Sunday, May 29, 2016

The Andur

Hailing from the north west corner of the Silg Expanse, the Andur are a humanoid race, devoted to the gods Array and Arom, in fact, they worship a deity that combines the two deities together they call Thün.
Andur stand as tall as seven feet tall, sport curbed horns and are physically powerful and mentally bright. They have been at war with the Iridisian Empire for centuries, and have joined the Republic as natural allies.

Typical Andur soldier:
Health: 60 Wound: 3
RR: 15 Initiative: 2D
Defense: 2D
Greataxe: 6D (6+3D)
Gore: 3D (1D)

For Andur characters, make these adjustments:
+1 to base damage with heavy melee weapons
-1 to all speed checks
Gore: to hit: XD, where X is stat points in Body. Damage is 1D

Threats of the North

Five years ago, Referus Keep in the shadow of Ibitus Mountain exploded, creating a tear in the fabric of reality, in essence firming a bridge to the splinter world of Plyn Rathos, a world of shadow, terror, and evil. Demons poured out of the rift and swarmed over the north, slaughtering any living thing in their way, be it man or beast. The Churches of Areay and Sereneth were able to create a barrier of sorts, and the demons cannot cross south of the Caex Mountains.

That barrier has began to weaken.

Goern:
Health: 40 Wound: 2.
RR: 10 Initiative: 3D
Defense: 4D
Claw: 6D (6+4D)
Shadow Flame: 8D (10+4D)

Wraithin: 

Health: 60 Wound: 3
RR: 15 Initiative: 4D
Defense: 4D
Bite: 4D (4+4D)
Rake: 6D (4+6D)
Shadow Flame:  10D (10+6D)


Asandari Tanks

With war being a constant threat from both the east and the north, the Asandari military have expended resources beyond the Republics ability to pay. The results? Crippling debt and tanks, skycutters, mechs, and Firearms.
The Asandari military unveiled the Manticore class tank this summer, and other classes are in development.
This brings us a couple new skills, which we will present now.

Tank Driving (speed) Tank Repair (smarts) and Tank Gunnery (speed)

Manticore Tank:
Health: 80
Resilience Rating: +10
Defense: -10
Main Gun: 20+XD (where x is skill points in Tank Gunnery) Note: Must have at least one skill point in Tank Driving.
Strength: Takes half damage from fire.
Weakness: Takes double damage from lightning damage.

Mechs

Mechs, machines made of iron and glass, powered by steam and magic, are a very new advancement in the Republican military. Most require one pilot, but the gargantuan Gargoyle Class requires two, one pilot, and one gunner.
Mechs are extremely expensive to manufacture, and as of right now are very rare. Only the Drake class Mechs are light enough to ride on airships.


Drake Class:
Health: 50
Resilience Rating: +3
Defense: -2
Speed: land: 10 squares air: 20 squares
Main Gun: 8+XD (where x is skill points in heavy Ranged weapon or heavy firearm) Note: Must have at least one skill point in Mech Piloting.
Strength: Takes half damage from fire.
Weakness: Takes double damage from lightning damage.

Wyvern Class
Health: 75
Resilience Rating: +5
Defense: -5
Speed: land: 10 squares air: 30 squares
Main Gun: 12+XD (where x is skill points in heavy Ranged weapon or heavy firearm) Note: Must have at least one skill point in Mech Piloting.
Sword: 6+XD (where x is skill points in heavy melee)
Strength: Takes half damage from fire.
Weakness: Takes double damage from lightning damage.

Dragon Class
Health: 100
Resilience Rating: +8
Defense: -8
Speed:  land: 15 squares air: 40 squares
Main Gun: 20+XD (where x is skill points in heavy Ranged weapon or heavy firearm) Note: Must have at least one skill point in Mech Piloting.
Flame Thrower: 10+XD to target square and 4 squares surrounding target square. (Where x is skill points in heavy Ranged Weapons) again, must have at least a skill point in Mech Piloting.
Strength: Takes half damage from fire.
Weakness: Takes double damage from lightning damage.

Gargoyle Class:
Health: 150
Resilience Rating: +15
Defense: -15
Main Gun: 45+XD (where x is skill points in heavy Ranged weapon or heavy firearm) Note: Must have at least one skill point in Mech Piloting.
Strength: Takes half damage from fire.
Weakness: Takes double damage from lightning damage.

