mekton seed by yamifire-d6bf0p0
DESCRIPTION
magical adventure for mektonTRANSCRIPT
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Mekton
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Let me give special thanks to the
people of R. Talsorian Games, and to
the writers of the Mekton Series of
games who have given me hours of
entertainment and fond Memories.
And to Square Enix the creators of Final
Fantasy, and to the fans of Final Fantasy
VIII, this is for us who attend the
Gardens and fought and will fight
against the Time Compression.
I take no credit for the art found
in this book; it belongs to its original
artists. Mekton Zeta belongs to R.
Talsorian Games, I only did the work on
the setting, magic system, Races, and
some items.
Welcome to Mekton SeeD, a
fantasy based variation of Mekton Zeta.
The world of Mekton SeeD is one of
Magic, Mecha, Starships, Romance,
Danger, Intrigue, and Imagination. The
setting is a twin armed spiral galaxy
named Duoarma, in this galaxy their
existed a planet Earth and humans have
moved out into the galaxy.
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Contents
Chapter 0: The World ..................................................................................................................... 4
Factions .................................................................................................................................................... 5
Chapter 1: Character Generation .................................................................................................... 7
Stats ........................................................................................................................................................... 7
Other statistics .......................................................................................................................................... 8
Magic ........................................................................................................................................................ 8
Psi ............................................................................................................................................................. 9
Races ......................................................................................................................................................... 9
Humans ............................................................................................................................................................... 10
Elves .................................................................................................................................................................... 13
High Elves ........................................................................................................................................................... 15
Wood Elves ......................................................................................................................................................... 16
Star Elves ............................................................................................................................................................ 17
Fellpool ............................................................................................................................................................... 18
Vynifacus ............................................................................................................................................................. 21
Non-Player Races ................................................................................................................................... 23
Avia (Featherfolk) ............................................................................................................................................... 24
Centra ................................................................................................................................................................. 27
Aggendi ............................................................................................................................................................... 30
Warrior Caste Aggendi ....................................................................................................................................... 32
Technical Caste Aggendi .................................................................................................................................... 33
Ruling Caste Aggendi ......................................................................................................................................... 34
Lifepath ................................................................................................................................................... 35
Skill List .................................................................................................................................................. 39
Chapter 2: Equipment ................................................................................................................... 45
Adventuring Shop .................................................................................................................................... 46
Weapon Shop .......................................................................................................................................... 51
Armor Shop ............................................................................................................................................. 54
Item Shop ................................................................................................................................................ 55
Cards ....................................................................................................................................................... 55
Chapter 3: Magic........................................................................................................................... 56
Magic Combat ......................................................................................................................................... 57
Spell Lists ................................................................................................................................................ 59
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Special Arts ............................................................................................................................................. 78
Summons ................................................................................................................................................. 80
Name: Quezacotl ..................................................................................................................................... 81
Name: Shiva ............................................................................................................................................ 82
Name: Ifrit ............................................................................................................................................... 83
Name: Siren ............................................................................................................................................ 84
Name: Phoenix ........................................................................................................................................ 85
Name: Carbuncle .................................................................................................................................... 86
Name: Leviathan ..................................................................................................................................... 87
Name: Alexander .................................................................................................................................... 88
Name: Bahamut ...................................................................................................................................... 89
Name: Eden ............................................................................................................................................. 90
Name: Boko ............................................................................................................................................. 91
Name: Bahamut (Assault) ....................................................................................................................... 92
Name: Bahamut (Fury) ........................................................................................................................... 94
Chapter 4: Referees Section ........................................................................................................ 96
Mapping .................................................................................................................................................. 96
Optional Rules ...................................................................................................................................... 101
Weapon Speed ....................................................................................................... R. Talsorian Games101
Limit Breaks .......................................................................................................................................... 102
The Magic Creation System .................................................................................................................. 103
Creature Creation ................................................................................................................................. 105
Mekton Technical System ...................................................................................................................... 108
Ranges ................................................................................................................................................... 108
Power Plants ......................................................................................................................................... 109
Magi Lenses .......................................................................................................................................... 110
Appendix A: Mecha .................................................................................................................... 111 Appendix B: Characters .............................................................................................................. 129 Appendix C: Bestiary .................................................................................................................. 146
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I feel your love reflection In your eyes as they gaze back into mine
Writing a distant, never ending story
As if throwing off the sadness and pain,
I flap my wings,
and in my heart, I spread wide
the wings of courage that you've given to me White Reflection, Two Mix
Chapter 0: The World
The world of Mekton SeeD is the Duoarma
Galaxy, a realm of magic and technology.
Very little of Duoarma has been explored
but humans have found an answer to the age
old question we are not alone, contact with
the stars has brought semi-peaceful contact
with the Elves and Fellpool.
Also discovered was a system of Stargates that enabled travel between sectors of space
almost instantaneously. How this was
accomplished is unknown, and many times
it has been asked what happened to the
Centra, the ancient civilization that built
them. Indeed so strong was the question that
humanity was split in two.
The republic of Esthar and the Kingdom of
Galbadia had differing views on how and
who should research the Centra ruins found
on some planets. The differences of opinion
escalated into a war, the initial fighting was
bloody and Galbadia quickly gained the
upper hand. In desperation Esthar turned to
an ancient Centra relic they had found
working as quickly as they could they were
able to restore it. Then on the battlefield
over the planet Esthar disaster struck.
500 years ago a great disaster befell the
people of Duoarma; an ancient device called
the Lunatic Pandora (aka Pandoras Box) was activated. The device tore open a rip in
the fabric of the universe from witch a single
blood red tear fell. The tear fell onto the
Lunatic Pandora and was redirected into
streams of blood red energy and plasma. The
energy and plasma streams traveled through
the Stargate system, striking every planet
they came across, in their wake, were left
Monsters and people struggling to survive
the power bases of all the races crumbled in
an instant, and a new dark age began.
Approximately 350 years ago a group of
individuals began teaching people how to
deal and survive in the wreckage left over
from Dimensional Tear. The camp was on
the planet Balamb and was located in an old
park, in the center was a statue of a strange
woman, and the air was always cool. The
camp soon was well renowned as a place for
children with nowhere else to go, and soon
the first batch of students were ready to
leave, the teachers were happy to see them
off, and the students were given instructions
to find and start their own gardens and teach
others to survive, and to turn away no one
for their race or gender but for what they
wished to do with the training. Thus the
Garden Military Academy and its true
children SeeD were born.
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In the resulting years Galbadia and
Esthar, now a technocracy, rose to power
again and Gardens were established on
Galbadia and Tribia. In order to keep their
doors open the three Gardens made a
decision, they would hire out SeeD as an
elite mercenary force, taking bids to come to
the aid of whoever pays for it, unless it
violated their code of conduct.
Factions Armies of the Esthar Mageocracy: A rebel
faction within Esthar. The Armies of the
Esthar Magocrasy or AEM believe that
mages should rule over all. Deemed
terrorists by the Esthar government, AEM
conducts an indiscriminate guerilla war on
the people of Esthar. Recent Rumors state
that they are receiving help from an outside
source.
Astral Kingdoms: The region of space
controlled by the Fellpool. Broken up into
principalities the Astral Kingdoms cover
about 1.5 sectors of space. The Astral
Kingdoms are home to Elves, Fellpool,
Featherfolk, Humans, and Vynifacus.
Crystal Empire: A region of space
controlled by the Elves. Divided into
Duchies, Counties, and Baronies, the Crystal
Empire covers almost 1.85 sectors. The
Crystal Empire is not known for its
hospitality however as many of its legal
practices are often biased towards the Elves.
