the character becomes proficient in it. The DX bonus (only DX, not hand to hand combat dodge bonus) can be used for one of those autododges but may not have been nor can it be used later in that action (action not melee round). This may be used if the skill L.A. is taken (sidestep). Guided Missile Rules The reason a damage roll is made is to determine where the target was hit. The damage roll indicates either a direct hit or a glance. Critical hits become more likely at high levels because the character becomes more able to hit dead center. One through four may be too small a miss margin. 1-9 sounds better to this game master, but I doubt I'll change from the 1-4 margin I've been used to for the past many years. Personally, I disagree with not being able to dodge four or more guided missiles. I've seen it done in Robodrek which was the show Flagedium cited as an example for that rule. I believe that firing them with a much higher stand-alone self- guided bonus is better, so DW uses a +5 normally. When firing four or more missiles, they should get a bonus of +15. Add +1 for each additional four missiles or fraction thereof. Four or more won't miss on a natural one nor will they do multiplied damage for a critical hit. Less Powerful DDP Simply because I prefer letting HP play a role in this game, I think that DDP attacks should do x10 DAP the listed damage rather than DDP to DAP and HP structures. This is an easier conversion if one doesn't want to go through converting all DDP to x10 DAP and ADP to x5 SDC. It's also fairly realistic, since it maintains that DDP can't be hurt by SDC. DAP Recovery: Ninjas and Superspies lists a different rate of DAP recovery and that may be substituted for the Rips rate. The faster N&S one heals 5/hour. Strength Characters with a ST of 16 or lower can carry their ST x10 lbs and lift x20 lbs. Those with a ST 17+ can carry/lift 20x/40x their ST in pounds. Cross-dimensional characters, wastelanders, most RCCs, many monsters, and supernatural creatures can carry/lift 50x/100x their ST in pounds. CD characters can use Super-ST, but whatever strikes the blow suffers 1/4 damage (unless a MR absorbs it, roll unmodified 1d20). The leftover damage goes to the next target if what struck the blow is destroyed (rolling for MR if there's another). A natural 20 will penetrate MRs over 20. The CD character's body wasn't meant to take such stress. They can't control that well, so it becomes self-destructive. Wastelanders can inflict Super-ST damage without suffering backlash damage. They have trained themselves to know how to punch hard surfaces wihout hurting themselves while inflicting severe damage to the target. Super-ST Damage: No ST damage bonus is added to it. It supplements damage done by hand-held weapons. All power blows use 2 APM. Strength/punch damage normally adds to hand-held wp damage, but claw damage (etc) doesn't. Super-ST Type I: ST 1-15: Restrained Blow: 1d6 DAP Full Strength: 4d6 DAP Power Blow (2 APM): 1d4 DDP Type II: 16-20: R: 3d6 DAP Type IX: 240-479: R: 2d6 DDP FS: 1d6 DDP FS: 2d6x10 DDP PB: 2d6 DDP PB: 4d6x10 DDP Type III: 21-25: R: 2d6 DAP Type X: 480-959: R: 3d6 DDP FS: 2d6 DDP FS: 3d6x10 DDP PB: 4d6 DDP PB: 6d6x10 DDP Type IV: 26-30: R: 5d6 DAP Type XI: 960-1919: R: 4d6 DDP FS: 3d6 DDP FS: 4d6x10 DDP PB: 6d6 DDP PB: 8d6x10 DDP Type V: 31-35: R: 5d6 DAP Type XII+: Keep adding +1 die FS: 4d6 DDP to R. and F.S. damage for each PB: 1d4x10 DDP next type. The next type is double the lowest ST of the last. Type VI: 36-40: R: 6d6 DAP FS: 5d6 DDP PB: 1d6x10 DDP Type VII: 41-50: R: 1d6x10 DAP FS: 6d6 DDP PB: 2d4x10 DDP Type VIII: 51-239: R: 1d6 DDP FS: 1d6x10 DDP PB: 2d6x10 DDP Insanity Sometimes characters go insane. Either if its from dying and be ressurected or just because the character is unhinged, insanity gained may be rolled off the random roll table or picked by the DM. All in all there are over 50 insanities catalogued among this and Flagedium's other RPGs. Random Insanity Table * Insanity Table Found in any of Flagedium's RPGs 01-17 * Affective Disorder 18-34 * Neurosis 35-51 * Phobia 52-68 * Obsession 69-85 * Psychosis 