Densetsu No Monogatari Gaiden Rev1

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Actually-pre alpha.

Transcript of Densetsu No Monogatari Gaiden Rev1

  • The Lore

    Ages ago the world of Eriamar was one plane, held up over the Star Sea by The Pillars and ruled by two gods, Manus and Vanar, for as long as human history can remember. However, Immortality is a blessing and a curse, and the once kind gods became bitter and resentful over time. As millennia passed, their discontent grew into hatred and turned them against each other. They in turn pitted brothers against brothers, and wars raged all over the world in name of Manus and Vanar. During this time, monsters of varying sentience and peacefulness began to appear throughout the world, as did mutants a new kind of human who could innately channel magic, the power of the Star Sea.

    Three thousand years ago, Manus and Vanar grew tired of fighting through human proxies and met at the center of the world to settle their differences in a battle to the death, which came to be known as The Sundering. Their furious battle went on for three days and three nights, and in the process, the world was demolished and shattered. Some portions of the world were eradicated completely, crumbling away into the Star Sea, and the pieces that remained were cratered and smashed beyond recognition.

    When the battle ended, the gods were no more. Manus and Vanar had destroyed each other and in their wake left their essence 99 crystals of power that came to be known as Remnants. It is said that if one gathers all 99 of these Remnants, they can be used to become a god more powerful than any the world has ever seen before. In the thousands of years since the death of old gods, new gods have risen and fallen mortals who not only possess remnants, but have fused their bodies with remnants through forbidden rituals to become something more. While these new gods are not immortal, omnipotent beings and pale in comparison to Manus and Vanar, their powers are far greater than any mortal could ever hope to gain in their lifetime, and so have taken to calling themselves gods.

    Aside from granting power, Remnants grant the ability to travel freely across the shattered worlds. As a result of The Sundering, large chunks of the world disappeared into the Star Sea, never to be seen again. Nearly all of The Pillars that supported the remaining world fragments were damaged over the course of The Sundering, and so these worlds drifted out of alignment, some higher, some lower, connected only by rifts in the Star Sea. Normally it is impossible to travel to higher worlds, but if one possesses a Remnant, they can travel upwards through rifts with everything they wear on their person. This has created a class system between worlds, as they are naturally more affluent, influential, and advanced the higher up they are.

  • GodsIlyna This violent goddess takes the form of an elderly woman. She has three arms and has an overmuscled build. She has red hair is long and unkempt. Her eyes are those of her latest kill. Her outfit is covered in skull designs, and is that of a gladiator. Her skin is covered in dried blood. She carries hammers. She is surrounded by a lethal aura. Traits: combat and tradition

    Poloch This god of hunting takes the form of an older man. He is tall and has a strong build. He has no hair, but instead his head is covered in bony plates. His narrow eyes are ash-gray. He has rust-colored skin. He is usually portrayed as wearing an attractive costume made from animal hides. He carries a spear. Traits: wisdom and vitality

    Hypatos The god of lightning takes the form of a young man. He has an elegant build. He has curly, yellow hair worn in a style that resembles the rays of the sun. His eyes glow strangely. He has china-white skin. He is usually portrayed as wearing a suit of armor that is mostly red in color. He carries a cane. He sometimes takes the form of a living bolt of lightning. Traits: generosity and freedom

    Bashiken This cruel god of fire takes the form of a mature man that stands 8 feet tall. He has a powerful, wide-chested build. His skin is tanned, cracked with lines that glow like embers, and blacked towards his extremities. He wears large amounts of golden jewelery and an a armored kimono made from the skin of a dragon. He is known to transform into a terrifying creature of flames. Traits: conquest and power

    Ristona The goddess of arts takes the form of a young, 18 year-old woman. She is tall and has a graceful build. She has amethyst hair. Her eyes are smoke-gray. She often wears a breathtakingly elaborate dress made of white silk and diamonds. She carries a fan made of white peacock feathers. Traits: vanity and beauty

    EnithThis fallen god takes the form of a middle-aged man. His depictions in carvings and statues are all that of a tall and kingly person. He is said to be of divine ancestry. Historically, he was the first king of Therinia.

