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  • 0

    Mekton

  • 1

    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.

  • 2

    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

  • 3

    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

  • 4

    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.

  • 5

    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.

  • 6

    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.

  • 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.

  • 8

    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.

  • 9

    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.

  • 10

    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.

  • 11

    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.

  • 12

    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 - - - - - - - - - - -

  • 13

    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.

  • 14

    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.

  • 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 - - - - - - - - - - -

  • 16

    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 - - - - - - - - - - -

  • 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 - - - - - - - - - - -

  • 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 - - - - - - - - - - -

  • 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

  • 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

  • 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

  • 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