Estharian Technocracy: The ruling
government of Esthar, the Estarian
Technocracy, commonly called Esthar, is a
government that favors scientists and
engineers over the common people.
Estharian Mobile Suits are top notch, and
their weaponry and technology is some of
the highest in the region. Esthar is
undergoing a civil unrest at the moment.
Garden Military Academy: A military
academy with an established tradition of
turning out distinguished graduates. The
Garden Academy is a place where students
receive top notch education in the fields that
they so wish from Art to Demolitions. The
Garden Academy as well as the Garden
Institute houses the mercenary group SeeD.
SeeD students receive free tuition and meals
as well as receiving a monthly allowance
and store credit to the School Store.
The Kingdom of Galbadia: Human nation
that covers a large sector of space. The
Galbadians are a expansionistic society, they
are constantly trying to expand their borders
this brings them into conflict with the
unaligned territories, the Crystal Empire and
Esthar. Galbanian culture is a hodgepodge
of different things from people they have
conquered. With a pop-culture that emulates
whatever nation or party they seem to be at
war with
Knights of Eden: a splinter group of SeeD,
the Knights of Eden Follow an older version
of the SeeD charter and claim to exist only
to protect the innocent from the monsters
and other horrors released by the
Dimensional Tear. Unlike SeeD the Knights
of Eden are made up of only magic users
and recently they have shown great interest
in the unrest in Esthar.
Knights of the Steel Dragons: The elite
branch of the Astral Kingdoms mecha forces. These mecha pilots use mecha that
are Draco-form thus the name. It must be
said that all Astral Kingdom mecha are of
the Beast-Mecha type.
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New Garden Institute of Military
Technology: A military technical collage
run by Garden, The Garden Institute of
Military Tecahnology accepts research
contracts from whom ever pays them the
money, as long as it falls within the Aires
Convention of Warfare . All SeeD students
receive invitations to the Institute, and as
long as they maintain both their SeeD status
and a 2.0 GPA, receive free tuition.
SeeD: Mercenary unit that runs and recruits
out of the Garden Academy and Institute,
SeeDs are trained in a multitude of different
skills and types of combat. SeeD students
receive a monthly allowance and credit to
spend at Garden run operations and stores.
The Unaligned Worlds: A region of space
between Galbadia and Esthar, it acts as a
form of neutral zone to separate the two.
The majority of the inhabited planets are
self-governing and self-sustaining. The
Unaligned Worlds is a major place of
commerce.
Creating your own Campaign
World The above is the campaign setting
for Mekton SeeD, but say you want nothing
to do with it or you find it unimaginative,
well youre the GM as such it entirely your right to toss out my setting for your own.
Here are some things to consider for your
Campaign.
Setting: is it a planet, is it a star system with
orbital colonies, or is it an entire galaxy of
people and places
Tech Level: what types of technology do
they have is 20th
century, is it Star Trek
level, or is it medieval level
Type of Campaign: is it comedy, is it
fantasy, is it Sci-Fi, is it dark, is it light or is
it in between.
Series Goal: what is the overall goal of your
series? Is it to stop this weeks bad guys, save the world from an alien invasion, or is
it to win the war and stop the never ending
bloodshed.
These questions and more must be answered
before your campaign can take shape.
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Hikaru looked over the files he was handed. Why these three? One has clear self-esteem issues, another is outright psychopathic, and the third one is a packrat. Professor Vincent slowly spun his chair to face him because they have potential, because your grades have been slipping, and because if you dont Ill get to finally see how a half-Vynifacus brain operates first hand. Hikaru straightened and gave a salute, SeeD Rank 5 Hikaru Archer, going to retrieve Candidates Stardust, Arum, and Damian.
Chapter 1: Character Generation
Step one of character generation is to imagine the type of character you want to play do
you want to play a stuck up noble, a womanizing mecha pilot, or perhaps something less
dangerous? Will the character be male or female? What sort of things dose he or she like or
dislike? What quirks do they have? The important thing to remember is that role playing is like
acting, so the balls in your court, and its up to you to make your character come alive.
Character Points Character Points are the
points used to create the stats for your
character; your stats control everything from
how attractive your character is to how
stable they are under pressure. The way you
generate your character points is to roll 6d10
reroll 1 and add 40. An alternate way is to
have the referee or game master give a
preset number of stat points, the average
character should run around 75 Character
points with high powered NPCs running at
80 to 85 points.
Stats Stats are numeric values that
represent how well your character preforms
or handles certain tasks. Unless noted
otherwise Stats range from 2 to 10. There
are nine stats and one substat they are:
Attractiveness: (ATT) this is the measure of
how good looking your character is, at 2
your character is really ugly, at 5-6 your
considered average, at 10 your considered
beautiful. This stat is used for social
interactions, scoring dates with the opposite
sex, and what have you.
Body Type: (BODY) this is the measure of
how well your put together as well as how
strong you are, this also determines how
easily you able to be stunned, how much
you can carry, and how much damage you
can take before dying
Cool: (COOL) this is the measure of how
well you stand up under pressure a high cool
represents leadership potential. Most social
skills and will power skills use Cool.
Education: (EDU) The only substat in the
game Education measures how much
Education and common sense your
characters have. Education is unique in that
it functions as a General Knowledge Skill
after character generation.
Empathy: (EMP) this measures your
characters ability to relate to others, a measure of likeability and sympathetic
feelings.
Intelligence: (INT) controls how smart your
character is, and how many skill points your
character has. Most scientific and lingual
skills are Intelligence based.
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Luck: (LUCK) an intangible something,
luck can tilt situations to your advantage.
Luck represents a number of points you
have to influence a die roll, to spend state
that youre burning the luck points before making the die roll. Important Note: once
stated that youre burning luck then you must burn the luck, no turning back. Luck
replenishes at the end of each game session,
once all your Luck Points are spent thats it youre out of Luck.
Movement Allowance: (MA) measures the
speed at which you walk, how far you can
leap, and how fast you can run. Run: your
characters MA x 3 Jump: MA divided by 4
Leap: Run divided by 4
Reflexes: (REF) this measures how
dexterous and how good your hand-eye
coordination is, almost all combat oriented
skills are Reflex based.
Technical Ability: (TECH) this is the
ability to follow instructions and to use,
create, modify, and repair technology. This
stat is used with all skills that involve repairs
or mechanical functions.
Spending Character Points
Okay you have you Character Points
now how do you spend them? Well for stats
that cannot exceed 10 it works on a 1:1 ratio,
that is you spend 10 Character Points you
get 10 Stat Points. However some races can
exceed human limitations and have stats that
are over 10, in this case for every Stat Point
over 10 you must spend 2 Character Points.
Example: John is building a Fellpool
character, the Fellpool have a max REF of
12 in order to have a maximum REF he must
spend 10 to reach a 10 REF plus 2 for 11
and 2 for 12 a total of 14 Character Points.
Other statistics
Stability: this represents how difficult your
character is to intimidate, sway, confuse or
otherwise hoodwink. Your stability stat is
found by multiplying your Cool stat by 2.5.
Reputation: this is how well known you are
important to know that you can have
different Reputations. Reputation ranges
from 1 to 10, and whenever you meet a NPC
or PC they have to roll under your
Reputation to know who you are.
