Undying Caster II: With successful hard stamina checks can continue to cast spells using HP if stamina check failed then you take 3d6 damage. Energy Dampener II: You can pick 1 energy type which you are completely immune to. While can’t be contained is active you can pick 3 to be immune to. Signature Spell III: Can Select two different spells to designate as signature spells. Energy Dampener: You take half damage from energy damage, and when using can’t be contained people adjacent to you also only take half damage. No Weak Magic: You can re-roll any damage dice that come up 1 when making a spell attack. Signature Spell II: You can cast this spell in your sleep at this point and can reduce the amount of time needed to cast by one category. I.E if it takes two major actions normally then it only takes one major action, or if it takes a major action then it can be cast as a movement or a minor action. Double-Cast II: You can make two spell attacks per turn without taking a penalty to hit, but any spell attacks after take a -2 penalty. SPELLSLINGER Archetype Perks TIER III: INTUITION, ENDURANCE 7 TIER IV: INTUITION, ENDURANCE 8
TIER II: LOGIC, INTUITION 6 Breath of Life: Using a major action you can breathe life into inanimate objects, with an average persuasion check, giving them some semblance of sentience for 3 rounds. You can not use this ability on another character’s items. These animated objects are commanded like constructs. In Terms of their AR that is determined by the material which can be found in the Destructible Environment section. • Small object: 1HP to animate, they have 5HP and physical stats are 2,2 and 4, with a 1d4 damage dice. (your choice). • Medium object: 3HP to animate, they have 15HP and physical stats are 3,3, and 6 with a 1d6 damage dice(your choice). • Large object: 9HP to animate, they have 40HP and physical stats are 4,4, and 8 with a 1d8 damage dice (your choice). Vroom Broom: Designate an item or pair of items, such as shoes that you can wear, stand on or straddle as your hidden vehicle. This item gains a fly speed equal to double your movement speed. If separated can summon with a major action . Any attacks from abroad your hidden vehicle is automatically at -4. Familiar II: As a major action you have access to your familiar’s beast ability and can use it as your own using MP instead of BP for the indicated cost. Can also spend 1 MP to share senses with your familiar allowing you to see and hear what it does as well as speak through it as if it were a phone. Archetype Perks THE WITCH TIER I: LOGIC, INTUITION 5 Familiar: Pick any small animal and infuse it with your mana, this permanently removes 3 mana from your pool and adds it to the BP of your familiar, this elevates them mentally, linking them to you and they gain a health pool equal to half of your total HP+VP. If they have a damage dice it is increased by 1 size, if they do not have a damage dice size the gain a 1d4 attack. Their designated stats are increased by 2. You can perfectly communicate with your familiar verbally, while it responds mentally. Can command them without fail as a major action. • If killed you can spend 3HP to bring them back to life • The mana infused into them allows them to supply themselves with anything they need to survive I.E. it allows fish to envelope themselves in water and float around through the air. Bubble Bubble: Can use an alchemist kit to create any simple potion or to increase the effectiveness of already existing simple potions into advanced potions (of the same type) with an average Medicine check. Hex: After getting hit by an enemy as a reaction your familiar can make an attack against the person or creature that damaged you, using your martial attack skill. If the enemy is bigger than the familiar then the roll need is an easy check. If successful then the enemy has disadvantage to attacks against you and any successful attacks cause them to gain 2 severity of mana corruption. In The Cards: Can spend a major action and move action to divine a bit of the future allowing you or one of your allies (or an enemy if you really want to) to gain an advantage dice that they can hold onto until needed. Individuals can only have one bonus dice granted by you at a time in this fashion.
Bubble Bubble II: Can turn any advanced potion into an expert one using an average Medicine check. Potions that have already been upgraded once can be upgraded again but the second upgrade becomes a hard check. Words of Death II: When using in a combat situation can choose to spend all actions on the summoning of the spirit infusing it with even greater power increasing the radiation damage to 3d8 and inflicting 5 severity severity fear per attack. Breath of Life II: Using a hard persuasion check you can convince the gear of even your enemies to animate and join your cause. This only lasts for 1 turn. Vroom Broom III: Can quadruple your speed when riding and now be used as an attack that cause it to barrel forward at an enemy dealing any indicated damage if it has any or 3d8 (a physical damage depending on item) whichever is higher. Familiar IV: Through friendship and training your little familiar has reached the point that it spontaneously evolves into a medium sized creature of the same size with all prior improvements from previous perks added to this new form. Familiar III: Thanks to the incredible connection between you two, your familiar has developed a new ability to transform into a monstrous form roughly the size of a small car for 3 turns. All of its stats are increased by 4 and it is given a martial combat skill of +2. Their damage dice increase by 1 size and 2 extra damage dice are added. When in this form every attack the familiar makes cost you 1MP. Vroom Broom II: Increase the speed to three times your movement and can now conduct attacks without any penalty for flying. Can now also carry one guest of sapient sizes. In The Cards II: Can now use this ability to apply disadvantage on your enemy's next roll. Words of Death: Can summon and communicate with the dead bringing forth their ghosts for 1 minute. With a successful Hard persuasion check they will be friendly to you even if they were aggressive before and with an average success only those that would have been friendly anyways will be when communicating. Since ghosts are incorporeal they are unhindered by physical barriers but also can’t touch people or things. You can have these ghosts attack by using a minor action and spending 1MP to make them momentarily corporeal and dealing 2d6 Radiation damage, this also inflicts 2 severity. THE WITCH Archetype Perks TIER III: LOGIC, INTUITION 7 TIER IV: LOGIC, INTUITION 8
Archetype Perks FREE-FOR-ALL NO STAT REQUIREMENTS Resilience: Your VP pool increases by 15. Resistance: You reduce severity of physical ailments by +2. On a successful save. Tranquility: You reduce severity of mental ailments by +2. On a successful save. Expanded Study: You gain three new fields of study, which can be either lifestyle skills or languages, and 1 new school of magic (can be taken as many times as desired) Capslock: Increases mana cap by 2. Wellspring: Your MP pool increases by 10. Gear Specialist: Can use equipment marked as specialty, without penalty. Hybrid fighter: Can use hybrid weapons, without penalty. Weapon Specialty: Select the kind of weapon you wish to specialize in, one handed swords, pistols, rifles, staffs, whatever you wish to specialize in and this grants you a +1 to hit when using such a weapon.
Alteration Perks This section focuses on Alteration Perks which unlike Archetype perks are not restricted by stats or leveling bonus. Instead Alteration perks are limited by your MP as each alteration perk requires the permanent loss of some MP because MP is linked to your physiology and alteration perks permanently alter that physiology. These perks can be acquired upon leveling up and you can pick as many as your MP allows. The only exception to this are alteration perks that are listed as costing 0MP these instead take up a perk slot during your leveling bonus. There are Primary, Secondary and even Tertiary Alteration perks which branch off of one another. You can acquire any primary perk simply by paying the MP toll, while secondary and tertiary perks require you to get the parent perks that come before them, this is shown below. Name of Primary Perk ? Name of Secondary Perk: To acquire this perk you need to first acquire the primary perk before it, and it is the parent of Tertiary perks indented from it. Name of Tertiary Perk: To acquire this perk you need to first acquire the secondary perk before it. This is the parent of Tertiary perks indented from it. Name of Tertiary Perk: To acquire this perk you need to first acquire the tertiary perk that is less indented than it. ? ? ? • Explanation of the Primary perk, this primary perk is the parent perk to all secondary and tertiary perks indented from it. MP cost of perk ? Name of Tertiary Perk: To acquire this perk you need to first acquire the secondary perk before it and it is not linked to the tertiary perks before it.