86-00 Darkworld Madness Darkworld Madnesses 01-15% Unkillable Delusion: This character believes themself unkillable. Nothing can do harm to his body or mind. They can't be stopped. Everyone is inferior, and they are superior. The character's MS is doubled when determining a saving throw bonus vs fear/horror. This kind of character may stay behind to shoot it out with 120 soldiers. Fear of death isn't allowed to be a factor in decisions made by the character. Special: There's a chance (MS x 1%) that if killed, the character will rise again in 1d6 minutes as if nothing worse than going unconscious had happened. This character is now considered undead and has 1d6x100+600 MDC. This DDP cannot be healed. 16-30% Multiple Personality: 01-90%: +1d6 personalities, 91-00%: +2d6 personalities These new personalities develop at one per day until they are all developed. They may be of different alignment, backgrounds, religious views, morals, race, and sex. The times when a new personality may take over (roll randomly for which personality) are the following: when combat begins, when frightened, after having woken up from sleeping, and during sex. A new personality takes over at any of these moments when a save vs insanity is failed. A psychic mind probe may be able to put new personalities in control and bar others from taking control. 31-45% Lecherousness Maximus: The character cannot resist hitting on / making passes at members of the opposite sex who have a LK of 14+ (and those lower as well). Failing a LK % roll will cause a slight drooling at the mouth and cause the character to fall in love. 46-60% Sunday Driving: The character will always go as fast as possible whenever piloting anything (power armor, car, etc). The character gets a 25% skill bonus (or a skill in the vehicle of 45%) when going top speed. He/she loves dangerous stunts, playing chicken, and ramming things. 61-75% Sadism: The character gains pleasure and satisfaction from harming things and causing pain/anguish/torment. They don't necessarily like to kill also but will find mutilation/mangling/maiming perfectly fine. 76-90% Machocism: He/she loves to feel pain. They don't necessarily like being mutilated but like to feel agonizing pain being inflicted upon them. The character may also be submissive but can just as likely become dominative. In any case where pain should inflict a penalty, the machocistic character recieves the penalty as a bonus. If pain should completely incapacitate, the character recieves +1d4 APM and +1d10+10 to S/P/D. The character may fear death but will also wonder if it may bring the ultimate pain which would make death not all bad. 91% Screaming: The character will suddenly find everything meaningless and worthless. The character mind may become vegetable like and/or see horrible visions. He/she will find a corner, curl up into a ball, and scream. The screaming will continue until the character loses his voice and will even then silently scream. This means that the character can't eat or drink unless forced. An esper's mind probe may be one of the few things able to cure this. 92% Eaten Alive: Visison of creatures swarming over the character's body plague him constantly to the point of whimpering. Nothing done will remove then, and the character may go to the point of harming himself to get them off (stabbing, scraping, shooting at self). The character cannot function effectively, and her/his mind may eventually regress into a trance-like state when it is realized that the creatures cannot be gotten rid of (the character is doomed). 93% Everyone is a Monster (demon): The character tries to isolate himself. Will believe that all are plotting to kill/torture him and/or eat his/her soul. May hold out a religious symbol before him/her to ward off the demons until the character can get himself to a secluded spot. Will also believe that inanimate objects are possessed, and animals may also be demons. 