Magic: (MAG) magic is the manipulation
of the elemental forces that make up the
world. Your magic stat is found by rolling
an additional d10 (unless stated otherwise)
on a roll of 8 to 10 the character is able to
use magic. On a roll of 1 the character is
unable to receive any magical bonuses or
healing and you roll again on a roll of 9 to
10 afterward then the previous roll is
negated and the characters Magic Stat is set
to 6, however if the reroll rolls an additional
1 then no magic is usable within a 2 meter
radius of that character and the characters Magic stat is set to 2. If your character
concept calls for Magic then you must spend
points on it like a primary stat.
Magic Points: (MP) MP are points spent to
cast magical spells or use Special Arts. MP
can be restored by eating, drinking Ethers,
and rest. MP are accumulated by casting and
using spells for every point of MP used a
point should be gained at the end of every
adventure.
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Psi: The characters Psionic Aptitude or how receptive to Psionics they are. On a roll
of 10 human males are able to be psychic,
and on a roll of 9 or 10 human females are
able to be psychic. Elves have a higher
chance to be psychic needing 8-10 on a d10
to be psychic. Just because your character
has a high aptitude doesnt mean they are active, Active psychics must add 2 years to
their starting age. Magic and Psi are
mutually exclusive a character cannot be
both. If your character concept calls for Psi
you must spend points in it like any primary
Stat.
Psionics use the rules given in Mekton Zeta
Plus.
Psi Points: Psi Points are the point used to
activate Psionic abilities. Unlike MP your
starting Psi Points are equal to your Psi Stat.
Character Sheets
The Character Sheet is a form used
to organize your characters data in a usable form. Without it your character is simply a
group of random numbers and skills with no
real connection between the two. Character
sheets dont have to be professionally made; a sheet of notebook paper can do, as long as
it is organized.
Races
As you know by now the world of Mekton SeeD is populated not just by Humans but by
Elves, Fellpool, Vynifacus, and Featherfolk as well other races that have yet to be discovered.
Some players may want to play as non-humans this should not be discouraged, players and
characters need to broaden their horizons. Here are the stat bases and cultural information about
the different races.
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Subject Race: Humans Planet of Origin: Sol III (Earth)
Physiology Humans are a primate species, with two arms ending in hands with four fingers and an
opposable thumb, two legs that end in feet with five tows, and one head. Humans can have skin
tones ranging from pale pink to dark brown. Humans have wide range of hair colors including
red, blue, blonde, and black. Humans have limited body hair and females of the species tend to
remove or trim it. The human life span runs between 85-100 years on average.
Humans are one of the most adaptable races known to science, humans either adapt to the
environment they live in or they adapt the environment to suit them. Because of this, human
evolution has slowed to a crawl. The one area that humans have begun developing is psychic
abilities. Theses abilities are rare and tend to be more prevalent in females (a roll of 9-10 on a
D10) than males (a roll of 10 on a D10). In rare instances humans have been born with a rare
ability to null psionic abilities around them or that are being used on them, these Psy-Blind individuals tend to also have no other abilities as well.
Humans have the odd ability of being able to interbreed with Elves and Vynifacus. This
has led to theories about tampering in the past to make humans more flexible genetically. A
typical human child takes approximately 18-23 years to reach adulthood.
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Society/Culture Humans are unique in that they are the only race that is fractured in its control of space
no other race has as many factions or governments as the humans. Human societies vary a great
deal from dictatorships to democracies to nomadic tribes; each society has its own individual
identity and is uniqueness. Humans do have evidence of cultural universals however, in most
human cultures the negatives begin with N, several types of toys, instruments, and activities are
also similar between cultures.
During the reconstruction from the Dimensional Tear humanity fell into two different
power blocks, the Technocracy Esthar and the Kingdom of Galbadia. While both are advanced
civilizations, the two never seem to get along, and have had several wars over the rights to
several planets and other resources.
To end the conflicts the Unaligned Worlds were established. The Unaligned Worlds is a
region of neutral space where neither Esthar nor Galbadia can lay claim to star systems. Each
inhabited system is in charge of its own defense and organization, but will most often rely on
mercenary groups to assist with paroling and system defense.
Humans are well known for their will to fight, and their false clinging to a pacifistic way
of life. Human nations seem to fight over the littlest of offences, or over desirable resources.
Human nations are bound to a system of rules called the Ares Convention of Warfare. These
rules control the types of targets and conduct on the battlefield, and are used to prevent
unnecessary casualties on the battlefield.
Humans are also known for their adaptability to adverse environments. In order to
colonize space humans developed orbital space colonies, then terraforming technology to
colonize worlds without an M class environment. Finally humans began developing Faster than
Light drives to reach outside their solar system, in the end humans find a way to adapt to an
environment or situation through changing the environment or their technology.
Human technology is fusion based with a few companies experimenting with power cells
and other alternative power sources. The most common power plant is based on a raw plasma, or
Hot, fusion system that produces large amounts of raw energy for starships and mecha. This system is temperamental and has a tendency to explode if damaged. Nations like Galbadia tend
to use these because of their ability to be rapidly produced.
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Statistics
Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2-10 Movement: 2-10 Body Type: 2-10 Psi/Magic: 2-10 Body Type Table:
Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
V. Weak 4 6 8 4 20kg 6 -2 2
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table:
Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool 2 3 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 - -
EDU 2 3 4 5 6 7 8 9 10
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 9 10 - -
Move 2 3 4 5 6 7 8 9 10 - -
Body 2 3 4 5 6 7 8 9 10 - -
Psi/Mag - - - - - - - - - - -
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Subject Race: Elves Planet of Origin: Amara
Physiology
The Elves are a humanoid race that has one head, two arms that end in hands with four
fingers and a thumb, and two legs that end in feet with five tows. Elves possess a lighter build
than most humans. Elves tend to have pale skin and dark hair, with very little body hair. Elves
are sensitive to sodium chloride in mass quantities and use potassium chloride in their body
chemistry. Elves have a life span of approximately 350 human years and show the symptoms of
ageing much slower than humans.
Their pointed ears give them excellent hearing (+2 Aware/Notice for sound), and their
eyesight is topnotch. Elves also may weigh less than a human of the same body type, but they are
able to take the same amount of damage as a human of the equivalent body type.
Elves have begun developing Psychic abilities, but individuals with Psionic abilities are
rare (roll of 9-10 on a D10 for Wood and Star Elves, 9-12 on a D12 for High Elves) and are
slightly more powerful than humans. Elves are also capable of being Psy-Blind. While individuals with this odd ability are rare, they tend to be around families who work extensively
with magic.
Elven children take approximately 35-39 years to reach adult hood. Humans and Elves
are actually genetically compatible, and can produce offspring. However Elves are not
compatible with Vynifacus even though Vynifacus are almost genetically identical to humans.
The offspring of a Human and an Elf is called a Half-Elf. Half-Elves are capable of
breeding with humans and elves and grow as fast a human child. A Half-Elfs hearing is only slightly better than that of a human (+1 to sound Awareness/Notice checks). Half-Elves have a
life span of about 175 years.
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Society/Culture Elven culture is complex and it contains many aspects of feudalistic societies. Elves have
a system of royalty, and nobility. On paper the Elven law covers all people equally, in reality
Elves tend to place the concerns of their own race ahead of the concerns of members of another
race. This is particularly true of the Wood Elves, who hold a great deal of xenophobia towards
other races. .
Elves value beauty, nature, and magic very highly. Often young elves will learn some
form of the arts, or study architecture. Elven architecture places an emphasis on arches and
sweeping designs, as well as hiding lighting and convenience items like refrigeration units and
climate control systems. Elves will also have gardens that encompass whole acres. These gardens
are often passed down from generation to generation and also conceal places to live in amongst
the plants
Elves are the only known race to be able to weave magicite crystals into works of art or
usable forms for industry. These crystals are used in everything from anti-grav generators to
jewelry, with the most common application being power plants. This gives their mecha a bond
with their pilot that is hard to quantify and often a pilot will go their entire career piloting one
single craft.