    ????? The goddess takes the form of a mature woman. She is inhumanly tall and has a thin build. Her eyes and hair emit a brilliant green light. She wears an elaborate suit of armor of unknown design and various amulets. She can transport someone anywhere, from one location to another. She carries a sword and shield.

  • RacesAutomatons (Uncommon, are increasingly rare in lower worlds)Carrying Capacity: 1 Large, 5 Medium, Infinite small

    Automatons are either ancient machines from before The Sundering or constructs sent down from The upper worlds. All automatons are self-aware and have their own wil. If they lack this quality, they are merely robots, golems, or what-have-you. There's no specific rule as how an automaton works, but all Automatons have a central core that powers them and contains their consciousness. Their core could be anything from a living brain, to an AI, to a soul bound by magic. Their power source could be just as varied as well. While they may be powered by magic, Automatons cannot use magical powers. Automatons are equipment-based and get their stats from their equipment.

    Humans (Abundant)Carrying Capacity: 1 Large, 5 Medium, Infinite small

    Humans are the most common and most versatile of the four races, and can wield a wide variety of equipment. While Humans are capable of using magic, even the weakest of Mutants have greater magical aptitude than Humans. Humans, however, are often more skilled adventurers.

    Mutants (Common)Carrying Capacity: 3 Medium, Infinite small

    Mutants are generally more frail and not as physically inclined as humans. Mutants primarily use magical abilities, spell books, and magical items that amplify their latent powers in combat. Mutants also have three ability slots with fifteen power points. At the beginning of each new day, an ability of their choice will be swapped for a new one.

    Monsters (Common)Carrying Capacity: Whatever they can reasonably hold.

    While Monsters have always existed, they didn't appear in great numbers or a diverse amount of forms until the centuries of human conflict before The Sundering. Some scholars suspect that monsters may have been created by particularly desperate humans as weapons. Many attempts to wipe the worlds clean of monsters have been made since they first appeared, but to no avail. Every region populated by monsters has a central hive deep within the ground that functions as a spawning ground and to this date, there is no recorded successful extermination of a hive. When monster populations decrease as a result of extermination efforts, newer, stronger monsters will often start appearing from hives in response. As a result, the more populated a region is with people, the stronger the monsters are.

    As a general rule, Monsters live in diverse packs due to the fact that they change form when they eat the meat of different monsters. While most monsters are savage beasts, there are some known as alpha Monsters who have acquired an intelligence equal to those of a normal human being. Many of these alpha monsters either lead especially large packs or notice the merits of civilized society. Alpha monsters usually travel alone or in the company of non-monsters so that they might less likely be assumed to be a hostile, ravenous murderbeast.

  • Automatons

    Automatons have hitpoints distributed evenly amongst their weapon mounts, appendages, movement system, and chassis. Automatons do not need to sleep, but must go into maintenance mode for 8 hours to repair damage done. At the center of an automaton is its core, which is equivalent to a brain. Automaton cores have 5 hitpoints. If this core is destroyed, the automaton is killed. Automatons may transfer their data into other bodies, but only one automaton body may be active at any given time. Equipment carried in mounts or on appendages counts towards the maximum internal equipment slots. Automatons may take multiple of any system.

    Carrying Capacity: 1x Large slot, 5x Medium slots, Infinite smallAutomatons get 5 points for character design, a rank 1 melee weapon and a rank 1 core augment.

    Automatons start with:Multi-Purpose AppendageExternal Weapon MountChassis Armor Mount, 2x Weapon System slots1x Armor slot, Legs (2), Wheels, or Treads.

    Weapon Systems:Multi-purpose appendage (replaces external weapon mount):1Internal Ranged Weapon Mount:2 (Example: Rocket launcher in a chest cavity)External Weapon Mount/Appendage:1 (Could range from a simple mounting point to a weapon arm)Manipulator:1

    Defense Systems:Core Defense Field:1 (Core can withstand 1 round of damage).