94% Bad Teeth/Etc: Thinks that his/her teeth are diseased and will have them removed or pull them all out by him/herself. Bad Hair is similar. Note: Roll 01-50 Bad Teeth, 51-00 Bad Hair 95% Name Disorder: 50/50: Either the character constantly calls people by made up names that are thought of on the spot, or his/her own name constantly changes (personality changes the same although could act slightly different). 96-00% Reborn: The character sees the error of his/her ways and switches to as much of an opposite alignment as possible. Fear Factor Some monsters from the Rips RPG have a Horror Factor. DW monsters have a "Fear Factor." The DM may replace HF with FF on creatures if it is deemed appropiate. FF is a number to be saved against using the MS bonus and a special bonus of +1/Experience Level. Special bonuses vs HF also apply to this save. If the save is failed, the character is at a penalty to S/P/D equal to the amount the save was failed by. A bonus of +2 (or so) may be added per victory against the supernatural fear-radiating creature. A FF above 19 doesn't normally occur unless the creature is a god-type or something similar. A FF extends in a radius of feet equal to the FF. Saints may purchase a FF rating by spending 2 ACP per FF point (to maximum of 19). Cross-Dimensional (Race Creation Table) characters may buy a FF using 1 Creation Point for every 2 FF points (to maximum of 19). Reducing the Fear penalty: Every round which the party fares well (survive) against the Fear- radiating creature, the penalty may be dropped by one point. Even if it isn't fared well against (but does survive). The character may try to save vs insanity 1x/melee to reduce the penalty by one point (not in the melee the creature/scary thing appeared.) Earth MY Earth is the homeworld of those humans that colonized Arcanar. It is a world in a state of destruction, rebuilding, and war. Human supremecy runs rampant across it because the humans fear what they do not understand. In the Americas, empires have risen built on human supremecy from the ashes of the Cataclysm. Benevolent non-humans and other beings viewed as supicious are slaughtered by fearful and vengeful humans, manipulated by the propaganda of tyrants. In the region once known as Europe, all manner of living things has banded together to battle against the might of the monsters that lay siege to the continent in an attempt to conquer and rule it. Asia is a land ruled by demons. However, there is one true haven in it. The Forest of Uld, a woodland forested with sentient trees named after the Norse Fate of the Past for the trees' hatred of technology. It is a large forest inhabited by creatures seeking shelter and native magic creatures that defend the forest and its inhabitants from evil and technology. Benevolent beings who enter the woods with technology have their equipment attacked most often immediately. No harm comes to the actual beings if they don't resist being stripped of all their technology. Most islands were swept clean by the tidal waves that formed during the Cataclysm. It appears that a new force is rising in what was once Tokyo, Japan. The city ruins appears to be uninhabited. Yet, machines and cyborgs infest the land, and these same creations have appeared in other parts of the world. Another megalomaniacal plot? These may be the signs of just that. Mecha of Earth: This list shows the technology level of armor on Earth MX. It is actually equal to that of the USD, however, Earth vehicles tend to be more heavily armored which makes them less manueverable than USD mecha. Still, this is not always the case. In general though, USD weapons are more powerful than those built by the struggling empires on Earth MX. The DDP of the main body is given by size category. This amount can be doubled, but the mecha will be piloted at half of all bonuses and -1 APM. Arms have typically 40-50% of the body's armor, and legs are 50-60% as heavily armored. The head, if it has one, is 40-50%. The pilot compartment can be 75% of the body, but it is normally 40%. Some USD mecha, on the other hand, have been known to have RPCs better armored than the main body. sub-10 footers: 150-200 10 footers: DDP 250 - DDP 400 20's: 350 - 500 (25': 550) 30's: 350 - 750 40's: 1000 50's: 1500 The products of Genom use their