Elves are also known for their intellectual powers and their thirst for knowledge. Elven
cities often have great libraries of knowledge that can span the entirety of the elven history. In
times of trouble or distress, great elven leaders are found in libraries studying the works of the
past to try to receive a new perspective on current events.
Elves are famous for their archery, Elven bows are considered to be the finest that can be
made. Elves have extremely long lives, and it is not uncommon to find bows that have taken
decades to create. Often appearing to be more works of art than functional weapons, Elven bows
are still very deadly and very high quality and will long outlive their original masters.
Elven technology is more advanced than human technology, and includes antigravity
generators small enough for use on Roadstrikers, and more advanced FTL (Faster than
Light) drives. Elves dislike the use of personal firearms because they feel a lack of perceived
control over the bullet. They do however use Autocannons and Machinecannons on their mecha
and starships. For personal long-range combat, elves prefer to use bows, and may use the
occasional energy weapon.
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High Elves Statistics Cool: 4-10 Intelligence: 2-12 Reflexes: 2-10 Attractiveness: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2- 8 EDU: 2-10 Movement: 4-10 Body Type: 4- 8 Psi/Magic: 4-12
Description High Elves are the more
stereotypical elves as far as disposition and
appearance. They tend to be more
intellectual and often take offices in
bureaucracy.
High Elves can have above human
level intelligence and can have above human
magical power.
Body Type Table: Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
Movement Allowance Table: Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 12 14
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 - - - -
EDU 2 3 4 5 6 7 8 9 10
Move - - 4 5 6 7 8 9 10 - -
Body - - 4 5 6 7 8 - - - -
Psi/Mag - - - - - - - - - - -
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Wood Elves Statistics Cool: 4-10 Intelligence: 2-10 Reflexes: 2-11 Attractiveness: 2-10 Empathy: 2-10 Tech: 2- 8 Luck: 2- 8 EDU: 2-10 Movement: 4-12 Body Type: 4-10 Psi/Magic: 4-10
Description Wood Elves are tall and highly
dexterous, with lighter hair than the High
Elves. They tend to have a more earthy
nature than High Elves but are also more
xenophobic.
Wood Elves have the capacity to
have slightly faster reflexes and faster
running speeds than humans.
.
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 - - - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 12 -
Attract 2 3 4 5 6 7 8 9 - - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 - - - -
Luck 2 3 4 5 6 7 8 - - - -
EDU 2 3 4 5 6 7 8 9 -
Move - - 4 5 6 7 8 9 10 12 14
Body - - 4 5 6 7 8 9 10 - -
Psi/Mag - - 4 5 6 7 8 9 10 - -
-
Star Elves Statistics
Cool: 4-10 Intelligence: 2-12 Reflexes: 2- 9 Attractiveness: 2-10 Empathy: 2- 8 Tech: 2-12 Luck: 2-10 EDU: 2-10 Movement: 2-10 Body Type: 4- 8 Psi/Magic: 4-10
Description Star Elves are the descendants of the
first elves to try and explore space. They
have paler skin and darker hair than most
elves, and tend to also be weaker. Due to
their star faring nature Star Elves tend to be
less xenophobic than the other elves, and are
treated as second class citizens because of
their removal from nature.
Star Elves can have above human
intelligence and technical ability, but cannot
be as dexterous, or strong. They also are less
capable of taking damage than their brethren
because of their adaptations to low gravity.
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 12 14
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 - - - -
Tech 2 3 4 5 6 7 8 9 10 12 14
Luck 2 3 4 5 6 7 8 - - - -
EDU 2 3 4 5 6 7 8 9 10
Move - - 4 5 6 7 8 - - - -
Body - - 4 5 6 7 8 - - - -
Psi/Mag - - - - - - - - - - -
-
18
Subject Race: Fellpool (Felinefolk) Planet Of Origin: Altair III (Roak)
Physiology
The Fellpool are a humanoid race with one head with feline like ears, two arms that end
in hands with four fingers and an opposable thumb, two legs that end in feet with five tows, and
a feline like tail the extends from their spine. Fellpool have an lighter overall build than that of
humans(-2 head and limb hits and -3 torso hits). Fellpool have no body hair but have ultra-fine
velvet like fur on their ears and more feline like fur on their tails. Fellpool have copper based
blood that tends to react differently to medications then iron based blood. Fellpool have a Life
span of 65-80 years and grow to reach maturity much faster than Humans or Elves.
Fellpool eyes have vertical pupils that give them excellent night vision (+2 to
Awareness/Notice at night), and are able to see in full color. Due to their feline ears Fellpool
hearing is more sensitive than that of humans (+2 Awareness/Notice for sound).
Fellpool also have a nerve cluster at the base of their tails that connects the tail to the
spine, if this cluster suffers trauma a Fellpool character must make a Stun/Shock Roll or go into
shock. These traits give them faster reflexes than the average human, and enable them to cover
more ground faster.
The Fellpool have limited Psychic potential (roll of 10 on a D10 for both genders). Like
all races Fellpool can also produce Psi-Blind individuals. The limited psionic potential of the Fellpool is largely due to their youth as a race and their shorter life spans.
Fellpool children take approximately 16-17 human years to reach adulthood, and it is not
unusual for Fellpool to have paternal twins. Fellpool are genetically incompatible with any other
known race, and it has been theorized that this is because the Centra did not interfere with their
development.
-
19
Society/Culture Fellpool control a region of space they call the Astral Kingdoms. Fellpool are not the
only race in the Astral Kingdoms, there are also Elves, Humans, and a race of avian people the
Fellpool refer to as Featherfolk. The capital of the Astral Kingdoms is planet Roak in the Altair
system, much of Roak is now wilderness with a few small cities.
The organization of the Astral Kingdoms is that each planet is in enough itself a
kingdom, with its own royalty and nobility. The overall government is managed by the royalty of
Roak and the overall defense is their reasonability. The individual kingdoms are responsible for
their own management and defense and they are required to maintain a militia to protect
themselves from the monsters that roam the worlds since the Dimensional Tear. If a kingdom is
having problems the kingdom of Roak may dispatch troops to an area, but that is rare, and often
the ruling family will be replaced if the trouble was due to mismanagement.
Fellpool have primarily an agricultural society with small communities scattered across
the surface of the planet and farms being their primary food source. Fellpool raise poultry, cattle,
and grow vegetables, but still prefer to hunt for meat. Fellpool gather in these small communities
to avoid presenting large targets for orbital bombardment and to help isolate problems to down to
a more specific area.
Due to the nature of small communities young Fellpool of both genders are encouraged
to leave and find their own way. This is to prevent inbreeding and to keep up genetic diversity
inside their communities. A Fellpool that is traveling may stay on the same planet but most tend
to wander around the different kingdoms for a period of 3-6 years before settling down.
Fellpool culture values children greatly, Fellpool view children as the most pure form of
potential and will try to protect them without a seconds hesitation. This leads to their unusual patience when dealing with children. Fellpool will even endure tail pulling and being called a
kitty if the child is young and doesnt know better. Fellpool use solar energy, power cell, and fusion technology for power. Often cities are
powered by solar power stations located at the top of Orbital Elevators. These elevators use a
linear accelerator based train to haul cargo and personnel up into an orbiting station that houses
the solar generators and a star port. These stations are under direct government control as and are
heavily guarded.