    Movement systems:Legs (2):1Wheels:1 (faster, hazardous terrain penalties are doubled)Treads:1 (Slightly slower, no hazardous terrain penalties)hover jets:2 (No hazardous terrain penalties)

    Extras:Miniaturization Canister:1 May store 5 Medium items or 1 Large Item in Small form.Thermal Sensors:2 Can see 30 feet in the infrared light spectrumNightvision Sensors:1 Can see 30 feet in total darknessFloodlights:1 Robot has one 90 degree light source that reaches out to 100 feetEnhanced Reassembly:1 Broken systems can be restored to a barely functional state in five minutes.Hot Swap:1 Equipped Internals may be swapped in 6 seconds, rather than one minute.Upgraded Servos:3 Automatons may make a second melee attack each round.Synthflesh and Vocals:1 A humanoid automaton can appear human if it is undamaged.

  • Humans

    Humans are the oldest race of Eriamar, having existed long before the Sundering, and are the origin of the mutant race. During the height of the pre-Sundering wars, Humans tampered with the genetics of animals, turning them into biological weapons that became the monsters that exist to this day.

    Humans are hardy folk, well suited for adventuring and physically intensive work. As a result of the Sundering, much of their technology and knowledge was lost. Because Humans, Monsters, Automatons, and Mutants have existed alongside one another for as long as anyone can remember, Humans have little xenophobia regarding the other races.

    Humans characters choose either Power or Finesse as their main stat. The remaining stat becomes their secondary.

    Humans may once per day perform a feat of extreme power or finesse, depending on their main stat choice. As a general rule, it should be limited to double the character's normal potential.

    Power Examples:Jump twice as far, lift/push twice as much, overpower a much larger foe, ignore a miss, etc.

    Finesse Examples:Move twice as fast, increased reaction speed, perform especially impressive acrobatics, ignore

    a miss, etc.

    Humans may re-roll their stat increases.

    +1 Bonus to Guts, Knowledge (Science), Athletics, and Endurance.

    Human starting stats are Main: 6 Secondary: 5, Magic: 3

  • Monsters

    While Monsters have always existed, they didn't appear in great numbers or a diverse amount of forms until the centuries of human conflict before The Sundering. Some scholars suspect that monsters may have been created by particularly desperate humans as weapons. Many attempts to wipe the worlds free of monsters have been made since they first appeared, but to no avail. Every region populated by monsters has a central hive deep within the ground where monsters spawn, and to this date, there is no recorded successful extermination of a hive. When a hive's monster population decreases as a result of extermination efforts, new, stronger monsters will often start appearing from hives in response. As a result, the more populated a region is with people, the stronger the monsters are. Monsters get along with one another just fine, and packs of varied monsters are a common sight.

    While most monsters are savage beasts, there are some who have grown sufficiently intelligent and seen the merits of society. Alpha monsters are usually more aggressive than humans and mutants, but this factor is more related to a monsters lifestyle history than any genetic predisposition to violence and competition. Intelligent monsters realize that by eating the meat of stronger monsters, they will (usually) turn into stronger monsters themselves. This causes many alpha monsters to seek employment as adventurers since strong foes are not often found in towns.

    Monsters can change form once per day by eating meat that is less than three days old.

    Monsters cannot equip weapons or armor.

    Monsters begin with a natural armor of 3/fight. This armor regenerates within an hour.

    Carrying Capacity: Whatever they can reasonably hold in their appendages.

  • Mutants

    Mutants first appeared during the pre-Sundering wars as a result of genetic mutation. It is unknown if this genetic mutation was the result of experimentation, radiation, or an exotic disease. Mutants are generally more frail and not as physically-inclined as humans. Mutants primarily use magical abilities, spell books, and magical items. While not particularly strong or fast, they can still use weapons.

    Mutants have three ability slots. At the beginning of each new day, an ability of their choice will be swapped for a new one. Each ability slot has 15 power points.