Tuesday, May 24, 2016

Spells

New Skills (Must have at least one Stat Point in Magic):


Manifesting (Magic)
Elemental (Magic)
Positive Energy (Magic)
Negative Energy (Magic)

Shield:
Manifeting Skill TN: 10
Effect: Raises Armor Rating by 5 plus 1d6 per skill point in 
Manifesting. 
SFX: Most common is a shimmering azure force field that surrounds the mage, but they can also be invisible, or any color/density the mage wishes. 

Bomb:
Manifesting Skill TN: 20
Effect: Using latent matter, the mage causes a massive explosion. Damage is 10 plus 1d6 per skill point in Manifesting.
SFX: Most common is a normal seeming explosion, but some mages opt to use more dramatic imagery, like starbursts or green smoke.

Clone:
Manifesting Skill TN: 5-20
Effect: The mage creates a clone of someone they have seen before. The more intimately the mage knows the subject, the better the clone will look. This power also scales. The lower the TN the less real the clone looks. Sometimes eyes will be different colors, or if the mage was distracted, different shapes. Sometimes the skin will look like wax. On the higher end of the scale, the clone can be flawless and only a close friend or lover can (sometimes) tell the difference. 
SFX: While able to manifest clones out of thin air, some mages with a flair for the dramatic conjure bright lights or "doorways" to summon their clones. 

Magic Weapon 
Manifesting Skill TN: 5-15
Effect: The mage creates a weapon out of latent matter and is able to wield it. The lower end of the skill TN conjures simple bludgeoning weapons like clubs, hammers, or a mace, while the higher end of the spectrum conjures firearms or energy weapons. Mid range are bladed weapons like swords or axes. 
SFX: Most times the mage will create a weapon that looks like its actual counterpart. Sometimes, mages will stylize these weapons to look like something out of their imaginations.

Animate Object
Manifesting Skill TN- 10 or 20.
Effect: The mage will be able to animate any object, causing it to move on its own accord. On a TN 10, the mage must concentrate on the object and may take no other actions while concentrating. On a 20, the object will carry out demands.

Azure Fire:
Elemental Skill TN: 5
Effect: Blue bolts of fire shoot from the caster's hands, dealing 2+XD damage. 

Fireball:
Elemental Skill TN: 15
Effect: The mage is able to conjure a ball of superheated plasma within thirty feet of himself. This detonates, causing 10 damage plus 1d6 per skill point in Elemental to all creatures and structures within 20 feet of the detonation point.

Lightning Cloud.
Elemental Skill TN: 15
Effect: Crackling with electricity, a cloud of lightning manifests around an opponent, causing 10 damage plus 1d6 per skill point in Elemental or 20 damage plus 2d6 per skill point in Elemental against an opponent wearing metal armor, or made of metal

Ice Storm:
Elemental Skill TN: 15
Effect: Razor sharp shards of ice launch themselves at an enemy, causing 10 damage plus 1d6 per skill point in Elemental.

Acidic Wave:
Elemental Skill TN: 15
Effect: The opponent is splashed with corrosive acid, causing 1 damage plus 1d6 per skill point in Elemental per round for 1d6/2 rounds per skill point in Elemental. Eats through all but the strongest body armors, reducing the armors effect on RR by half. 


Vampire's Kiss
Negative Energy Skill TN: 10
Effects: By touching the opponent's bare skin, the psychic is able to drain 3 plus 1d6 per skill point in Negative Energy, adding half that number (rounded down) to their health pool. The bonus health points last for minutes equal to your skill points in Negative Energy. Example: If you have two skill points in Negative Energy, you lose any extra health points in two minutes.

Life Drain:
Negative Energy Skill TN: 15
Effects: A tendril of black and sickly green light connects you and your opponent. Your opponent takes 1 damage plus 1d6 per skill point in Negative Energy while you gain half that number to your health pool for the next x rounds, where is the number of skill points in Negative Energy you have.

Void Star:
Negative Energy Skill TN: 30
Effects: A miniature black hole is created at anyplace within 100 feet from the psychic, and everything that implies. The black hole is open for 1 round plus 1 round per skill point in Negative energy. The psychic is not immune to the effects of the black hole. If Void Star is placed on an opponent, that opponent is killed instantly. If an opponent is within 20 feet, it must make a defense check with a TN of difficult or very difficult if within 10 feet to move away from the Void Star.

Light Burst:
Positive Energy Skill TN: 10
Effects: Heals every creature within 10 feet of the caster 5 plus 1d6 per skill point in Positive Energy.