2 Most of your body covered in a thin layer of chitin granting a natural AR of 3. This gives your body a scaly appearance which can only be hidden through magical means. This is particularly powerful against slashing damage provide 5DR. Chitin Body 2 You have a chitinous tail with a potent stinger at the end. This grants you a natural attack that deals 1d6+Stat damage, and inflicts 3 severity Poison on a successful hit. Scorpion Tail 2 One of your arms becomes chitinous and gains a natural attack that deals 1d8+Str damage, and can make a Called Shot to grapple while still dealing full damage. This limb lacks opposable thumbs, and cannot properly use manufactured weapons unless they are specifically crafted for a crustacean claw. Crustacean Claw 2 You have large wings, and enough bone structure to permit limited flight. You have a flight speed equal to your movement distance, but must land at the end of each of your turns unless you succeed at an average Stamina check to hover until the start of your next round, Next stamina check to hover if no landing occurs is a hard then upgrades to extreme afterwards. Wings 2 One of your arms splits at the elbow or shoulder into three suction-cupped tentacles, which grant you a natural attack that deals 1d6+Str damage, and can make a Called Shot to grapple while still dealing full damage. The tentacles grant a +2 bonus on Athletics checks made to climb or swim, and on Poise checks against being disarmed of an object held by the tentacles. Can be used to wield one 2-handed weapon, but not multiple one handed weapons. Tentacles Alteration Perks
2 Overclock: Any prosthetic power that requires cool down, can ignore the cool down for 1 minute. Like New: You have become so in tune with your cybernetic limb that you do not require a battery to power even its more advanced abilities. Instead you can choose to use MP to power those abilities. Barely Feel It: If an ability from a limb would cause Mana corruption, exhaustion, bleed, burn or poison, those severities are reduced by 2. Barely Feel It II: Reduces damage backlash by number equal to your level. Modder: You fearless tinker with your limb so often that you know it inside and out, this means you know how much empty space is left and how to move things around allowing you to fit two additional augments onto any prosthetic limb. One of your major limbs has been lost and been replaced by a top of the line cybernetic replacement. When this perk is purchased can immediately acquire one of the following limb perks for free. (THEY OTHERWISE CAN ONLY BE GAINED LIKE ARCHETYPE PERKS AS PART OF THE LEVELING BONUS). Also upon acquiring this perk you can select any one limb from from the shop. Prosthetic Limbs 0 0 0 0 0 Alteration Perks 2 Simply a prehensile tail akin to that of the vanara allowing you to essentially have a third arm that you can use for just about anything you would normally use your regular arms for. Prehensile Tail 2 Gain perfect dark vision that allows you to see the world as if it were the middle of the day in absolute darkness. These eyes are also impervious to magically imposed blindness and can spell signatures that are active or faded Monstrous Eyes
Alteration Perks Select an animal of small, medium, or large size; you have the paranatural ability to shapeshift into an animal hybrid form that alters you in several ways. You cannot transform at will; the GM dictates when stressful situations (usually taking damage in combat) could cause you to give in and transform (using one of your actions from the next turn you take). You can attempt a hard Threshold Mental Fortitude test to resist transforming when exposed to such a stimulus. You can only be made to transform once before taking a short rest. When you transform, you gain the following qualities: • You gain +3 points of natural armor. • You gain the natural weapon of your chosen animal form that deals1d6+Stat. • Your Endurance increases by 2 when transformed. • Your physical stats increase by a total of 3 points, distributed as you choose (this choice is made when the perk is taken and cannot be altered). • While transformed, you must either attack the nearest creature with your natural weapons or flee as far as possible from that creature. If you have an animal companion or any magical constructs, they do not count as a separate creature from yourself for this purpose. • You cannot properly use manufactured weapons, cast spells, or concentrate on spells while in your beast form. • You can attempt a Mental Fortitude test at the start of your turn for free; if you succeed, you revert to your normal form, can take no further actions this round. You also return to your normal form upon reaching 0 HP and entering critical condition. Regardless of how you revert, you suffer severity 5 Exhaustion which can’t be resisted. • Weapons made of silver deal an additional 2d6 damage to you, regardless of whether you are transformed, and ignore your beast form's natural armor. Beast Form Controlled Shift: You have control over your transformation, and can use an action to transform. You can still only transform once per short rest. You may revert to normal form as an action without requiring a Mental Fortitude test, though you still suffer severity 3 Exhaustion. Precise Shift: You can use an action to partially shift into beast form while retaining the use of magic and weapons. You gain only 2 natural armor and a 1d6+Stat damage natural attack. You have a 2-point stat increase can be added to your Str, Agi, or End (you select which stats to increase each time). Reverting to normal form from a precise shift only causes severity 2 Exhaustion. You can spend an action while in a precise shift to fully shift into beast form as normal. 1 1 2
Alteration Perks 1 2 New Body: When you shift into beast form, you recover 2d6 VP and 2d6 HP. When reverting to normal form, you lose 2 VP and 2 HP. If entering a Precise Shift, you only recover VP, and if reverting from a Precise Shift, you only lose VP. Bestial Power: The damage dice dealt by your natural attacks increases by 1 size (to a maximum of 1d12), and your natural attacks deal an additional damage die. Can be taken multiple times. Beast Senses: Select one sense pertinent to your animal form (vision, hearing, or smell). Even without changing into your hybrid form, you gain a +2 bonus to Awareness and Investigation checks made using that sense. In addition, magical illusions cannot fool that sense. Shearing Claws: Increase the damage die of your claw attack to 1d8+Str. Brutal claws: Increase the damage of your bite attack to a total of 2d8+Str. Brutal claws II: Adds 1 damage dice to your attack. This can be taken as many times as you have perk slots and MP. 1 Beast Form Continued 0 1 0
Alteration Perks You are afflicted with vampirism, your body changes drastically no longer being sustained by regular food and drink as well as growing large fangs and developing a gray pigmentation as many of your melanocytes mutate becoming extremely photosensitive. • You have a disadvantage dice to all checks and cannot concentrate on spells or cast spells that take more than 1 major action to cast, while in direct sunlight. • Eating and drinking normal sustenance doesn't benefit you, you only require 1 pint of blood from a living creature once per day to fulfill your biological needs. If you avoid drinking any blood you suffer +3 severity exhaustion. • You skin becomes hard to pierce giving you +2 AR natural armor. Silver ignores this AR and doubles the damage of any attack against you. • Your senses improve allowing you to see perfectly in the dark and you gain one advantage dice to awareness and investigation checks. • You gain a natural bite attack that deals 1d6+Str damage, and allows you to drink your target’s blood so that any damage it deals restores your VP by the same amount. If you would gain • VP in excess of your maximum from your bite attack, then your Str, Agi, and End increase by +2 for 3 rounds, this effect can’t happen again until it wears off. When your VP reaches 0, you enter a frenzy and must attack the nearest creature with your bite each round until you successfully drain VP. 2 Vampirism Leeching Essence: When making a bite attack, before rolling, you can choose to siphon magical energy. If you do so, the attack deals half damage (restoring your VP as usual), but half of the damage is also dealt to the target's MP, and your MP is restored by an equal amount. Controlled Blood Lust: After reaching 0 VP, you must still attempt a bite attack every round until regaining VP, though you may target any creature within your movement, and adding your Influence to the to hit roll until you regaining VP. Sharp Fangs: Increase the damage die of your bite attack to 1d8+Str. Brutal Fangs: Increase the damage of your bite attack to a total of 2d8+Str. Brutal Fangs II: Adds 1 damage dice to your attack. This can be taken as many times as you have perk slots and MP. 0 1 1 1 0
Alteration Perks • 1 Venom Fangs: You’ve developed new fangs that have thin holes that lead to a venom sack that developed next to your salivary glands. When you bite and deal damage your venom spills out and causes +3 severity poison. Paralyzing Fangs: Your venom becomes more devastating by causing +3 severity stun on top of the poison severity. Compulsory: Your voice has the ability to resonate at a frequency that is nearly imperceptible to sapients. Sapient creatures are incredibly vulnerable to suggestions uttered after hear this frequency. With a hard influence check you can command any individual you are targeting to do any not immediately life threatening actions. Once per turn before they take the commanded action they can attempt a hard mental fortitude check to break free of your control, the commands activate on the target’s turn. Carrion Claws: Your nails shluffs off and it their place grow retractable keratin claws that infect anyone who takes damage from them with your venom inflicting +2 severity poison. These claws deal 2d6+str or agi. Natural Killer: Your claws and fangs are your greatest weapons, so long as you only attack with these and each attack is a different limb (including bite) then you do not take a penalty for multi-attacking. Ally of Darkness: When in absolute darkness you can once per you can add one advantage dice to a roll. Vamp Lord: The ultimate ability of any vampire, a short but powerful transformation. At the cost of half your current HP you activate this form increasing all physical stats by 2 for 3 rounds, after which you take 5 severity exhaustion immediately. Wings rip their way out from your back, unknown muscle tears your flesh as it grows over top of your own, your teeth all grow as sharp as your fangs increasing your bite attack by 3 damage dice, and from the roots of your nails erupt large claws that deal 2d6+str or agi (if you already have claws their damage increases by 2 damage dice). While in this form you are able to fly equal to your movement speed and attack 3 times using all major and minor actions as long as each attack is done with a different natural weapon/limb. 1 0 1 1 1 3 Vampirism Continued