    Mutants begin with one minor power and their choice of Fire, Ice, Lightning, or Psi-Blast.Starting Stats: Magic: 6 Secondary: 5, Tertiary: 3

    Carrying Capacity: 3 Medium, Infinite small

    Ability Points Used: d100%

    Fire (x7) 1 Single / 3 Group / 5 FIeld 1-10

    Ice (x7) 1 Single / 3 Group / 5 Field 11-20

    Lightning (x7) 1 Single / 3 Group / 5 Field 21-30

    Psi-Blast (x9) 3 Single / 5 Field 31-40

    Restore 1 Single / 2 Group / 3 Area 41-50

    Mesmerize 3 Single 51-60

    Channel Starsea (x10) 3 Area 61-63

    Fumeburst (x5) 3 Area 64-70

    Psychokinesis (x5) 1 Single / 200lb object 71-77

    Pressure (x13) 1 Single 78-80

    Life Drain (x6) 3 Single 81-85

    Barrier 3 Single / 5 Group / 7 Area 86-90

    Mirror 3 Single / 5 Group / 7 Area 91-95

    Teleport 5/10/15 Self+Contact 96-100

    Minor PowersTremorsense (10ft) Sense vibrations in the ground from footsteps, etc. up to 10 feet awayNightvision (30ft) The mutant can see up to 30 feet in total darkness.Elemental Touch, Ice At will, the mutant can chill an object to -5C with his hands.Elemental Touch, Fire At will, the mutant can cause his palms to reach 600C .Elemental Touch, Electricity At will, the mutant can cause his palms to emit low amp, 200,000 volt shock similar to a Van de Graaff generator.Pheremones The mutant naturally receives a small bonus to social interactions.Displacement Once per day, the mutant can shift himself five feet into an empty space.Levitation The mutant can levitate six inches off the ground at will.Telekinesis (5lb) The mutant can move a single object that is five pounds or less with his mind.Telepathic Link The mutant can touch another living creature and hold a telepathic conversation.

  • Mutant PowersFireDamage: Magic*7Effect: Single, Group 2, 5x5 AreaWith a moments concentration, an object or your enemies spontaneously burst into flame.

    IceDamage: Magic*7Effect: Single, Group 2, 5x5 AreaWith a moments concentration, an object or your enemies are flash frozen, destroying tissue and materials through water expansion and cracking.

    LightningDamage: Magic*7Effect: Single, Group 2, 5x5 AreaOver the course of a second, your body builds up a strong electrical charge and hurls it at your enemies as a bolt of lightning.

    Psi-BlastDamage: Magic*8Effect: Single, 5x5 AreaPressure builds in your head as you focus your raw magical power and unleash it as a blast of raw psychokinetic energy.

    RestoreHeal: Magic*5Effect: Single, Group 2, 5x5 AreaYou focus your powers upon your allies and bask them in a pleasant glow, knitting their wounds and restoring their bodies.

    MesmerizeChance: HP < Magic*10Effect: Single (eye contact)You look into the eyes of your victim and exert your will over them, forcing them into a sudden, pleasant sleep. The victim will wake if nudged or struck.

    Channel StarseaDamage: Magic*10, Ignores Damage ReductionEffect: 7*7 areaWith great effort, you briefly open a rift in the space above your enemies, channeling the destructive energy of the Starsea upon them.

    FumeburstDamage: Magic*5, Ignores Damage ReductionEffect: 7*7 areaThe air at your enemies feet swirls and darkens, becoming a noxious miasma. It quickly rises poisons

  • them with toxic gasses. The gas fades within seconds after reaching a height of twenty feet.

    Psychokinesis (200lb)Damage: Magic*5, ignores damage reductionEffect: SingleReaching out as if with an extension of your hand, you lift a distant object weighing no more than 200lbs until interrupted or strike the internal organs of your enemy.

    PressureDamage: Magic*13Effect: 1x1Focusing with all your willpower, you crush, rend, twist, or implode an entire 5x5 square of space.

    Drain LifeDamage/Heal: Magic *6, ignores damage reductionEffect: Single (Touch)You place your hand upon your enemy and briefly connect souls. As the connection is broken, you take a part of them with you.