own alloy of which the exact replication process hasn't yet been determined. The Glitter Boy design and armor both play a part in its high DDP (650- 770) for a 10' power armor suit. The USD will use existing suits but refuses to construct for an undisclosed reason. [It's something sinister.] Genom From the ruins of ancient Japan, Genom rises again. It was once nearly the "owner" of the world until the megacorporation was shut down in 2051. It was at its peak of power in 2033, and then it began suffering serious losses. The cyborgs it produced were the most powerful and intelligent in the world. They came to be known as boomers. Cyborg crimes began ascending in amount in the 2030s, and the destructive might of some of the inorganic sentients was astounding. In fact, they were free-willed sentients. The illegal production of combat boomers were what eventually caused Genom's downfall. A murdered Genom official, Brian J. Mason, was what led the boomers against Genom and the world. Having taken charge of the boomer project after the death of its creator, Dr. Stingray, Mason was killed by an organized group of mercenaries that had plagued Genom for several years. Mason's involvement in the "Killer Doll" scandal led to his project being shut down. He was so involved, however, that he had gone so far as to link his mind into one of the "Killer dolls" before his death. Using the killer doll's black box, he took control of the laser satellites above Earth and held the planet hostage. Mason was killed again by the mercenary group that had originally murdered him. Quincy, CEO of Genom, declared that he had nothing to do with the projects of Mason, yet Genom was eventually shut down by the UN + USSD when a l.satellite firing in 2049 was linked to them. Now, it appears that boomers are reappearing. Bearing the markings of Genom products, they are cropping up all over the world. The dilapidated Genom Tower of ruined Megatokyo still stands tall thousands of feet above sea level. But so far, the source of these boomers hasn't been found. That they are trying to destroy the organized forces of Earth is apparent however. Attempted assassinations of the worlds leaders by these deadly machines has been confirmed. Has Mason's intelligence been activated again? Is Quincy responsible? If only a group as good as the mercenary team, the Knight Sabers, that brought Mason down continually were around to solve THIS problem. Boomers The Rips Triax and the NGR supplement provides stats usable for most of Genom's boomers in the listing of its VX-Series cyborgs. The main differences are that the boomers are normally only 6' tall. The tallest, such as those that use VX-Maruader/Monster stats, can be 8'. They are all normally coated with an articial flesh human or humanoid disguise. Standard: IQ/ME/MA 3d6, It requires total destruction of head and body to destroy their CPU normally. The flesh disguise has the LK attribute of the race being imitated. Their metal tends to be painted dark blue. Shooting the Head: If a boomer's head is destroyed, there are several things that may happen: 01-25: The boomer "dies." 26-50: The boomer explodes doing 4d6x10 DAP to a 12' BR (Blast Radius). 51-75: The boomer continues fighting for 1 melee. During this time it is -15 S/P/D. 76-00: It dies but twitches. One of its weapon systems fire as it dies (forearm blades extend, mouth laser fires, etc). Combat Boomer BU-55M: ST 40, Height: 6', Weight: 1500 lbs, Run: 70 MPH, Jet Flight 200 MPH DDP: Head 90, Body 280, Arms (2) 60, Hands (2) 20, Legs (2) 100 Combat: APM 5, S+ 8, P/D +10, (S +2d6, P/D +2d8) Weapons: 1. Mouth Particle Beam: The boomer can open wide its maw to fire this weapon. R-6000', Damage: 1d8x10 DDP 2. Punch/Kick: A punch or kick from the boomer will inflict 5d6 DDP or 1d6x10+26 SDC. 3. Laser Claws: The boomer's fingers can produce foot-long laser talons at the end of each of its five fingers. This adds +5d6 DDP for a total of 1d6x10 DDP per punch/claw. 4. Optional: Energy Ray: The pectoral plates flip open to reveal a layer of energy collector/ejectors. A blast from this weapon does 3d8x10 DDP and can