Alteration Perks You have a primal connection to a force of nature that runs deeper than even your magic. You can activate your connection to an ancient element as a minor action, taking 2d8 damage (which cannot be mitigated with armor or magical protection) as your flesh tears and renders with the element you are bound to spilling out and over taking you. You can drop this form as a minor action. Your equipment is always protected from the effects of your aura. While your elemental form is active, you cannot cast any spells except those that manipulate your chosen element - your body can emit your element acting as an item focus when casting such spells. When you select this perk, choose one of the following ancient natural elements; while your elemental aura is active, you gain the listed benefits. • Heat: You radiate flames, intense volcanic heat, or solar energy. You are immune to fire damage. All of your melee attacks deal an additional 2d4 fire damage and cause severity 2 Burn, and any creature that attacks you in melee takes 2d4 fire damage for touching you. • Ice: You radiate an intense chill, and frost accumulates on your skin. You are immune to water damage. All of your melee attacks deal an additional 2d4 water damage and cause severity 2 Exhaustion, and any creature that attacks you in melee suffers severity 2 Exhaustion. • Electricity: You crackle with arcing electricity. You are immune to electrical damage. All your melee attacks deal an additional 2d4 electricity damage and cause severity 2 Stun, and any creature that attacks you in melee suffers 1d4 electrical damage in retaliation. • Stone: Your body becomes dense and sturdy. Gain and AR of +4 with 50% damage reduction and 50% DR to all physical damage types. Your Strength and Endurance increase by 2, and your movement distance is reduced by 6 meters. Elemental Body 2 Reduced Drain: The damage you take when activating Elemental Body is reduced to 2d4. Natural Adaptation: You connect to an additional ancient element. Each time you activate Elemental Body, you choose one ancient element you are connected to and gain its benefits. Mixed Results: You can activate two elemental auras at once, gaining both of their benefits simultaneously. Ethereal Body: When dodging an attack you gain a 1 advantage as you can allow the part of your body that would be hit turns completely into your element, either crumbling out of the way or allowing the attack to pass through. 1 1 1 1
Alteration Perks 0 You are exceptionally old for your species. You gain a +3 to all mental stats and +2 to all fields of study. All physical stats suffer a -3. And are capped at 6 when leveling. Elderly While concentrating as a minor action you can release a toxic miasma, from a gland somewhere on your body, that surrounds you and lingers in an area where you stood. The miasma inflicts 2 points of exhaustion, poison and blindness per round while standing in a spot within one meter of the miasma. The miasma lasts for 3 rounds when lingering away from body. Toxic Glands 2 3 Your body has adapted a nervous system akin to a spider allowing you to use the hairs of your body like the pedipalps of a spider. This allows you to notice the smallest changes in your environment from up to 9 meters away. Within that range you are aware of all movements and no one can get a surprise hit on you. Even projectiles as fast as bullets alert you once entering this zone meaning you can take your normal dodge reaction for that turn. You also gain a +1 dodge to your Dodging skill, and to Initiative checks. Arachnid Faculties
Alteration Perks Connect to the ancestral roots of your race transforming your body to a state in which it would have existed hundreds of thousands of years before, granting each 6 ancestry points. Hybrid ancestry characters can transform into either of the ancestral forms, but only one at a time. This ability can only be done once per long rest in which character must sleep. This transformation only lasts 3 rounds after which character receives 5 severity exhaustion. Ancestral Transformation 5 Vanara: The fur that protects their arms grow out in all providing +3 AR. Growing to the size of the largest anzu and sprouting 2 extra set of arms. These extra arms allow them to gain a second reactions, a third major action and they no longer suffer the possible penalties of multiple attacks. Bone grows in over their maws increasing the damage from their bite by 3 damage dice, they are now also able to propel their entire set of teeth up to 9 meters. Abilities: 1 ancestry point each • Acid blast: Sprays torrent of acid from their throat at a target dealing 3d8 water energy damage inflicting +3 burn. • Paralyzing Bite: A secondary gland begins to secrete a paralytic that on a successful bit instead of inflicting +3 burn, inflicts stun at severity +5. Anzu: When entering their ancestral form an anzu’s face begins to protrude more beast like with fangs that burst forth. Their talons grow increasing their damage by 3 damage dice. The anzu also sprout feathers down the rest of their arms which grow into retractable wings that hinge at the wrist allowing them to use their hands as they normally would. Another pair of wings grow from their upper back allowing them the full ability to fly even when the wings of the arms are retracted. Gain a +3 to agility and when all four wings are spread the anzu double their total movement speed able to move in any direction. The wings of the anzu are also incredibly durable allowing them to be used as shields with a +2 AR and a +2 to block. Abilities: 1 ancestry point each Razor’s Gust: Summon a terrifying gust of wind that while pushing back enemies 3 meters (if failed poise check), also sunders their flesh small streams of such intense air pressure they deal 3d8 damage Talon Blades: The talons grow so large they begin to resemble small blades, and their damage dice increase by one size. Rending Winds: Flying in a straight line attack any number of targets within your movement speeds distance only one attack per person.
Alteration Perks Oni: When an oni transforms into their ancestral form they grow rapidly becoming a large creature (2x2 square) doubling their height and reach. Due to their impressive new stature one gain an additional skill dice for poise, an advantage dice to attacks and are completely unaffected by difficult terrain. Their third eyelid seals and thickens creating the appearance of black eye. Their canines and horns grow larger protruding farther and becoming harder, this increases the damage of an oni’s horn by 3 damage dice, and it causes 2 severity bleed per successful hit. Bones similar to their horns form along the knuckles and deal as much damage as the enhanced horns. In this form the oni gain a +2 AR, and an additional skill dice to their Martial Combat. Gain a boost to VP equal to their Endurance + Influence. • Abilities: 1 ancestry point each • Create earth weapon: Melee weapon that regardless of shape deals 1d10+str. • Roar: Inflict fear of +3 severity to enemies in earshot. • Quake: Stomping one massive foot on the ground a localized earthquake begins (6m radius from the stomp) which lasts until the end of the transformation. This earthquake causes the ground to be difficult terrain, and any affected by it receive a -3 to their poise. Humans: In their ancestral form the tattoo like birth marks of humans begin to grow across the human’s entire body taking some sort of form whether of beasts, monsters, or outlines of themselves these tattoos once completed can come to life ripping from the body of the human and exist as the living shadows encasing the humans and erupting in the light of the human’s mana. Their hair and eyes ignite in this same glow. In this form humans gain a +2 strength, +2 AR and their MP cap doubles. Can use the shadow as a weapon that deals 1d6+ str or agi and has a reach of up to 3 meter reach. Abilities: 1 ancestry point each • Mana Flame: Your shadow releases a black flame attack that does damage equal to the MP of the target. This also inflicts 3 severity burn per use. • New Unity: As a minor action the living shadows can completely separate from human and have stats that mirror their human counterparts except they have no VP and their life force is equal to the MP and HP total of the human. Both the human and the shadow have a full complement of actions during their turns except movement which is shared, they also can not be further that 6 meters from one another. Any damage the human would receive can be transferred to the shadow and vice versa. When this split occurs the human loses the bonus to their strength and AR. Ancestral Transformation Continued
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TM The Basics The Shop is split up into four Major sections. Weapons, Armor, Items, and Augmentations. Each is further separated, weapons are categorized into: Ranged weapons, Melee weapons and hybrid weapons. The Ranged and Melee weapons are further separated into Basic, Specialty and Unique. Armor is separated into Basic, Specialty, and Unique as well, then ordered by AR. The items are separated into groups that define their actions. These groups are Curatives, Spell Books, Tools, and Tech. Each have their own categorization, further grouping similar ones of each group, these are clearly labeled to help you find the right items for you. The Augmentations is separated into Prosthetics, Prosthetic Mods, and Weapons/ Armor Mods. Whether or not a weapon, armor or limb can contain an augment is dependent on the item and will be indicated in their description. If something can be augmented then it will have a number of Augment Slots indicated the space available to modify that item. Gold The world government of Terra has long established a universal currency to allow for easy trade between all countries. This universal currency of Gold has gone through many different incarnations and currently exists as a purely digital commodity. Everyone has access to a pool of their gold through their internet connected devices, allowing them to send and receive gold with just a tap. While all that is needed to access your gold stores is an internet connection it isn’t always the most secure as phones and the normal laptop are open to hacking attempts. Instead most responsible adults carry with them G-stix, which are small, 3cm by 6cm by 3mm, digital devices that store gold acting as personal bank accounts. These are disconnected from any internet connections and instead establish local connection to other G-stix or any digital device via surface touch transmitting and receiving gold without fear being hacked. Trade Gathering items is a staple of any great tabletop game, to accommodate for this The Shop is full of items that characters can acquire and use. Each item has a listed gold price which is the worth of the item listed. Trade however is not a one way action, players will constantly gather items and tools that they will want to sell to accumulate enough gold for the next big item! When players sell by default they can get 50% of the listed price.