Fellpool mecha use a form of power cell that acts like a large capacitor. Unlike most of
their human counter parts Fellpool power cells do not use very hazardous materials to store
energy but a complex system of smaller cells that store the energy in plasma form and slowly
render the plasma inert before needing to be recharged.
Fellpool starships are powered by large fusion generators that are most commonly either
built on spinner colonies or purchased from a human company. These large generators are
customarily plasma based and produce enough energy to power the ship and recharge their
mechas power cells. Fellpool starships are among the few that use linear catapults to launch their mecha rather than use large launch bays. This enables their aerospace mecha to intercept
targets much faster than most other nations, but reduces the number of mecha able to be
launched at a time.
-
20
Statistics
Cool: 2-10 Intelligence: 2-10 Reflexes: 4-12 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2- 9 Luck: 2- 9 Movement: 4-12 Body Type: 2- 8 Psi/Magic: 5-10
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
V. Weak 2 4 5 4 20kg 6 -2 2
Weak 3 5 7 5 40 kg 12 -1 2
Average 4 7 9 6 60 kg 20 0 4
Strong 5 8 11 7 90 kg 26 1 6
Movement Allowance Table Action: 4 5 6 7 8 9 10 11 12
Run (meters): 12 15 18 21 24 27 30 33 36
Jump(meters): 1 1.25 1.5 1.75 2 2.25 2.5 2.75 3
Leap (meters): 3 3.75 4.5 5.25 6 6.75 7.5 8.25 9
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 12 14
Attract 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 - - -
Luck 2 3 4 5 6 7 8 9 - - -
EDU 2 3 4 5 6 7 8 9 10
Move - - 4 5 6 7 8 9 10 12 14
Body 2 3 4 5 6 7 8 - - - -
Psi/Mag - - - - - - - - - - -
-
21
Subject Race: Vynifacus Planet of Origin: UNKNOWN
Physiology
A race of variant humans with magicite crystals in their bloodstream, Vynifacus are
almost genetically and physically identical to humans. The majority of the differences between
the two are related to the magicite crystals in their blood, these crystals control what element a
Vynifacus can wield magically and their hair and eye color.
As a result of having magicite in their blood Vynifacus are bound to only one element of
magic, but are extremely powerful in that one particular element (treated as having their magic
stat as their skill level in that one Element). Vynifacus are unable to learn spells outside of their
Element and thus limited in their mastery of magic.
Vynifacus are only able to inter breed with humans, the results of which is most
commonly human (50% chance), but some have the elemental control of the Vynifacus parent
(45% chance), and on rare occasions the child has both the branching ability of the human parent
and the elemental control of the Vynifacus (5% chance). Half-Vynifacus are much weaker than
their full blooded parent in their control of their magical element (+2 to their Expert: ___ Magic)
Society/Culture
No one knows what planet if any the Vynifacus evolved on so no one knows what their
base culture was if any. Vynifacus have basically been absorbed into human culture blending and
living side by side with humans. Vynifacus in areas that are distrusting or hateful of magic tend
to form close-nit communities that protect them from outsiders.
-
Full-Blooded
Statistics Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2 8 Movement: 2-10 Body Type: 2-10 Psi/Magic: 8-12
Half-Blooded
Statistics
Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2-10 Movement: 2-10 Body Type: 2-10 Psi/Magic: 4-10
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
V. Weak 4 6 8 4 20kg 6 -2 2
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12
Cool 2 3 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 - -
EDU 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 9 10 - -
Move 2 3 4 5 6 7 8 9 10 - -
Body 2 3 4 5 6 7 8 9 10 - -
Magic - - - - - - - - - - -
-
23
Non-Player Races
Of course there will be races that players should not be. These races are considered Non-
Player Races. In Duoarma there are races that are xenophobic, overly aggressive, or simply
either missing or otherwise absent. Players may not play these races because of either their
power, or difficulty in incorporating into a story as a long term PC. The following races should
not be removed from the game setting because they are a central element to it.
-
24
Subject Race: Avia (Featherfolk) Planet of Origin: Altair III (Roak)
Physiology
A race of light weight winged humanoids, with one head, two arms then end in hands
with five fingers, two legs that end in feet with five tows, and a pair of featherd wings protruding
from their back just above the shoulder blades. Avia have a hollow bone structure and a
specialized section of the brain that acts as a natural compass. Avia have difficulty with space
travel due to the ions in their brain aligning to the magnetic fields planetside, this leads to
extreme space-sickness and longer adjustment to being on a planet.
Due to their lighter build Avia are also not as strong or as sturdy as humans.
They do however have a pair of muscular bird-like wing that sprout from their backs just above
their shoulder-blades. These wings are covered in feathers and enable them to fly and glide
without the use of aircraft or wind magic. (100mpt flight MA, 50mpt for gliding).
Avia have also begun developing Psionic abilities. While these abilities are rare, females
have a higher tendency of possessing Psionic abilities (roll of 9-12 on a D12) than males (roll of
10-12 in a D12). Avia also have a tendency to be Psi-Blind (roll of 1-3 on a D12), these individuals are more common than they are in other races because of the extensive use of magic
among Avia.
. Avia children take about 12-15 years to reach adulthood, and are born from eggs in
clutches of 1-3. Avia have a lifespan of 50-65 years on average. Avia tend to develop fast and
deteriorate only when reaching their 40-45 year mark.
-
25
Society/Culture The Avia are a reclusive and xenophobic race that rarely ventures out into space due to
their difficulty adapting to leaving a planets magnetosphere. Avia live in the high mountains of a few worlds in the Astral Kingdoms and rarely come down to deal with other races, this has led
to the humans an Elves to consider them to be a myth.
The Avia are Xenophobic due to their frailer forms and their physical beauty. Sometime
during their past the Avia were attacked by a group of space pirates that destroyed much of their
population. Since that time the Avia have remained in the mountains and skeptical of any Non-
Avian race that has approached them
The Avia have an agrarian society with farms being their major source of food. Because
of this Avia villages tend to only have 50-60 individuals in a community, with communities
scattered across low traffic mountain ranges. Avia also tend to gather near old ruins and often
defend them from unwanted intruders.
Avia villages are ruled by a council of elders and are often quiet and peaceful. Avia
villages remain in touch with the main government of the Astral Kingdoms via a limited radio
link and often sell excess food supplies to the local kingdom. This has led to the Avia being a
silent partner in the Astral Kingdoms.
Avia place a high regard to wind, light, and water based magic and frown upon the use of
other elements. Because of their exclusive use of these Elements any Avia who studies and uses
another element is banished from the village and refused by all of the Avia villages. Magic users
that use other elements are also barred from entering Avia villages.
Because of their extensive use of magic Avia have not developed their own mecha or
starship technologies, instead the Avia use magic to solve the majority of convenes like lighting
and climate control, but refuse to allow spells of any other elements but wing and light to be
used. The Avia have been known to trade for items like refrigeration units or sanitation
purification systems, but most commonly that is only when a new village is starting being
settled.
The Avia do however use other forms of technology like indoor plumbing and
refrigeration. In a pinch the Avia do use Fellpool medical technology when magic seems not to
work. The Avia refuse to pilot mecha, but will travel on starships if they are large enough to
accommodate their wings.
Avia place a high value on functionality and openness, often living in open buildings
with wide windows, and sweeping arches to accommodate their large wings. Avia buildings are
often painted to match either clouds or the local terrain depending on the distance to the nearest
Non-Avia settlement, and very large with open gardens for growing vegetables. Avia buildings
dont typically have glass windows but rather wooden shutters to keep out the rain and other elements.