    BarrierDamage: Reduced by halfEffect: 1 round, 7x7 areaFocusing your power upon defense, you create a large mesh sphere of psychokinetic energy that weakens the effect of physical damage.

    MirrorReflection chance: 50%Effect: 1 round, 7x7 areaFocusing your power upon defense, you expend your magical energy to create a shimmering sphere that has a 50/50 chance of reflecting any magical effect that touches its edge.

    TeleportEffects: 5 points (Short, within sight and 300 feet)10 points (Medium, 1km)15 points (Long, 10km)Description: The mutant focuses for several seconds before teleporting themselves and any willing being them in contact with them to anywhere they have previously been within teleportation range.

  • Stats & Mechanics

    Single, Group, and Area, and Ranged attacks:Single attacks affect a single 5ft square. Group attacks affect a number of chained opponents. When firing an SMG (Group 2), the user can hit an initial enemy and then an enemy within two 5 foot squares (moving horizontally or vertically) on a battle grid or ten feet apart in narrated combat. Area attacks affect a number of 5ft squares. Area 3 affects a 3x3 area of battle grid squares, or a fifteen foot by fifteen foot area in narrated combat. Unless otherwise stated, ranged attacks have a range of 60 feet, and abilities have a range of 50 feet.

    1d10 Initiative and Combat:Roll for initiative. Initiative is modified by situation. Each round lasts 6 seconds. Players can move, attack, and make a free action each round.

    1: Miss9-10: Unsaveable10: Critical (2x)

    After Battle, roll for humans and mutant stat increases.1) Secondary2) Main3) Main + HP4) HP

    Ability SavesEvery 20 points in a main or secondary will grant a save that can be used once per day to

    prevent damage, provided it can be explained how that stat can be used to save in such a way. Things may be blocked or countered in many ways, but it would be hard to prevent being seriously harmed by a colossal explosion.

    Remnants:The power within Remnants can be called upon once per day per fragment to deliver a Critical.

    Roll for miss chance. The player may describe the attack with great detail, but the DM should take care not to allow this to unbalance combat. Performing a particularly devastating strike by temporarily imbuing your weapon with an aura of extreme cold, firing a blast of electricity, or causing your sword to burst into flames that ignite the target for damage plus the terror or perhaps inspiration of being set on fire are examples of good attacks. Sweeping an opponent straight up into the air with a gust of wind that delivers critical damage plus fall damage, however, would be too powerful.

    Social modifiers: World, Wealth, Status, Race, Local/Foreign status can all influence social interactions. Weird: 5+Suspicious: 6+Disliked: 8+Hated: 10 or impossiblePheromones lower the required number for social checks by 1.

  • Automatons:Automatons utilize HP differently living beings. Half HP is placed in the torso, and the other half

    is divided amongst the remaining appendages (Mobility appendages count for two if the automaton has legs. Destruction of a leg lowers move speed by half and renders jumping impossible. If Movement is lowered) and weapon mounts. If the automaton has an amount of HP that does not divide evenly, place the remaining in any slot aside from core.

    For example, an automaton with 83 HP, two legs, wheels, an appendage, and a weapon mount:Core: 5Torso: 40Leg: 10Leg: 10Appendage: 13External Mount: 10

    Awareness and Perception: A standard perception check to spot an object or detail that is hard to see requires a roll of 4+ to pass.

    Skills and Skill Points Examples are with a base stat of 3 for the required skill. Challenges are beaten by rolling one d10 and adding your skill points to the total. The challenge levels are merely suggestions for roll requirements.

    Level 1 challenges can be done by nearly anyone given time. They require a roll of at least 6. Example: Building an acceptable wooden birdhouse with MacGuyvering.

    Level 2 challenges are challenging and require a roll of at least 8. Example: Jumping a series of river stones while running with Athletics (far apart) or Acrobatics (slippery).

    Level 3 challenges are difficult and require a roll of at least 10.Example: Travelling across a series of challenging rooftops without falling, parkour style, or cooking a particularly elaborate meal fit for a king.