Weapon Properties Many weapons have shared properties such being concealable, being loud, or being explosive. Rather than explain each one over and over again a list of weapon properties has been made which explains in detail what effect each property has. The weapon have the properties listed on them, merely find the properties on the list below to know what effects the weapon are. • Concealable: The weapon can be concealed in the user's clothing, making it non-apparent unless the user is physically searched. Retrieving a concealed weapon takes a minor action. • Cumbersome: Weapon is so large and unwieldy that its weight needs to be considered, these weapons can not be used for a Fortuitous Strike and both hands must stay on the weapon at all times or else it is dropped. • Defensive: The user can spend an action to brace with the weapon, gaining an additional reaction this round that must be used to block. • Dexterous: Disarm called shots made by the user can steal an item from the target even if the wielder is not adjacent to the target, or can throw a disarmed item anywhere within the user's reach. The user can also retrieve an unattended item within the weapon's reach as a minor action. The weapon can also make Whip Grapple called shots (see the Called Shots section under General). • Double-Function: The hybrid weapon can be used for both melee and ranged attacks without needing to switch configurations. • Explosive: The weapon deals full damage to its target, and half damage to any other creatures within 2 meters of the target. • Fist: The weapon augments a bare-handed punch, making it compatible with the Martial Arts perk. The weapon cannot be disarmed, and other things can be held in the same hand as the weapon without issue. • Nonlethal: A creature dropped to 0 HP by this weapon doesn’t die in 1 minute and instead is stable and unconscious unless otherwise acted on.. • Recoil: If the user doesn't have 3 or more Strength, the weapon's effective ranges are halved. • Semi-automatic: The weapon gets an extra hit (full damage calculations) for every two successes on the attack roll. Attacks are at a -3 when using this property. Players can choose to just press the trigger for single fire so as to ignore the semi-auto complications, using it as a single shot firearm. • Bright: Light is radiated which can be seen by anyone in line of sight. • Loud: Emits a loud noise this will alarm enemies within 20 meters to your position.
• Full-Auto: Gets an extra hit with every success but the attack is at a -4 if choosing to rapid fire. • Shatter: Doubles damage against inanimate objects. • Steady: The user must use an action to take aim before firing the weapon. Attacks made without taking aim have disadvantages. • Two-Handed: The weapon can only be used effectively with two hands. It should be assumed that any two handed weapons can be held in one hand, but not operated allowing the other hand to grab things and do minor actions that only require one hand. • Fortuitous: Grants +1 advantage die during opportune attacks. • Spacious: Can contain augments up to 3 mod slots. • Customizable: Can contain augments up to 5 mod slots. • Tedious: Requires a reload after every use before it can be used again. • Reliable: abilities that would render the weapon inoperable do not work. • Silent: Makes no noise when firing, not even the great roll would allow someone to hear the lack of noise. Weapon Properties Wow I really got to make way more art
COST NAME AMOUNT 18 Gold Small Battery Pack 9 Charges 50 Gold Medium Battery Pack 30 Charges 200 Gold Large Battery Pack 120 Charges Nearly all Ranged weapons, and some melee requires some ammunition whether that’s bullets, arrows, rockets or batteries, it can be bought in convenient bundles. Each weapon specifies what kind of Ammo Pack is used in that weapon, items that are labeled arrows or bolts can use either the standard or enhanced quiver. While these Ammo Packs are the stock standard versions you can pay for the Special Munitions on top of the of the price of one of these Ammo Packs in order to add the effect of the selected Special Munition to the ammo pack you bought. Battery Packs Bullet Packs COST NAME AMOUNT 10 Gold Revolver Clip 6 Shots 20 Gold Shotgun Clip 7 Shots 40 Gold Enhanced Shotgun Clip 16 Shots 20 Gold Small Clip 15 Shots 40 Gold Medium Clip 36 Shots 100 Gold Large Clip 100 Shots COST NAME AMOUNT 20 Gold Standard Quiver 15 Bolts/Arrows 40 Gold Enhanced Quiver 35 Bolts/Arrows 60 Gold Goliath Quiver 20 Bolts/Arrows Arrow/bolt Packs Ammo Pack and Specialty Munitions
Ammo Pack and Specialty Munitions COST NAME AMOUNT 60 Gold Disc-tructor Barrel 20 Discs 60 Gold Reel Pack 15 Lines 75 Gold Mercury Mass 30 Charges 75 Gold Adhesion Rods 30 Charges 333 Gold Black Mass 9 Charges 420 Gold Rocket pack 6 Rockets 666 Gold Compression Orbs 12 Orbs Unique Packs COST NAME DETAILS 50 Gold Rubber Bullets All damage converted into smashing damage and making it so attacks from this never kill a target only incapacitating them. 60 Gold Hollow Points Inflict severity 3 bleed on the target upon successful hit. 60 Gold Ice Bullet Converts the damage into water energy damage and leaves no traces of the attack. 75 Gold Drill Tips Increases AP of any attack by 3. 100 Gold Electro-Magnetic Slug The electromagnetic slug only deals half damage but when it makes contact, a burst of seemingly harmless electricity radiates out shutting down electronics (anything that would use a battery) that they hold for one round. This includes digital grimoires. 100 Gold Explosive Rounds Increases size of the gun’s damage dice by 1, and adds the explosive property to the attack. 150 Gold Tracer Rounds After one successful hit any other tracer rounds that are shot have an advantage dice to attacks made against the same target. Specialty Bullets
Ammo Pack and Specialty Munitions COST NAME DETAILS 50 Gold Knockout Arrow A blunted bolt/arrow that ejects a small air bag upon impact causing all damage to be converted into smashing damage and making it so attacks from this never kill a target only incapacitating them. 60 Gold Venom Tips Inflict severity 3 poison on the target upon successful hit. 60 Gold Siphon Shafts Inflict severity 3 bleed on the target. Siphon arrows/bolts store the siphoned blood in them which can be extracted. 75 Gold Shocking Tips Deals additional 1d4 electric damage, per degree of success. 100 Gold Barraging Bolts Just before impact the bolt or arrow splits in 3 dealing 3 times the base damage of the weapon. This ability only activates if the attack has at least 2 degrees of success. 100 Gold Boom Bolts Increases size of the bow/crossbow’s damage dice by 1, and adds the explosive property to the attack. 100 Gold Bolarrows On a successful hit the Arrow/bolt bursts apart becoming a bolas and automatically initiating a grapple with a hard threshold for the target to try and avoid or escape. 100 Gold Reeling Arrow The reeling arrow/bolt shoots out with a sturdy line hooked tip which makes it able to embed this line into almost any surface. The other side of the line is attached to another bolt/arrow which can be fired same a the first connecting the two targets with a taught line. A major action can also be used to simply embed the second arrow/bolt where you’re standing. It takes 15 damage to cut this line. Specialty Arrow/Bolts