Healing Wave
Positive Energy Skill TN: 15
Effects: Heals a creature within 30 feet of the psychic for 5 plus 1d6 per skill point in Positive Energy for x rounds where x is skill points in Positive Energy.

Life:
Positive Energy Skill TN: 30
Effects: Brings a deceased creature back to life.

Arms and Armor

Firearms: 
Jaheeri Revolver: (Light firearm) Damage- 2+XD Cost- 50s
Asandari Revolver: (Light firearm) Damage- 3+XD Cost- 80s
Jaheeri Rifle: (Heavy firearm) Damage- 3+XD Cost- 80s
Asandari Rifle: (Heavy firearm) Damage- 4+XD Cost- 100s
Crimson Brigade Rifle: (Heavy firearm)- 5+XD Cost- 150s
Jaheeri Steam Powered Portable Cannon: (Heavy firearm)- 6+XD cost- 225s

Ranged Weapons:
Sling (Light ranged weapon) Damage: 1+XD Cost 5s
Bow (Light ranged weapon) Damage- 2+XD Cost- 10s
Composite Bow (Heavy ranged weapon) 3+XD Cost-50s
Crossbow: (Heavy ranged weapon) 3+XD Cost 50s

Light Melee Weapons: 
Knife: (light melee weapon) 1+XD Cost 1s
Dagger: (light melee weapon) 2+XD Cost 5s
Spear: (light melee weapon) 2+XD Cost 5s
Mace: (light melee weapon) 2+XD Cost 10s
Rapier: (light melee weapon) 3+XD Cost- 20s
Cutlass: (light melee weapon) 3+XD Cost- 20s
Scimitar: (light melee weapon) 3+XD Cost- 25s

Heavy Melee Weapons:
Warsword: (heavy melee weapon) 4+XD Cost-30s
Battle Axe: (heavy melee weapon) 5+XD Cost- 40s
Great Sword: (heavy melee weapon) 5+XD Cost- 40s
Shield: (heavy melee weapon) 2+XD Cost 10s

Armor: 
Padded Surcoat: +1 to RR, -0 to Speed Checks Cost- 10s
Leather Armor: +2 to RR, -1 to Speed Checks Cost- 20s
Brigantine Armor: +3 to RR, -2 to Speed Checks Cost- 30s
Chain Mail: +4 to RR, -3 to Speed Checks Cost- 40s
Ring Mail: +5 to RR, -4 to Speed Checks Cost- 60s
Breast Plate: +6 to RR, -5 to Speed Checks Cost- 80s
Plate Mail: +7 to RR, -6 to Speed Checks Cost- 100s
Adamantine Plate: +10 to RR -10 to Speed Checks Cost- 300s
Shield: +1 to RR, -1 to Speed Checks Cost- 10s
(Speed Checks being all Skills that use Speed, including Ranged Attacks)
S in Cost equals Sterling, the official Republic currency. 

Monday, May 23, 2016

Airships and Skycutters

Typical Airships are modified sea-faring vessels fastened to an enchanted balloon that allows it to fly.
The Asandari Republic is typically the only owner of airships, but a few have recently been sold to wealthy individuals. The majority of Asandari airships are for military use, most civilian travel is done by locomotive or on horseback.

Skycutters, the newest model of Asandari airship require no balloon, are safer by far than the conventional model, and are able to travel at much higher speeds. They usually are styled like a normal sea-faring vessel, complete with sails, but this not always the case, nor is it necessary.
Airships and Skycutters are both armed with the latest and greatest artillery, and crewed by the Asandari military's best. 

Airships are able to go twenty miles per hour, while Skycutters max out at around sixty miles per hour.

In game terms, an airship or a skycutter's main cannon would do 10+XD damage, and the gunner would use the Airship Gunnery Skill to aim. For example: Caex Delnhome has 3 Skill Points in Airship Gunnery and 3 Stat Points in Speed. To aim, he would roll 6D. If he hits his target, it would deal 10+3D. If the character also has Skill Points in Cannon, he may add half his Skill Dice (rounded down, minimum of 1D) into both aim and damage for the Airship Cannons. In Caex's case, where he has 4 Skill Points in Cannon, he would now roll 8D to attack, and 10+6D for damage.

New Skills:
Airship Piloting (Speed): You are able to pilot an airship.
Target Numbers:
Quick Lift Off: TN 5
Landing on Ground: TN 10
Landing in Water: TN 0
Docking at Tower: TN 5
Quick Bank: TN 15
Evasive Maneuver: TN 20

Airship Gunnery (Speed): You are able to use this skill to fire airship cannons.