    Level 4 challenges are borderline impossible for a commoner, and very difficult for adventurers. They require a roll of at least 12.Example: Defusing a

    Level 5 challenges push most adventurers to their limits and are impossible for commoners. They require a roll of at least 14.Example:

    Challenges greater than level 5 exist and are limited only by player inventiveness.

    Players receive skill points at the DM's discretion. Considering that skills generally take a long time to improve, players will rarely receive skill points in skills that have high amounts of skill points.

  • Skills

    Characters begin with 3 in all stats and have 5 skill points. Players may begin with a maximum of 6 points in any given stat.

    AdventuringSkills for survival in and analysis of large, natural areas. Prairies, jungles, forests, etc.

    AcrobaticsUsed for feats of dexterity

    AthleticsUsed for feats of physical fitness

    CalculationsUsed for performing complex math on short notice.

    DeceptionUsed to cheat, lie, swindle, or otherwise dupe.

    EnduranceThe ability to last through adverse conditions or physical strain.

    ExploringSkills for survival in and analysis of constructed areas. Ruins, Dungeons, Castles, etc.

    GutsGeneral skill for anything related to courage and willpower. Opposes persuasion.

    InvestigationOne's ability to discover information from their surroundings.

    SneakingHow well one can get around without being noticed.

    TacticsOne's ability to think strategically and form complex plans.

    ThieveryLockpicking, Pickpocketing, and all manner of dextrous roguish skills

    MacGuyveringThe ability to rapidly design and construct simple handy tools out of objects.

    Maneuvering The ability to handle a vehicle or animal correctly when challenged.

  • PersuasionHow well one can convince others to do as they wish, regardless of method.

    Knowledge (General)Knowledge of daily affairs. The starting stat of 3 is equivalent to reasonable local knowledge and common sense.

    Knowledge (Specialist)Knowledge in a specialized field, such as cooking, painting, or electronics.

    Knowledge (Science)Knowledge regarding science, electronics, and the physical properties of reality.

    Knowledge (Magic)Knowledge in matters regarding magic and the arcane.

  • Weapons

    Basic Melee Weapon Price Damage Attributes

    Warhammer 50 Str x6

    Bastard Sword 400 Str x7

    Battle Axe 1400 Str x8

    Longsword 3200 Str x9

    Greatsword 6800 Str x10

    Greataxe 11000 Str x11

    Dagger 50 Agl x6

    Rapier 400 Agl x7

    Katar 1400 Agl x8

    Sabre 3200 Agl x9

    Katana 6800 Agl x10

    Starglass Sword 50000 1000+50d10 Ignores all defenses. Single use.

    Melee Enchantment Added Price Damage Attributes

    Silica _______ 15000 +x2 Effective against insects

    Banishing _____ 15000 +x2 Effective against spirits

    Dragonslaying 25000 +x3 Effective against big reptiles

    Of the Stars 40000 +x4 Effective against undead

    Deadly _______ 15000 +x2 Effective against Humans and Mutants

    Flame _____ 6000 +x1 Fire elemental

    Ice _____ 6000 +x1 Ice elemental

    Thunder _____ 6000 +x1 Thunder elemental

    Runic _______ 36000 +x2 Can deal damage in any element

    Bows Price Damage Target Attributes

    Long Bow 50 Fin*4 Single

    Compound Bow 6800 Fin*7 Single

    Runic Bow 27000 Fin*8 Single Can deal damage in any element

    Star Bow 36000 Fin*12 Small Area Fires energy bolts

    Other Price Damage Target Attributes

    Chainsaw 10000 Str*9 Single

    1 Jams, 9 or 10 kills outright, effectiveness may vary on bosses or very large enemiesA round spent performing a guts or science roll of 6+ unjams.