Ranged weapons (and some martial weapons) have an indicated effective range within which the user has no penalties or otherwise difficulties during firing. If shooting at a target that is closer than the minimum of the effective range then the target has an advantage dice for their reaction against you, such as with a Dodge or Fortuitous Strike. Shooting at a target that’s beyond the maximum of gives the shooter 2 disadvantage dice to hit. Lastly, using specialty weapons without the specialist perk gives all attacks +1 Name Description Properties Damage AP Range Ammo Cost Taser A non-lethal alternative to a firearm that shoots a painful jolt of electricity through the air at your target. Concealable, Non-lethal 2d4 electric 3 2m-5m Small Battery 60 Crossbow Traditional weapon that combines the easy of use of a gun with the silent sophisticated nature of a bow. Must reload per shot. Two-handed 2d4 Piercing 3 3m-15m Bolts 100 Colt Revolver Classic and reliable the colt is the gun that other guns think of when they hear the word gun. Concealable, Loud 1d8 Piercing 2 2m-10m Revolver Clip 150 Glock Handgun Seemingly unremarkable but the convenience of this weapon’s sizable clip and effective range make it a force not to be trifled with. Concealable, Loud 1d8 Piercing 1 2m-15m Small Clip 150 Compound Bow The modern adaptation of a classic, compound bows take the strain of use off of the shooter. Two-handed 2d4+Agi Piercing 1 3m-20m Arrows 150 Archaic Bow The traditional longbow, the weapon that toppled kingdoms. Requires a minimum of 3 Str. Two-handed 2d4+(Agi or Str) Piercing 2 3m-100m Arrows 300 Bolt-Action Rifle You’ll see the titans walk before you see this powerful weapon misfire. Two-handed, Loud 3d4 Piercing 3 3m-30m Small Clip 300 Pump Action Shotgun An oldie but a goodie with enough stopping power to make any monster think twice. Two-handed, Loud 3d6 Piercing 1 2m-8m Shotgun Clip 400 Plasma Staff As long as you have 3MP this staff collects Mana from surroundings and shoots small balls of energy. Two-handed 3d8 Radiation 0 2m-9m N/A 440 Basic Ranged Weapons
Specialty Ranged Weapons Name Description Properties Damage AP Range Ammo Cost Hand Catapult Specialized crossbow that can shoot any one handed item at breakneck speeds, turning any item into a bone shattering piece of ammo. Damage is by default crushing but becomes whatever the item’s damage type is. Default AP becomes the AP of the item thrown. If item has effect it activates on impact. Two-handed, Cumbersome (30kg), loud 1d8+damage dice of thrown item (if applicable) 0 2m-6m N/A 400 Giants Bow A massive long bow, as large as the tallest of anzu. Most can’t hold this bow upright, let alone pull the terrifyingly tense bow strings. Two-handed, Cumbersome (45kg), Recoil 3d6+Str Piercing 6 5m-200m Goliath Quiver 600 Double Barrel Snub Nose Just a regular pistol that shoots two bullets the same time, so every successful attack hits twice. Concealable, Loud, Spacious 1d8 Piercing 2 3m-10m Revolve r Clip 350 Light Blaster An extravagantly high powered laser for such a small chassis. This sidearm is capable of burning holes through nearly any enemy. Concealable, Bright 2d6 Fire 4 3m-6m Small Battery 350 Particle Rifle A massive rifle that sucks the dust particles from the air until it collects .00000003 kg and then shoots at 1% the speed of light creating a blazing fast beam plasma with enough power that it can boil water on contact or even total a smart car. Two-handed, bright, loud, explosive, Recoil 6d6 Fire Damage 3 3m-9m Small battery 1200 Sniper Rifle With enough power and penetration to kill a tank, if you can’t kill your prey with this then it’s probably your own fault. Two-handed, Cumbersome (55kg), Loud, Steady, Tedious 6d8 Piercing Damage 2 9m-1200m Revolve r Clip 1300 Disctructor A long barrel with serrated rings on it, this barrel attaches to base housing an extremely powerful electromagnetic mechanism that is activated by the lever trigger. This causes a magnetic force to pass through the barrel propelling the metal serrated rings at extreme speeds.. Two-handed, Silent, +3 Bleed Severity 5d8 Slashing Damage 4 3m-6m Disctructor Barrel 1000 RPG The name speaks for itself, not much you can do against a grenade shot at you with a rocket. Two-handed, Explosive, Cumbersome (65kg), Loud, Steady, Tedious 6d12 Crushing Damage 3 6m-15m Rocket Pack 2300
Basic Martial Weapons Name Description Properties Damage AP Range Ammo Cost Gauntlet/ Brass Knuckles Why punch someone with your bare hands when you can punch them with hard bone crunching metal. Fist 1d6+ Stat Crushing 0 Touch N/A 90 Hooked Dagger Simple but effective, a common weapon for would be assassins that inflicts +1 severity Bleed. Concealable 1d6+Stat Piercing 1 Touch, 1m to 6m (thrown) N/A 125 Braided Snake Whip An elegant weapon that requires a great deal of skill to truly master, novices remember that it’s all in the wrist Dexterous 1d6+Agi Slashing 0 1m to 3m N/A 175 Crested Shield The best offense is a good defense, and sometimes that defense can be used to bash an enemies head in. Adds +2AR, when blocking adds +4AR and 50% reduction to all physical damage types. Defensive, Spacious 1d4+Str Slashing 0 Touch N/A 200 Tonfa A wonderful amalgamation of defensive and offensive capabilities. The tonfa is a simple and effective tool. Defensive, Spacious 1d6+Stat Crushing 0 Touch N/A 250 Collapsible Bo Staff Deceptively simplistic in the hands of a master these staff weapons can splay out more enemies than you can shake a stick at. Concealable, Defensive 1d8+Str Crushing 0 0m to 2m N/A 250 Broad Sword A sharp and hardened edge, the core of any true warriors arsenal. N/A 1d8+Stat Slashing 2 Touch N/A 250 War hammer The ultimate meat tenderizer, it’s advised you not to be on the receiving end of this weapon. Shatter 1d8+Str Crushing 2 Touch N/A 275 Spear For those who like to stab but hate the blood splatter. Two-handed 1d10+Stat Piercing 2 1m to 2m, 3m to 9m (thrown N/A 300 Great Sword A blade large enough to cleave foes in two. Two-handed 2d6+Str Slashing 2 0m to 1m N/A 350 Martial weapons are typically those used for melee encounters so most of them will have a range of touch meaning they have to be within 1 meter of you to hit, of course some do have a surprising reach. You will also find that many martial weapons add a designated stat to the damage, while others just indicate Stat. If only “stat” is indicated you can add either Strength or Agility to your damage. Lastly, using specialty weapons without the specialist perk gives all attacks +1 disadvantage dice.