-
26
Statistics Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-11 Education: 2-10 Empathy: 2-10 Tech: 2- 8 Luck: 2- 8 Movement: 4-12 Body Type: 2- 8 Psi/Magic: 8-12
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
V. Weak 4 6 8 4 20kg 6 -2 2
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12
Cool 2 3 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 12 -
EDU 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 9 10 - -
Move 2 3 4 5 6 7 8 9 10 - -
Body 2 3 4 5 6 7 8 - - - -
Magic - - - - - - - - - - -
-
27
Subject Race: Centra Planet of Origin: Centra
Physiology
Centra are an evolutionary offshoot of the human race. Centra are almost identical to
humans in term of physical form and strength, having one head, two arms ending in hands with
four fingers and a opposable thumb, and two legs that end in feet with five tows. Centra are
shorter than most humans with males standing around 167cm and females standing 157cm in
height. Centra have practically no body hair and their hair colors tend to run in from silver to
pale blonde with the occasional extravagant hair colors like blue or purple being natural. Centra
have a lifespan is approximately 95-110 years on average.
Centra have a highly evolved brain the enables all Centra to be able to either cast magic
or use Psionics, and gives all Centra a limited genetic memory for technology. This genetic
memory is very limited because it requires training to access and harness, and is only carries
technical information that both parents knew up to the point of the childs conception. Centra are able to inter-breed with humans, Elves, Vynifacus, and Avia, the results are
most often Centra child, but occasionally a Half-Elf, Avia, or Half-Vynifacus will result. A
Centra breeding with standard a human results in a child with a 50% chance of having the
genetic memory of the Centra parent, but always has the lighter hair coloration of the Centra
parent.
-
28
Society/Culture The Centrta are actually from the future, the Centra came from the future via a Stargate
accident. After arriving in the past they found and modified the proto-Elves, Avia, Humans, and
a few other races before encountering the Aggendi.
The Centra have a strict society that values exploration and tradition. A Centras worth is based on their technical aptitude and their intellect. Centra have a monarchy, with a cabinet and
parliament. In addition they have a system of lords and ladies that govern their assigned
territories. Centra believe that the best form of management is that which governs least so lower
ranking nobles have very limited powers and are often there to oversee he lands and to collect
taxes and to se to the safety of the people. However the people have only limited freedom of
speech and are often subjugated under unfair laws.
Centra also place a great deal of emphasis on military strength, using vast armies of
Mecha Suits and large space fleets. Often pilots and commanders who prove themselves in battle
are awarded with low ranking titles like Knight or Baronet. Many Centra youth aspire to use the
military as a means to gain fame and fortune; as such the number of soldiers available in the
armed service is massive. Centra only use their cloning technology when their race is pushed to
the breaking point and there are very few left to fight.
The Centra have a sexually equal society only the slightest forms of bias are allowed
before reprimands are in order. A Knight of either gender may be called Sir (or if the male insists
Mlady), and the title of Baronet is used for both genders. For the others it is to each noble to decide how they wish to be addressed, and for the most part they tend to follow human norms.
Centra do not hide their technology but rather try to emphasize it. Centra cities often use
rust resistant alloys and transparasteel walkways with large hoverlanes going from section to
section. Centra architecture uses a lot of curving and sweeping designs, often emulating vines or
feathers.
The Centra fell into conflict with the Aggendi almost 20,000 years ago, in a war that
almost wiped out all life in the galaxy. The war lasted almost 10,000 years and in the end they
had to craft and use the Lunatic Pandora. The act of which almost wiped out the Centra and
depleted the magical energy in the galaxy, The Centra disappeared shortly afterward and have
not been seen since.
-
29
Statistics
Cool: 2-10 Intelligence: 4-12
Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 4-12 Luck: 2 - 8 Movement: 2-10 Body Type: 2-10 Psi/Magic: 7-12
Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
V. Weak 4 6 8 4 20kg 6 -2 2
Weak 5 7 10 5 40 kg 12 -1 2
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12
Cool 2 3 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 9 10 - -
EDU 2 3 4 5 6 7 8 9 10 - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 9 10 - -
Move 2 3 4 5 6 7 8 9 10 - -
Body 2 3 4 5 6 7 8 9 10 - -
Magic - - - - - - - - - - -
-
Subject Race: Aggendi Planet of Origin: UNKNOWN
Physiology
Aggendi are a race of endothermic, highly intelligent bipedal reptiles with one head, two
arms that end in hands with three clawed fingers and one clawed opposable thumb, two legs that
end in feet with five clawed tows, and a long tail. Aggendi stand aproximently 2 meters tall and
are covered in gray to gray-green scales. Female Aggendi tend to be larger than male Aggendi.
Being reptiles Aggenidi have no hair but do have a crest on their heads that varies in color from
red to bright blue. Aggendi have a lifespan of about 150 years on average.
Aggendi skin contains bony plates that enables it to act as a form of natural armor
(natural armor does no ablate like normal armor). Aggendi also possess sharp claws on their
hands and feet (claws deal 1D6 plus strength bonus) that are quite deadly. Aggendi also have a
strong tail that is covered in rough scales and can regenerate if removed.
Aggendi have in rare instances produced individuals with Psionic potential (roll of 8 on a
D8). These individuals tend to be weaker than the average specimen and valued highly. The
Aggendi have tried to breed a Caste of psionic warriors but were unsuccessful. Aggendi also
have the ability of being Psi-Blind (roll of 1 on a D8) but these these individuals are also rare. Aggendi lay eggs and females begin breeding upon reaching adult hood and every 5 years
after that, and lay clutches of 4-24 (4D6) 15mm eggs. If males are unavailable the Warrior and
Technical Castes have been engineered to be able to breed asexually. Aggendi embryos do not
have the sex chromosomes instead sex is determined by the temperature in which the eggs are
incubated. Aggendi eggs take aproximetly 12 weeks to hatch and Aggendi children reach
adulthood about 8 years after hatching.
-
31
Society/Culture
The Aggendi are not from Duoarma, but rather another galaxy called Bendari. According
to their ancient texts they were banished from Bendari by another group of Aggendi under the
influence of a hive mind entity called the Massmind. The Massmind found that it could not control all the Aggendi because of their primal nature, so it banished a small part of them to
Duoarma in order to gain control of the Aggendi as a race.
The Aggendi Empire is ruled by a single monarch, and has a strict caste system to
separate their leaders, solders, and technicians from one another. The Aggendi monarch is from
the Ruling Caste and has consorts form every caste. The weaker offspring are put to death and
the stronger ones are placed in power over groups of troops or in charge of R&D. The rights of
ascension state that only offspring from Ruling Caste consorts are allowed to challenge for the
throne.
The Aggendi have a very ego-centric view of the universe and have no tolerance for any
other races that exist within it. Often the Aggendi will destroy entire worlds because they
supported non Aggendi life. The only race that is known to have stopped their march is the
Centra.
The Aggendi have no concept of forced servitude or making non-Aggendi second class.
Instead they treat all other races the same way genocide. The few races they allow to remain
alive are treated as cattle, bred and slaughtered like animals to provide food for the Aggendi war
machine. These races are kept in inhumane conditions and eventually lose all shreds of sentience.
It is unknown how many races have fallen to the Aggendi.