  • Firearm/Automaton Weapons

    Price Damage Target Attributes

    The Symbol * Means Humans/Mutants May Equip this item

    10mm Rifle 1400 80+10d10 Single

    Shock Rifle 6800 50+10d10 SingleDisables unshielded electronics

    .30 Rifle 8000 200+20d10 Single

    .55 RDJ Rifle 17000 300+30d10 Single

    *Beam Rifle 36000 250+20d10 Single

    *SMG 6800 150+20d10 Group 2 Divide damage by # Targets

    *Flamethrower 17000 150+20d10 Group 3 Fire, 30 foot range

    *Rocket Launcher 17000 400+20d10 Area 3

    *Minigun 26000 450+30d10 Group 3 Divide Damage by #Targets

    *Plasma Cannon 36000 700+20d10 Group

    *Grenade (5) 11000 150+20d10 GroupCounts as a single small item, comes in packs of five

    Refraction Laser 36000 Up to 5Ignores defense, Burns out on a roll of 1.

    *Plasma Grenade 50000 400+40d10 Area

    Creates a large horizontal and upwards bubble of expanding plasma. One meter of ground clearance. Ignores defense. Small item.

    Void Cannon -------- N/A Area

    Erases enemies from existence. A roll of 1 causes a group explosion of 300 damage and destroys the cannon.

  • Automaton Melee Weapons

    Drill - any device that penetrates through rotation Syringe - any device that speedily injects god knows what. Shocker - electrical, half damage, 7-10/d10 paralyzes organics and unshielded. Grinder - any device that grinds, likely by rotation Saw Disc - any device that cuts, likely by rotation Burner - fire, produces a 800C flame. The higher the grade, the bigger the single-target flame. Pile Bunker - a pneumatically driven metal spike, designed to penetrate armored surfaces.

    Rank Damage Power Core Augment

    I 10+5*d10 50hp

    II 50+5*d10 100

    III 50+10*d10 150

    IV 100+10*d10 200

    V 150+10*d10 250

    VI 200+10*d10 300

    VII 300+10*d10 350

    VIII 400+10*D10 400

    IX 400+20*d10 450

    X 500+20*d10 500

    XI 600+20*d10 550

    XII 600+30*d10 600

    XIII 700+30*d10 650

    XIV 700+40*d10 700

    XV 800+40*d10 750

    XVI 800+50*d10 800

    XVII 900+50*d10 850

    XVIII 1000+50*d10 900

    XIX 950

    XX 1000

  • Armor

    Better armor takes more hits before breaking and needing repairs. While armored, the armor soaks half the damage of a hit when an armor save is used. Half plate protects the torso and thighs while full plate protects the entire body.

    Armor Saves Before Broken Price

    Bronze Half Plate 2 100

    Bronze Full Plate 2 200

    Iron Half Plate 3 2000

    Iron Full Plate 3 3000

    Steel Half Plate 4 6000

    Steel Full Plate 4 8000

    Dragon Half Plate 5 20000

    Dragon Full Plate 5 25000

    Composite Half Plate 6 30000

    Composite Full Plate 6 40000

    Ancient Half Plate 7 N/A

    Ancient Full Plate 7 N/A

    Armored Exosuit 8 N/A

  • Potions and Healing

    Uses Price Effect TargetOther effects and

    attributes

    Health Potion 3 50 40 HP

    Concentrated Health Potion

    3 300 150 HP

    Mountain Dew 1 N/ARestores mutant power points

    A mystical green brew.

    Elixir 1 N/AFull health, restores Mutant power points.

    Staff of Healing 4 6800 Magic*6 HP Group 3

    Rod of Energy 4 17000 Single

    MEDI-500 1 N/A Full health Area 3Takes 30 seconds to activate

    TURBOMASS XTREME WHEYBOLICCOMPOUND

    1 N/A+3 Strength points for humans or mutants.

    This bag of ancient powders must be mixed with liquids. Use before workout.

    Magnaflex 5% Chlorasine Bilaxate Injection

    1 N/A+3 Finesse points for humans or mutants.

    May cause brief, crippling pain.

    Glogaine Ultra 1 N/A+3 Magic points for humans or mutants.

    This bottle of glowing liquid may cause incredible hair growth.

    Dr. John Jakeson's Anaconda Oil Tonic

    1 N/A+40 total HP for humans or mutants.

    A Natural remedy that heals colds, sciatica, syphilis, frostbite, and back pain. 80% alc.