Specialty Martial Weapons Name Description Properties Damage AP Range Ammo Cost Chain Pike Is that a chainsaw on a stick? Yes it is. Two-handed, 1 charge per min of use. 1d6+Str Slashing, 2d12+Str (When Active) 2 0m-1m Small Battery 300 Fluttering Broadsword A broadsword with the etching of another blade inside it. Can swings open at the base of the hilt so that from one end of the hilt is the exterior blade and the other end is the interior blade. Two-handed (when opened) Fortuitous (when open) 2d6+Stat Slashing 1 Touch N/A 300 Bladed Stiletto Shoes with a 5 in dagger for heels. With a proper kick the blades can even be shot out. N/A 2d6+Agi Piercing 3 Touch, 1m-3m Dagger 400 Three Piece Staff Difficult to master but these segmented staffs off incredible versatility when used properly. Fortuitous, Dexterous 2d8+Agi Crushing 0 0m-2m N/A 420 Capture Shield Basic round shield, +2 AR when blocking. When thrown converts into a popup laser cage. N/A 1d4+Stat Crushing, 3d12 Fire (if lasers are touched) 0 0m-9m N/A 420 Elbow Jets Specialized elbow pads used by street skiers to race forward, also great to send your fist flying! Costs 1 charger per Min. +4m movement speed 2d8+Stat Crushing (+damage dice of gauntlets) 0 Touch Small battery 450 Grappler’s Glove Gloves with spools of metalloid tape that can be thrust out and wrapped around enemies or environmental structures then with a snap of the gloves causing a spark that shifts the molecular structure of tape instantly hardening it. Hard Threshold to escape from. 1d4+stat crushing 0 0m-15m (Tape) N/A 350 Goliath’s Great Sword A massive blade, 2 meters long and half a meter wide only the strongest of warriors can wield this. Requires minimum 5 Str Defensive, cumbersome (100kg) 3d8+Str Slashing 3 0m-2m N/A 500
Hybrid Weapons Name Description Properties Damage AP Range Ammo Cost Gauntlet Glock A discrete metal glove with a clip integrated into the knuckles of the glove. Fist, DoubleFunction Martial: 1d6+Stat Crushing 0 Touch N/A 250 --- Bullet Punch: Consumes two major actions to punch a target while shooting at the same time dealing 1d10+1d6+Stat Piercing. Loud Ranged: 1d10 Piercing 2 0m-4m Shotgun Clip --- Bladed Revolver A large knife extends from the hilt of this revolve as the barrel fold over creating a hand guard. Concealable 1d6+Stat Slashing 0 Touch N/A 300 --- --------- Loud 1d8 Piercing 2 2m-8m Revolver Clip --- Tonfa Blaster A tonfa with a hollow barrel and triggered handle which slide across barrel propelling the bullets stored in the handle. Defensive, DoubleFunction 1d6+Stat Crushing 0 Touch N/A 350 --- Bullet Punch: Consumes two major actions to punch a target while shooting at the same time dealing 1d8+1d6+Stat Piercing. Loud 1d8+Str Piercing 3 0m-6m Small clip -- Bladed Recurve A bow with a dangerous edge. It can break apart into two short sword linked by a seemingly unbreakable wire that slides from the tips of the blade to the base of the hilts when transformed. N/A 2d4+Stat Slashing 1 Touch N/A 350 --- Martial attack without transforming at +1 disadvantage. --- 2d4+Agi Piercing 2 2m-9m Arrow --- The Shocker A small hand cannon that shoots out orbs of lightning. The barrel segments and extends out around a flexible cable becoming an electrified whip Dexterous 3d4+Agi Electric (whip) 0 0m - 3m Medium Battery (1 charge per min) 400 --- Magnetic Grasp: Uses 3 charges but gives +1 advantage die to disarming. --- 3d4 Electric (gun) 0 1m-6m Medium Battery --- Incredibly complex weapons with the ability to shift between two or more combat forms typically swapping between a martial form and ranged form. These require the Hybrid perk in order to use, otherwise all attacks have +1 disadvantage dice.
Name Description Properties Damage AP Range Ammo Cost AR-P1K3 An assault rifle that transforms into a long pike. N/A Martial: 1d10+Stat Slashing 0 Touch N/A 600 --- Ballistic Slash: You fire while still in pike mode creating a small explosion that propels you blade instead of a bullet. This creates a disadvantage to hit but deals double damage. ----- Ranged: 1d10 Piercing 2 3m-12m Medium Clip --- Shotgun Ax Nothing fancy here, it’s just an ax on the tip of a shotgun what more do you want? N/A 1d8+Str Slashing 0 Touch N/A 400 --- --------- --- 2d8 Piercing 2 2m-4m Shotgun clip --- Combat Umbrella An umbrella with a long tip from which a gun barrel or blade can protrude. When opens acts as shield adding +3 AR. Comes in 9 colors. Defensive, DoubleFunction 1d6+Stat Piercing 0 Touch N/A 550 --- Splay ‘n Pray: With the umbrella open shoot at a -2, but gain full AR bonus. --- 1d8 Piercing 1 0m-6m Small clip -- Boom Hammer A massive hammer the head of which appears as huge revolver tumbler that stores rocks which are shot out with a powerful swing. Cumbersome (45kg), DoubleLoud 2d8+Str Crushing 1 Touch N/A 950 --- Big Bang: At the cost of 2 rockets the hammer is propelled forward furiously and land with booming fire. Dealing 6d8+Str Fire damage. --- 4d8+Str Fire 2 3m-8m Rocket Pack --- Hybrid Weapons
Unique Weapons Saphris A sentient, one-handed, jagged saber found centuries ago in the chest of a minor titan hidden in the snowy wastes of Niflheim. It’s creation is a mystery as it seems like a fusion of magic and technology far too advanced for when it was found, as the sentience known as Saphris is believed to be artificial. Saphris is a being of honor, and duty. If wielded it will attempt to force it’s user to help anyone it deems an innocent, the user must make a hard willpower check to refuse this overwhelming suggestion. If the user hurts anyone that Saphris deems an innocent or commits any other heinous acts the user must make another hard willpower check to prevent Saphris from assuming control of their body. While wielding Saphris you are immune to any charm effect, or mind control, or mental intrusion without your or Saphirs’ permission. This is a sacred item of Niflheim and is guarded at the peak of Jorul by the dragon Ventra. Stats: 3d12+Stat Slashing damage, 3 AP, Range: Touch Abilities: Soothe- Inflict 4 severity charm on anyone that the user or Saphris touches within the next 3 turns. Costs 3MP Repent- Convince the Saphris that your target is touched by evil with an average persuasion or an extreme bluff check. If successful you can spend 3VP to deal an additional 3d12 damage during any attack. Disciple: A single target within 9 meters must make a hard willpower check or they are under the control of Saphris until end of your next turn. Can command enemy do anything including life threatening actions. Forgiveness- consumes 3HP to heal 3d12 of HP (or VP if HP overflows) to an ally. Saphris itself can also consume one of your major actions to completely remove all severity of fear or charmed ailments.