be fired 3x/melee (1/5 seconds). Range: 2500' Heavy Combat Boomer BU-55T: ST 60, Height 7', Weight 2000 lbs, Run: 80 MPH, Jet flight 160 MPH DDP: Head 180, Body 700, Arms (2) 120, Hands (2) 40, Legs (2) 200 Combat: APM 5, S +6, P/D +8, (S +2d6-2, P/D +2d8-2) Weapons: 1. Mouth Particle Beam: R-12,000', Damage 2d8x10 DDP 2. Punch/Kick: 1d6x10 DDP or (2 APM) 2d6x10 DDP 3. Retractable Forearm Blades: These slice for 1d8x10 MD. Doberman: Atmosphere/Space Combat Boomer SBU-150D: ST 240, Height 18', Weight 9 tons, Run 160 MPH, Jet Flight 120 MPH (The engines need to cool 10 minutes for every hour they're in use. It can go for 6 hours without reaching melting point.) Note: Double jet spd in space. DDP: Head 250, Body 1600, Arms (2) 700, Hands (2) 380, Legs (2) 800, Jets (2) 250 Combat: APM 4, S +8, P/D +10 (S+2d6,P/D+2d8) Weapons: 1. Mouth Particle Beam: R-18,000', Damage 4d8x10 DDP, It can regulate the damage in increments of 1d8x10 MD. 2. Punch/Kick: 2d6x10 DDP normally or 4d6x10 DDP using 2 actions Other Features: It has laser torches in its fingers that do 1d6 DDP each. Their range is 24'. On every section on its body it has manuever jets for space and sensors. This version was redesigned for operations in an atmosphere although it can still work in space just as well. The doberman uses no flesh disguise normally although it could possibly imitate a giant, gargoyle, or other giant creature. Its general appearance is that of a hunched over canine monster, normally a silver-white in color. A Doberman is terrifying in appearance, perhaps worthy of a Horror Factor. 3. Optional: Giant Machine gun mounted on the right arm: R-2500', Damage: 3d8x10 DDP, Ammo: Effectively Unlimited, DDP 720, Spraying an Area: hits 2d6 for 1d4x10 DDP or 1d6 for 2d4x10 Super Assault Boomer BU-12X ST 120, Ht 14', Wt 2.5 tons, Run 60 MPH, Fly 240 MPH DDP: Head 180, Body 1400, Arms (2) 240, Hands (2) 80, Legs (2) 400, Shielded Machinegun 480, Jets (3) 240, Plasma Gun 80 Note: It has been known to parry blasts with its armored machinegun. Combat: APM 7, S +8, P/D +12 (S+2d8, P/D+3d8) Weapons: 1. R. Arm Shielded Machinegun (mounted on right forearm): R-2500', Damage: 3d6x10 DDP, Ammo: Effectively Unlimited, Spraying an Area: hits 2d4 for 1d4x10 DDP 2. Punch/Kick: 1d8x10 DDP, Power Blow (2 APM) 2d8x10 DDP 3. Left Pec Plasma Gatler: R-1800', Dam: 2d6x10 DDP Other Features: The BU-12X is a combat boomer only, and it is hard to imagine it being outfitted with any kind of flesh disguise. It almost resembles a humanoid hunched-over insect or crab. It is dark in color (either black or brown normally) and bulky like a humanoid tank. All the sensors are crammed into the heavily shielded head that is almost lost in the bulk of its body. Sometimes it may be fitted with an ion cannon in the right arm that does 5d6x10 DDP with a range of 5000' rather than the machinegun. Earth MY Necro-Plague of 2401 In 2401, the Earth changed. In January 2401, the Temple of Celestial Demon Saint Mara was erected in the center of what had once been Indiana of both the USA and the American Imperium. Mara has hundreds of Drackor soldiers roaming the countryside and a large number (hundreds) ready to defend his temple. All in all, Mara has nearly 2,000 Drackor troops on Earth by February 2401. Although there is nothing to prove there is a correalation, January 2401 marked the beginning of the Plague. It has been called the Psycho Plague, Necro Plague, Dark Plague, Undeath Plague, and many other names. What the plague is called isn't important. It is the condition that is called the plague that is important. Earth perhaps was struck a cosmic blow that fateful day that it may never recover from. On January 1st, the dead rose from their graves en masse, all of the dead. The seeds of destruction began sprouting on October 24th 2400. All throughout that day, espers across Earth had visions of a being known as Evil leading an army of the dead against the living. In each of these visions, there was a background noise of joyous female laughter. On October 30th, an entity known as "Evil" made itself known in the Ohio Valley, striking out