Aggendi use brutal battle tactics involving waves of assaults on their enemies to wear
them down before sending in ground troops to hunt down and exterminate the remaining troops
and civilians. If a planet is too heavily fortified the Aggendi use heavy orbital bombardment to
wipe out any life on the surface. The Aggendi then occupy the planet, setting up bases and
spawning pits to further their Empire.
The Aggendi use a form or technology that is banned by almost all civilized races,
Organic or Techno-Organic Technology. The Aggendi battle machines and armor is made up of
living tissues that has the ability to regenerate. The Aggendi are also not above engineering
themselves to gain the upper hand in battle or to survive in environments that normal humanoids
cannot. Aggendi also use cloning technology to bolster their ranks if their population is getting
low or they need troops for an assault.
Aggendi use fuel powered power plants in their starships and mecha. The fuel is a
hydrogen rich nutrient slush that keeps the organic components alive and fuel its technological
components via a plasma fusion drive. This fuel is highly volatile and unstable and can explode
if the tanks are ruptured (treat all Aggendi power plants as Hot).
Aggendi are also known to use ESPER Lens technology on some of their mecha and
starships. This technology amplifies Psionic abilities to the scale of the vehical the lens is
mounted on. None of these lenses have ever been recovered in any archeological dig.
-
Warrior Caste Aggendi Statistics Cool: 4-10 Intelligence: 2- 8 Reflexes: 6-10 Attractiveness: 2- 6 Empathy: 2- 8 Tech: 2-10 Luck: 2- 8 EDU: 2- 6 Movement: 4-10 Body Type: 8-10 Psi: 1- 8
Description Warrior Cast Aggendi are trained
from birth in the combat arts. After a point
in their development they are separated into
Shock Troops, Pilots, and Ground Troops.
Shock Troopers are the elite of the
Aggendi forces, stronger and faster than the
others, Shock Troopers are selected from the
prime specimens from each hatching and
have the strongest armor (SP: 5) of all the
casts except the Ruling Caste. Shock
Troopers are trained in the use of powered
armor and personal weapons.
Pilots are selected from the lighter
and faster specimens from each hatching,
and trained in the use of techno-organic
mecha and starships. While Ground Troops
are the leftovers from the Shock troopers
and the Pilots, the weakest armored and
slowest hatchlings Ground troops are
considered expendable. Both pilots and
ground troops have tough armor (SP: 4) and
are skilled with their claws.
Body Type Table: Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table: Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 - - - -
Reflexes - - - - 6 7 8 9 10 - -
Attract 2 3 4 5 6 - - - - - -
EMP 2 3 4 5 6 7 8 - - - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 - - - -
EDU 2 3 4 5 6 7 8 9 10
Move - - 4 5 6 7 8 9 10 - -
Body - - - - - - 8 9 10 - -
Psi/Mag - - - - - - - - - - -
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Technical Caste Aggendi Statistics Cool: 2-10 Intelligence: 6-10 Reflexes: 2- 8 Attractiveness: 2- 6 Empathy: 2- 8 Tech: 2-12 Luck: 2- 8 EDU: 6-10 Movement: 4-10 Body Type: 6-10 Psi: 1- 8
Description Technical Aggendi are the closest
thing the Aggendi have to a civilian.
Technical Aggendi do everything from
janitorial work to starship engineering.
Technical Aggendi tend to be
smaller and lighter than the other castes with
the weakest armor (SP 2) and tend to trim
their claws to give them fine manipulation
(thus removing them as usable weapons).
Technical Aggendi unlike the
Warrior Caste are separated by their
intelligence and technical ability rather than
their physical parameters. After a very basic
training they are separated based off their
affinities and further trained in their specific
job.
Body Type Table: Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
Movement Allowance Table: Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool - - 4 5 6 7 8 9 10 - -
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 - - - -
Attract 2 3 4 5 6 - - - - - -
EMP 2 3 4 5 6 - - - - - -
Tech 2 3 4 5 6 7 8 9 10 12 14
Luck 2 3 4 5 6 7 8 - - - -
EDU 2 3 4 5 6 7 8 9 10
Move - - 4 5 6 7 8 9 10 - -
Body - - - - 6 7 8 9 10 - -
Psi/Mag - - - - - - - - - - -
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Ruling Caste Aggendi Statistics Cool: 2-12 Intelligence: 6-10 Reflexes: 2-10 Attractiveness: 2- 8 Empathy: 2-10 Tech: 2-10 Luck: 2- 8 EDU: 6-10 Movement: 4-10 Body Type: 6-12 Psi: 1- 8
Description Ruling Cast Aggendi are the elite of
the Aggendi Empire, Ruling Cast are tasked
with the job of leading armies and
maintaining control of the Empire. Ruling
Cast combine the strengths of the other
casts, without the asexual reproduction of
the lower Casts.
Ruling Caste Aggendi have the heaviest armor of all the Aggendi (SP: 6)
and can reach super human level strength
and build, as well as having an uncanny
coolness when under fire or being
threatened.
Body Type Table: Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.
Type: Hits Hits Hits Shock Drag Meters Dmg. Val
Average 6 9 12 6 60 kg 20 0 4
Strong 7 10 14 7 90 kg 26 1 6
V. Strong 8 12 16 8 120 kg 30 2 8
EX Strong 9 13 18 9 185kg 45 3 13
Movement Allowance Table: Action: 2 3 4 5 6 7 8 9 10
Run (meters): 6 9 12 15 18 21 24 27 30
Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5
Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5
Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12
Cool 2 3 4 5 6 7 8 9 10 12 14
Intelligence 2 3 4 5 6 7 8 9 10 - -
Reflexes 2 3 4 5 6 7 8 9 10 - -
Attract 2 3 4 5 6 7 8 - - - -
EMP 2 3 4 5 6 7 8 9 10 - -
Tech 2 3 4 5 6 7 8 9 10 - -
Luck 2 3 4 5 6 7 8 - - - -
EDU - - - - 6 7 8 9 10
Move - - 4 5 6 7 8 9 10 - -
Body - - - - 6 7 8 9 10 12 14
Psi/Mag - - - - - - - - - - -
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35
Lifepath So youve got your characters stats and race picked out, but there is more to character generation then how strong or weak your character is, where did he or she come from, what were
their parents like, do they have siblings, do they have enemies, if so why, what type of people do
they have for friends, these questions and more must be answered to help make your character
come alive. To help answer these questions the Lifepath section has tables so you can roll or
choose what happened to make your character the unique individual they are.
A. Money & Family
This is the measure of how well off and how well connected your family is. It also determines your starting cash and
social status of your family
Roll 1d10 Social Status Funds
1 Poor/Slave 200gil
2 Poor/Servant 300gil
3 Laborer/L. Middle Class 400gil
4 Worker/L. Middle Class 500gil
5-6 Worker/Middle Class 600gil
7 Executive/Middle Class 700gil
8 Vice Pres./Upper Middle Class 800gil
9 Noble/Wealthy 900gil
10 Royal/Wealthy 1000gil
A2. Family Situation
Roll 1d10 or Choose
1-4 Something has happened to one or both of your
parents.
GO TO A3
5-9 Both parents are alive and well.
GO TO B
10 There is something special about your parents.
GO TO A4
A3. Parental Fate
Roll 1d10 or Choose
1 Your parent(s) died in a war or other form of
organized violence
2 Your parent(s) died in an accident
4 Your parent(s) have amnesia and dont remember you
5 You never knew your parents
6 Your parents are missing
7 Your parents are in hiding to protect you
8 Your parents defected to another power
9 You were raised by relatives or were
adopted. You have no idea about your
parents standing. 10 You grew up on the streets
GO TO B
A4. Parental Mysteries
Roll 1d10 or Choose
1-2 Both parents are really deep cover spies for
another power
3-4 Your parents were involved in a top secret
project and are on the run
5-6 Your parents simply have nothing more to
do with you
7-8 Your parents simply vanished, their house
was left empty and you a non-entity
9-10 Your parents are spies and living on another
planet
GO TO B
B. Family Standing
Roll 1d10
1-6 Family standing is good, even if one or both
parents are missing or dead.