Bariq A terrifyingly powerful longbow that has only ever been seen in the islands of Neberu. Legend says that it is summoned during the most powerful storms, appearing where the first lightning strikes. The last time it was seen was just over 100 years ago during largest storm the world of Terra has ever seen, lightning rained down, thunder deafened all other noise, winds that ripped trees from their roots and waves nearly consume entire islands. At that time it was seen in the hands of an anzu child who shot at the sky piercing it and killing the storm itself, saving countless lives. The folklore of Bariq fills the hearts of hopeful adventurers throughout Neberu with the belief that they will be chosen as its next wielder. Abilities: Arc stun- Inflicts 3 severity stun on target and any enemies within 6 meters of that enemy. Costs 3MP. Storm call- Summon or dismiss a storm, while storm active all electric damage deals 2 additional damage dice. Costs 3MP. Rain of lights- Creates a lightning rain that can hit anyone within 9 meters of chosen location. Everyone within that area has to roll a d6 on a 1 or 2, no damage is taken, on a 3 or 4, 1d6 damage is taken, on a 5 or 6, 1d12 damage is taken. Costs 3MP. Lightning rush: As you shoot your bow you become lightning itself traveling instantaneously up to 3000 meters in the blink of an eye. Anyone in you path takes 2d12 lightning damage. Stats: 2d12 electric damage, 3AP, No ammo needed creates bolts of lightning as arrows, Range 1m-3000m Unique Weapons
Rend: With a slash create a fissure that is 1m wide, 5m deep and 9m long (in whatever shape your swing took). Any in the path of this swing take 3d12 and have to make a dodge check to avoid falling into the 5m deep fissure. Costs 3MP. Eruption: Stab the ground to create a wall of erupting lava that is up to 6 meters long. Anyone who attempts to pass through or who is otherwise caught in this eruption takes 12d4 fire damage each turn and take 5 severity of burn. Physical attacks cannot pass through this wall. Costs 3MP. Rise: Tap your naginata on the ground to instantly mold and manipulate up to a 20 by 20 meter cube of land into any shape you desire. This is a permanent creation and is created so quickly that anyone in the creation zone takes 3d6 damage. Unique Weapons Vesh’s Claw A massive naginata that a great hero once found deep within Vesh’s dungeon. The blade of this naginata is made of the same stone as the titans themselves making it extremely effective against the monsters of Terra as it reorders the chaos that makes them. This weapon makes the user immune to fire and has been seen scaring the planet itself leaving fissures where battles involving it were held. It was last used by the disgraced Arch Lord of the south, during his resistance when the GPC attempted to remove him from office. This rampage resulted in the complete destruction of what used to be Gehenna’s greatest city. Vesh’s Claw is stored in a vault in Gehenna’s capital to prevent such a tragedy from occurring again. Abilities: Stats: 4d8+Str Slashing damage (8d8 against monsters), 4AP, Range: 0m- 2m
Temor, Fuerza, and Potentia Temor and Fuerza are twin buckler shields with protruding blades, they have large round gems at their base. These two can be linked by sheathing their blades into one another, becoming the shield Potentia. Temor is known to emit an aura of terror that can infect even the bravest individuals, and Fuerza is believed to give their wielder the strength to pierce the armor of the ancient war machines. While Potentia offers an unparalleled defense that was seen repelling an atomic blast during the global war. This set of weapons was created by a nameless blacksmith who spent decades within the 3 great titans of Aztlan crafting these incredible weapons. No one knows why the blacksmith created them or where they are now. Abilities: Timor (passive): Immune to fear effects. While Timor is present people who are afflicted by fear cannot run away from the source of their fear. Fuerza (passive): Grants +2 (max +6) str so long as the previous round you had inflicted damage. Temor and Fuerza Petrifying slash: If you hit with Timor, dealing damage but inflicting 4 severity fear to that target and +2 severity for any that can see the life that flashes from your gem when Timor deals damage Relentless force: For 2MP if you have already attacked with Timor can use your other major action to attack with Fuerza. Potentia Reflect: Can spend 2MP on your reaction to bounce back any attack taking no damage and adding your Str to the damage your returning to your aggressor. Reject: Pick one damage type per to be completely immune to. Cost 1MP Stats: Temor & Fuerza- 3d10 +Str Piercing, +2AR, Range: Touch Potentia- 1d8+Str Crushing, +4AR (reduces all damage by 50%when attempting to block), Range: Touch Unique Weapons
Armor COST NAME AR DETAILS 50 Gold Fashionable Leathers 2 Whatever outfit you desire made of durable leather. Possibly something as simple as a leather jacket with pants to match if that’s your thing. 250 Gold High Density Padded Shaw 2 A shawl that looks ripped from a western, is made of quilted high density nylons. The material and knitting pattern give the wearer 5 DR to puncture damage. 250 Gold Combat Dress 2 An asymmetrical dress that completely covers one shoulder down to the opposite leg. It is made of the blade resistant Avalon feathers. Provides 5 DR to slashing damage. 475 Gold Maneuver Guards 2 Flexible metal arm and shoulder guards dotted with spiked studs and a surprisingly small mechanism on the back between the shoulder blades stores a small battery. Costs 1 charge per minute to allow the studs to shootout at extreme speeds latching into nearly any surface enabling the user to zip across, up to 12 meters in any direction which uses up your movement action. As a reaction can use one charge to give +2 to dodge and allowing the wearer to move up to the 6 meters. 700 Gold Boson Light Armor 3 A small device that can be pinned to your clothes or even made into bracelets and necklaces. Uses a small battery and requires 1 charge per activation to create a hard light armor construct that lasts for 1 minute. User can scroll through a variety of visual styles until finding the perfect holographic armor for them. When active you have 50% damage reduction to any one damage type of your choice. (AR bonus only active when armor is active.) 1000 Gold Second Skin 3 A form fitting soft rubber suit with a hood that can zip up completely encompasing the wearer. The suit can use a minor action to completely alter its appearance into any outfit you can imagine. When zipped compleletly closed can be used to disguise the user as another person. The suit access your own mana and costs 1MP to change appearances. Light Armor Light armor is typically made of thinner more light weight materials making it easy to maneuver and hide when needed, meaning light armors only require a an Easy Stealth check to conceal. Light armors are great for daily wear and provide plenty of protection from the average street stabbing. These armor sets can be easily removed with a minor action.
Armor COST NAME AR DETAILS 550 Gold Graphene Plate Mail 3 A cheap and easily 3D printed armor that can be made to fit any user and their style. Has 3 DR to one physical damage type chosen at time of purchase. 750 Gold Merc Standard Plate 3 The stock standard armor set used by mercenary guilds across Terra, made from a mix of carbon fiber, and aluminum alloy to create a surprisingly flexible and yet durable armor. It comes with an on board, encrypted communication capabilities, GPS tracker, and can retract completely into a shoulder piece, belt, and boots which no longer restricts acrobatics. 900 Gold Armored Sherwani 4 A sherwani made from tiny metal coils that are spun like a fabric, creating incredibly durable clothing. 9 DR to Fire damage. 900 Gold Bullet Proof Vest 4 A stock standard paramilitary vest meant to stop bullets in their tracks. 9 DR to puncture damage 900 Gold Scaled Two Piece 4 A two piece fitted suit made from the shed scales of a Kraygen. Provides 9 DR to water damage. 1200 Gold Slip Stream 5 A sleek full body armor that has an integrated Medium Battery to power the impressively compact and powerful air jets built into. Costs 3 charge to power the jets for 1 minute this doubles your movements and has the same combat effects/stats as the Elbow Jets weapon. For 10 charges the user can sprint at 50m/s for minute and for 20 charges the user can sustain flight for 1 minute, able to reach speeds of 100m/s. Medium Armor Medium armor is more substantial than light armor which typically makes it more defensively capable but cause movement difficulties, giving a -3 to acrobatic checks. The larger nature of these armor sets mean that you require an Average stealth check in order to conceal them. These armor sets can be removed with just one major action.
Armor COST NAME AR DETAILS 1250 Gold Merc Officer’s Plate 6 A tactically optimal suit of armor made from thick sheets of titanium alloy. Despite its size the entire suit can still retract to become a large metal back pack with just a major action. Has the same utilities as the “Merc Standard Plate” and contains a Medium Battery that powers the strength enhancing servos which grant the wearer +3 strength for 1 minute at the cost of 10 Charges. Weighs 60kg. 1400 Gold Power Dozer 6 A heavy duty construction exoskeleton made for lifting, hauling and excavating. It’s extremely thick plating and hydraulics make the Power Dozer a force to be reckoned with. Uses medium battery. For 5 charges can pick up and carry up to 1000kg for 1 min without taking any movement penalty. For 3 charges grants dig distance equal to movement distance for 1 minute. The suit can also spend 10 charges to perform an deadly thrust that deals 4d12 Crushing damage. 100kg 1600 Gold Saber XSIA 6 Despite its obvious bulk the design is incredibly streamlined and aerodynamic. The armor has disks on the ankles and shoulders. On the back and thighs are miniature jet engines. At the cost of 5 charges the armor can enter attack mode for, the discs at the ankles drop down to the ground and blades pop out at the wrists, elbows and knees that deal 2d8 Slashing Damage. With the discs deploy you can use the jets to move, tripling your movement speed and allowing you to attack while moving past an enemy without opening yourself to an attack. For the cost of 10 charges the Saber XSIA enters travel mode where the ankle discs drop down and the shoulder discs shift to the hands allowing you to take an almost laying stance which makes you capable of moving at vehicular speeds 1-6, with the armor’s jets. 1600 Gold Reinforced Karuta 7 Appears as a traditional karuta except made of gunmetal plates. This armor comes with 2 robotic arms that can be activated for 1 minute using 3 chargers of its medium battery. During that minute you can make hard athletics checks to climb as if they were easy, you can also wield two handed weapons as if they were light single handed weapons. Heavy Armor Extremely large suits of armor meant to provide the greatest possible defense from damage. These suits are so large that attempting to hide them is a fools errand and can ONLY be done through magical means. These armors are all cumbersome and give a -5 to acrobatic and stealth checks. Un-equipping these armor sets require a full action unless otherwise stated.