at the communities of wizards and espers there. The night of 30th was the bloodiest serial killing rampage the people there had ever seen. Almost everywhere the word "Evil," was scrawled across a wall or tent. The writings also said things such as: "I am Evil" and "Evil has come." October 31st, the dead of what had once been Ohio centuries ago rose from their graves and joined The Evil One. On January 1, 2401, all of Earth's dead rose form their graves, provided they had feet. From that day forward, all those who died on the world would rise again within minutes as one of the undead, loyal to Evil, with the goal of eradication of all life that walked the Earth. Fortunately, once an undead has been destroyed, its body doesn't reform and rise again. The vampires of Mexico and South America aren't at all pleased by this. They feed off of and need the living. Fortunately for them, those who the curse with vampirism rise as vampires and not the loyal undead of Evil. Evil's undead minions take many forms but the most common form is the wraith, a walking emptiness seeking to drain life from those who possess it. For a quick undead, multiply the original combined HP+DAP+DDP of the creature by ten. The undead has three actions, +2d6 to S/P/D, has triple strength, always succedes at EN rolls, and is absolutely diabolical. The undead's IQ attribute is 2d6 and has a twisted sense of humor. The minds of the undead may be the original twisted to evil (or more evil) or may be gaks (spirits of slain demons) from limbo. The Complete Super Assault Warrior The SAW is an old project of the USD Military. It was once a large project, but now it gets little funding. The premise was to design a system that could transform a normal being into a super warrior through matter reconstruction. A process was finally developed although it couldn't be used for very long or else the user's body stood a chance of coming apart at the molecular level. The more it was used the more the user's body became accustomed to it. Still the duration wasn't nearly as long enough, and the power gained wasn't as great overall as could be had by other means. It did well, however, in the area of letting the user retain his/her humanity (insert different word if not human). The matter reconstructor was a device (made of a Luran alloy) that was clamped over the subject's spinal cord. When in use, it took the molecules of the user and strengthened them. It also replenished the molecules if they were destroyed. The device had a memory of the user's body in order to heal it properly. To alter this memory, the device had to be physically interfaced with (surgery). This limited cybernetics and bionics to times when the memory could be changed otherwise the foreign devices would be ejected when the SAW unit was activated. In early 2401, researchers improved the SAW Unit. It allowed the matter conversion a longer duration, and an energy field to protect the user full-time. This uses the same Luran energy-device that powers the SAW Special Weapons. DDP of SAW Device: 450, Approximate Cost: $5 Million Original SAW: SAW Duration: 3x/day per user's level, 4 melees each SAW Bonuses: ST,DX,EN,SPD x3, HP = PEx10 DDP, Heal 100 MDC/melee Punch 1d4 MD/2 levels, Kick 1d6 MD/2 levels Power Punch or Kick (each 2 APM) - triple damage Leap 4x height OCC Requirements: EN 12 Skills: WP Saw, WP Chain, WP Blunt, Hand to Hand Martial Arts Cyber: CHU Unit, 6 Cyberjacks (2 per locale: head, neck, hands) Special: able to use SAW weapons as DDP weapons (powered off SAW Unit energy field) 2nd Generation SAW: This design is to be used only in "power" games where all characters are either exceptionally powerful or are significantly higher in level than the SAW character. SAW Duration: 3x/day per level, 5 minutes each SAW Bonuses: ST,DX,EN,Spd x3, HP = PEx10 DDP, Heal 100 MDC/melee Super-ST, Power Punch/Kick (2 APM) Triple Damage Leap 4x height, Double APM (Cannot go above 15 APM though) Full Time Bonuses: Advanced Battle Training (See CDC Table) Aura Field: MEx10 DDP - heals 5/hour OCC Req: EN 12 Skills: WP Saw, Chain, Blunt, Energy, Paired, Handgun, Rifle, Heavy, SMG; Hand