GO TO E
7-10 Family standing is bad, and you risk losing
everything.
GO TO C
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36
C. Family Crisis
Roll 1d10 or Choose
1 Family lost all titles and properties through
the betrayal of a family member
2 Family lost all titles and property through
mismanagement
3 Family was exiled from home land, you
have returned under an alias
4 Family was imprisoned you alone escaped
5 Family vanished you are the only locatable
member
6 Family was murdered, you alone survived
7 Family lost everything fortunes collapsed,
the now live homeless on the streets
8 Family killed in an act of terrorism.
9 Family killed in a border skirmish
10 Family destroyed in an accident. Those not
crippled were killed
GO TO D
D. Familial Goals
Roll 1d10 or Choose
1-2 Clear your name or finances
3-4 Live it down forget it
5-6 Hunt down those responsible and make them
pay
7-8 Get whats rightfully yours 9-10 Save, if possible, your remaining family
GO TO Ea ELVES GO TO Eb
FELLPOOL TO Ec
Ea. Siblings
Roll 1d10 1-7 is equal to the number of siblings you
have a roll of 8-10 means youre an only child. Roll an additional d10 for gender: odd for male, even for
female
Roll 1d10 for relative age
1-5 Older
6-9 Younger
10 Twin
For each sibling choose or roll 1d10 their feelings
about you
1-2 They hate you
3-4 They dislike you
5-6 Theyre neutral about you 7-8 They like you
9-10 They hero-worship you
GO TO F
Eb. Siblings
Roll 1d6 1-4 is equal to the number of siblings you
have a roll of 5-6 means youre an only child. Roll a d10 for gender: odd for male, even for female
Roll 1d10 for relative age
1-5 Older
6-9 Younger
10 Twin
For each sibling choose or roll 1d10 their feelings
about you
1-2 They hate you
3-4 They dislike you
5-6 Theyre neutral about you 7-8 They like you
9-10 They hero-worship you
GO TO F Ec. Siblings
Roll 1d10 1-7 is equal to the number of siblings you
have a roll of 8-10 means youre an only child. Roll an additional d10 for gender: odd for male, even for
female
Roll 1d10 for relative age
1-4 Older
5-8 Younger
9,10 Twin
For each sibling choose or roll 1d10 their feelings
about you
1-2 They hate you
3-4 They dislike you
5-6 Theyre neutral about you 7-8 They like you
9-10 They hero-worship you
GO TO F
F. Friends
Roll 1d6 this is how many friends you have. Then for
each friend roll 1d10 to determine gender (odd for
male, even for female)
Roll another d10: the friend is 1 An ex-enemy
2 Is like a foster parent
3 An old family friend
4 A friend from school
5 Someone who grew up with you
6 Is like a big brother/sister to you
7 Is like a little brother/sister to you
8 Is a teacher or mentor
9 Is a partner or coworker
10 Is an ex-lover
GO TO G
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37
G. Enemies
Roll 1d10 on a roll of 10 you have made a lifelong
enemy.
Roll 1d10 or Choose: the enemy is 1-4 An old friend
5 A relative
6 An official in government, organized crime,
or a terrorist cell
7 A stranger to you
8 An ex-lover
9-10 Someone on the other side
This started when Roll 1d10 or Choose:
1 They caused the death of your loved one.
2 You caused the death of their loved one.
3 One caused the other a major humiliation.
4 One caused the other a physical
disfigurement
5 One disserted or betrayed the other
6 One caused the imprisonment of the other
7 You were romantic rivals
8 One foiled the plan of the other
9-10 Its a mystery.
Whos mad at whom? Roll 1d10 or Choose:
1-4 They hate you
5-7 You hate them
8-10 The feeling is mutual
If you were to meet face-to-face the injured party
would Roll 1d10 or Choose
1-2 Go into a rage and attack the other
3-4 Avoid the other person
5-6 Cause the other injury in any indirect way
7-8 Ignore the other person
9-10 Verbally attack the other
GO TO H
H. Romantic Life
Roll 1d10 or Choose
1-3 You are currently involved in a romantic
relationship
GO TO H1 4-7 You are currently uninvolved
GO TO H2 8-10 You are recovering from a romantic tragedy
GO TO H3
H1 Your Lover and You
Roll 1d10 or Choose
1 Your lovers friends/relatives heat you
2 Your friends/relatives hate them
3 One of you has a romantic rival
4 You are continually separated in some way
5 You constantly fight (but making up is fun)
6 One of you is insanely jealous
7 You think your lover is seeing someone else
8 They think youre seeing someone else 9-10 Everything is going smoothly
GO TO I
H2. Looking for Love
Choose or roll 1d10
1-2 You date anything that moves
3-4 Youre waiting for the right one 5-6 You dont have time for romance 7-8 You just dont want to get serious 9-10 Sex? Romance? Whats that?
GO TO I
H3. The Romantic Tragedy
1 They were killed in a military or terrorist
action
2 They were killed in an accident
3 They mysteriously vanished
4 They died suspiciously
5 They left you suddenly with no expectation,
with orders never to see them again
6 They were kidnaped or imprisoned
7 They commited suicide or went insane
8 Society kept you apart
9 They defected to another power
10 A rival cut you out of the action
GO TO I
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I. Physical Appearance & Personality Traits
Roll 1d10 or Choose for each column
Roll Hair Color Hair Style Eye Color Fur Color*
1 Red Neat Blue Taby Markings
2 Blue Long, Straight Green Blue
3 Green Short w/ Bangs Silver/Gray Ginger
4 Blonde Swept over one eye Ruby Red
5-6 Black Short, Straight Black/Brown Black
7 Orange Long, Curly Amber Yellow/Blonde
8 Purple Long w/ Bangs Gold Silver/Gray
9 Silver/White Short, Curly Violet White
10 Brown Wild Always Changing Brown
*When Applicable
Iron Based Blood Type
Roll percentile
Blood
Type Roll
A+ 01-28
B+ 29-48
AB+ 49-53
O+ 54-89
A- 90-93
B- 94-95
AB- 96
O- 97-00
Copper Based Blood Type
Roll percentile
Blood
Type Roll
C+ 01-28
D+ 29-48
CD+ 49-53
O+ 54-89
C- 90-93
D- 94-95
CD- 96
O- 97-00
Personality Traits
Roll 1d10 or Choose
1 Shy & Secretive
2 Angst-ridden, Antisocial, and Violent
3 Arrogant, Proud, and Aloof
4 Moody, Rash & Headstrong
5 Friendly & Outgoing
6 Picky, Fussy & Nervous
7 Stable & Serious
8 Silly & Fluffheaded
9 Sneaky & Deceptive
10 Intellectual & Detached
The Thing you Value Most is Roll 1d10 or Choose
1 Money
2 Honor
3 Your Word
4 Honesty
5 Knowledge
6 Vengeance
7 Love
8 Power
9 Having a good time
10 Friendship
Your Most Valued Possession Roll 1d10 or Choose
1 A weapon
2 A tool
3 A piece of clothing
4 A photograph
5 A book or diary
6 A recording
7 A musi