to Hand Ultraviolent Cyber: Neural Wired Reflexes, Wardrug Gland Implants, CHU Unit, 6 Cyberjack Sockets, Lung/Heart Filter (+10 save/toxin) Special: able to use SAW weapons as DDP weapons History of the Ronan The zarethian term, "ronan," means weapons master. Ronan are truly that among the zareth. The subterranean zareth have a society divided into five clans. In each, the ronan are the teachers and champions of armed combat. Most ronan are proficient in many weapons, but they all are truly masters of just one type of weapon. Their entire life has been melded about this weapon. The most common weapon is the sword. For the sword ronan, the sword is their life. Ronan are also traditionally lovers of art, poetry, and prose. All of which are influenced by their chosen weapon. Obviously, the art in which they are most proficient is that of war, and ronan are expected to approach it with honor. One on one combat is traditional and is preferred. A ronan will show no mercy if attacked by multiple foes. To use a weapon on a relatively helpless opponent is considered the ultimate act of cowardice. As could be expected of such honorable warriors, they are true to their word although some of the less honorable have been known to twist the meaning. As a general rule when dealing with a treacherous ronan, a promise is only a promise, but a ronan's word is as solid as arcanite. There are also ronan among the elven-folk, and the zareth began training humans soon after the advent of their arrival. The humans redubbed the ronan as ronin after the Japanese masterless samurai. The fact that some ronan do wander the land distributing justice even gives more credibility to calling them ronin. A misunderstanding between languages let humans believe that it was "ronin" for over three decades. This has been corrected, but many humans still say "ronin." Ronin: They specialize in one particular ancient-type hand to hand weapon (like sword). The bow is also learned as it is the traditional back-up ranged weapon. Requirements DX 12, Skills: WP Sword, Fencing (Sword), WP Bow, Paired WPs, Hand to Hand Ronin; +1 apm pr 2 levels with Sword, +2 Strike/Parry with Sword pr 2 levels from wp Sword not +1 Note that if a different hand to hand to weapon is chosen replace all references to the sword with the chosen weapon. It is common for a ronin to take at least one skill in an artistic avenue (painting, poetry, musical, etc). New OCC: Geoanger Requirements: IQ 9/ MS 14 (dedication)/ High AP recommended These individuals are attuned to nature. Protection and enjoyment of the natural world are their highest goals. This means that good and evil can both exist. An evil one will enjoy a pain-filled landscape of hell as much as a good one will enjoy a living wilderness. Geoangers of good alignment standardly prefer to reside in a forest or moutain range. A city of ceramics and taelon would not be to their liking at all. Their senses would suffocate, not being able to thrive on all that lives around them when inanimate matter confines them. Depression would quickly set in. Of course, a vengeance bent geoanger could probably tolerate anything, at least for a while. Most prefer not to kill the living, but they all recognize death and survival of the fittest as the natural order of things, even those that try to change that. The balance between good and evil is also recognized. Evil, like good, is not like a disease that can be stamped out. No matter how much all on the planet could be cleansed of them, they'd simply resurface in the next generations. They differ in views of about the naturality of magic and the supernatural, but psionics are accepted. Their attunement means several things which translate into several extraodinary abilities. They can calm wild creatures as if a force of nature. They can construct items from the wilderness carrying the tremendous power of the forces of nature, and they can seek out the weaknesses in the structure of their foe (critical hits.) Nature respects them as fledgling force which leads to few problems with faerie folk and elementals. Their attunement to flourishing life means they will sense the life, threat to life (pain), and death around them. OCC Skills: All wilderness survival, Hand to Hand Geoanger, Sense Direction, Sense Measurements, Monster Lore, Faerie Lore, Speak Faerie, Geology, Biology, Carpentry, Climb, Swim, WP Bow (+2 Strike/2 levels, ROF: 1/1 APM), Horsemanship, Detect/Make Concealment +20% (if they successfully make a make concealment roll with the appropiate material at hand, the enemy is -50% to detect them), Prowl +20%; Recommended Selected Skills: Medical, Domestic, Espionage, Lang, Physical; tech-stuff not their style OCC Powers: AP +1d6, DX +1d4, EN=Chi/PPE, Basic Chi Mastery, Roll for Possilbe Psionics from Flagedium Fantasy RPG, Sense High Magic(Ley)/Chi energy locations in a 1 mile radius per level, Calm Animals (AP check, highly intelligent/supernatural animals make a save vs insanity), Non- Agression from Faeries/Elementals, Read Land (120' radius, +20' PLA) learn of occurences of great emotional significance (war for example) and of powerful emotional content like heinous murder or great love [Standard skill percentage if searching for something particular not falling under previous guidelines], Sense Pain in 80' radius +20' PLA, +5 to Save vs Magic/Psi/Horror, Create Geoanger Arrows: 1d6+4 minutes each, can make the ones listed under combat, DAP or DAP x10 equivalents, or stunners -save vs pain- 3d6 minutes stunned - must actually hit target (armor negates) Geoanger Creations: DDP Weapons: requires 1d6+4 days and will inflict same damage as the arrow (knives do half), will almost always be a machete, axe, spear, or knife, DDP of Item (usually wood): 10 per level, will only inflict DAP equivalent out of geoanger hands; DAP Weapons: 1d6+4 hours, DAP of Item: 100/Level; DDP Armor: requires 2d6+4 days, DDP 60+1d6x10 +10 PLA, repair 1 hour/10 DDP with environment/materials proper to the armor (usually plant for good geoangers or maybe bone for evil ones) Hand to Hand Geoanger: 1: 2 APM, Arrow 3d6 DDP 2: +3 S/P/D, Crit 18-20, Arrow 4d6 DDP 3: +1 APM, Crit 17-20, Arrow 5d6 DDP 4: +1 APM, Stun Punch 1d6 melees 5: Crit 16-20, +2 Saves for Magic/Psi/Horror, Summon 1d4 animals 6: +1 APM, Leap Attack, Crit 14-20, Arrow 6d6 DDP, +1 save vs Pain / Poison / Death (+1 Per Level Past 6) 7: Autododge, Multiparry, Summon 1d6 animals 8: Leap 1'xSpd, Stun Punch +5 Strike 9: +1 APM, +2 DX, Crit 12-20, Summon 1d4+5 animals 10: Arrow 1d6x10 DDP, Summon 1d6+6 animals 11: +1 S/P/D, Crit 11-20, Pick 1 Chi Mastery Power, Chi x2 12: Crit 10-20, +1 Chi Mastery Power 13: +1 APM, Crit 9-20, Chi x2, Arrow 1d6x10+10 DDP 14: Crit 8-20, +1 Chi Mastery Power 15: Crit 7-20, Chi x2, Arrow 1d6x10+30 DDP An IQ check must be successfully made to be able to make a critical hit on an opponent or structure on anything other than a natural 20. One roll is made each action. The roll is automatic and in no way impairs the normal combat functions. This can be rolled for even if combat hasn't start yet. Hence, they are good analyzers of structural weakness and strength. They can even make a not to far off mark guess about wether or not a bridge could support a certain weight. Once successfull, the lower critical hits may be made, and the geoangers know any inherent weakness such as what it may be harmed by. The arrows of a geoanger never fly beyond their primary target. They stop and remain imbedded. Deca-Damage Arrows are preferred because they usually kill quicker and thus cause less suffering. Animals are successfully summoned by the same means as they are calmed. The maximum distance they can be called from is a 1 mile radius per level. They may be communicated with telepathically but don't usually make for wonderful conversationlists. Normally, they don't stick around long, usually departing within the hour. However, the DM may allow for the geoanger to pick up a permanent sidekick. The picking of a sidekick should be played as the animal doing the choosing, but the animal will depart reluctantly if commanded to do so. Chi mastery is found in Ninjas and Superspies. The "find weakness" chi power may not be taken.