This is a place holder, art is to come soon.
This is a place holder, art is to come soon.
COST NAME DETAILS 100 Gold Arms License A permit to carry firearms and melee weapons in public as well as buying weapons without legal complications. 100 Gold Magic Registry Certifies that you are mentally and emotionally stable enough to you public displays of potentially harmful magics. 100 Gold Driver’s License You simply aren’t allowed to drive around without a license, you could be arrested if someone catches you. Licenses COST NAME DETAILS 10 Gold Simple Potion of Animo Heals 5 MP instantaneously upon consuming. 20 Gold Advanced Potion of Animo Heals 15 MP instantaneously upon consuming. 40 Gold Expert Potion of Anima Heals 35 MP instantaneously upon consuming. 10 Gold Simple Potion of Animo Heals 5 VP instantaneously upon consuming. 20 Gold Advanced Potion of Anima Heals 15 VP instantaneously upon consuming. 40 Gold Expert Potion of Anima Heals 35 VP instantaneously upon consuming. 10 Gold Simple Potion of Corporis: Heals 5 HP instantaneously upon consuming. 20 Gold Advanced Potion of Corporis Heals 15 HP instantaneously upon consuming. 40 Gold Expert Potion of Corporis Heals 35 HP instantaneously upon consuming. 25 Gold Salve of Burn Healing Reduce burn by one severity category. I.E Major to Moderate to Minor to cure. Consumables Items
COST NAME DETAILS 25 Gold Eye Drops Reduce blind by one severity category. I.E Major to Moderate to Minor to cure. 25 Gold Mana Cleansing Inhaler Reduce mana corruption by one severity category. I.E Major to Moderate to Minor to cure. 25 Gold Neutralizer Reduce poison by one severity category. I.E Major to Moderate to Minor to cure. 25 Gold Stitch Foam Reduce bleed by one severity category. I.E Major to Moderate to Minor to cure. 25 Gold Adrenaline Shot Reduce exhaustion by one severity category. I.E Major to Moderate to Minor to cure. 5 Gold Rations Small meals and drinks that will get you through a day without feeling too hungry. Unfortunately it doesn’t taste much better than lightly salted cardboard. 45 Gold Luxury Rations A larger set of meals made with unnecessarily expensive ingredients, while this only taste slightly better than regular rations you do gain an additional 6 VP and MP restored when you take a long rest. 25 Gold Mead Lite A delicious and low calorie drink that for 3 hours reduces you are immune to fear and have 1 advantage dice when rolling mental fortitude as you gain unwarranted confidence. You also get -4 to awareness during those 3 hours. 75 Gold Power Candy Cherry flavored hard candy you crush between your teeth to gain +2 str and end. Lasts for 1 minute without penalty, every round afterward inflicts 5 severity of exhaustion. 75 Gold Haste Candy Lemon-lime flavored hard candy you crush between your teeth to gain +2 Agi and Int. Lasts for 1 minute without penalty, every round afterward inflicts 5 severity of exhaustion. 75 Gold Charm Candy Blue berry flavored hard candy you crush between your teeth to gain +2 Inf and Log. Lasts for 1 minute without penalty, every round afterward inflicts 5 severity of exhaustion. 100 Gold Drake’s Breath Spray A minty fresh sprits that gives the user the ability to breath underwater for 1 minute. Each spray comes with 10 sprits. 100 Gold Face Paper A sheet of paper that latches onto your face and takes on the appearance of any other face that you can find an image of. It is a per mimicry. More Consumables Items
Items COST NAME DETAILS Free Classic Grimoire A classical grimoire presented to all high school graduates allowing them to start their magical journeys. Requires a free hand to use and gets 3 free spells upon character leveling according to leveling chart. Free DigiGrim An app that allows any phone to become a convenient personal grimoire. These can also connect to other devices allowing for easier use. No free hand required as it can be voice activated and connect to smart watches, visors and pretty much any wireless device (all characters own a phone and smart watch). Only gets 1 free spell upon character leveling bonus. 600 Gold Inked Grim Gains 2 spells per Leveling bonus but maxes out at 9 since your body has become the grimoire with the spells being tattooed on you and there’s only so much space on your body. When you would gain spells for leveling can instead swap spells. Can cast any spells tattooed on them without doing any physical motions or verbal action. Transferring these spells to a new Grimoire costs 300 gold. 600 Gold Magicians Playbook Gains 2 spell per leveling bonus and has access to every spell that initially only costs 1MP even without adding them to the grimoire. Is a classical style grimoire. 600 Gold A.I. Enhanced DigiGrim Special phone with a built in A.I. Assistant which not only helps you keep a consistent bathroom schedule but can also assist with the casting of spells allowing you access to spells at +2MP beyond you natural cap. 600 Gold Hacker’s DigiGrim A special open source copy of the DigiGrim app with special tweaks made by a community of mischievous hackers. It can connect to any locked digital device, unlocking it without triggering any traps or alarms by temporarily removing a spell from your DigiGrim. This is unusable until you take a long rest. This unlocking can be done as many times as you have spells. 600 Gold Gambler’s Grim A classical style grimoire with a unique spell written into its binding. It only gains 1 spell per leveling bonus but can also designate an MP amount and the book can cast ANY spell of that amount whether you know it or not. With a successful Average influence check you can dictate the magic schools of the randomized spell. 600 Gold Purists Grimoire A classical style grimoire that can gain upto 5 spells per leveling bonus but only if all 5 are of the character’s school affinity. If all spell are not of the character’s school affinity then only 1 spell can be learned for the leveling bonus. Grimoires
COST NAME DETAILS 25 Gold Adventuring basics Tarp, basic sleeping bag, canteen with filter, simple backpack, flashlight, pop up kitchen with fire starters, 3 strands of 10 meter long rope, basic bathroom utensils, and small hatch shovel, climbing picks and carabiners. 50 Gold Medkit Provides all the tools needed for you to properly perform medical checks other than basic stabilization. With an Average medical check you heal your patient for an amount equal to your medical skill. This heals HP first then VP. 50 Gold Thieves Kit Provides all the tools needed for you to properly perform hacks, lock pickings, and other security based checks including cables and devices for digital locks. 50 Gold Alchemist Kit Allows you to make investigation checks to determine the kinds of potions you find around the world, including info on how to make them. Also provides you the tools to create any potions you might have the ingredients for. 50 Gold CSI Kit A variety of tools that allow for some quick on the road CSI work granting you a +2 to investigation checks whenever able to use the tools. Great for inspecting spell signatures and blood stains. 75 Gold Springing Manacles Can be thrown as an attack to latch on to an enemy restricting them if they fail their Average dodge check to avoid. Requires a hard security check for someone to escape. 200 Gold Ultimate Luxury Sleeping Bag Grants +3 VP and MP healing when sleeping in this bag. 400 Gold Supreme Multitool The ultimate, hammer, wrench, pliers, wire stripper, drill, screw driver, splicer, mini saw, carabiner, lock pick, and whistle all in one compact handheld device. Any skill check using this tool is given a +2. 999 Gold Pack of Holding This bag can store an endless quantity of any item regardless of weight as it is not added to your carry weight while in the bag. Comes in five styles, backpack, fanny pack, utility belt, messenger bag, and purse. 500 Gold Purists Bookmark A must have accessory for any classical style grimoire use that allows you to place the bookmark on a page of the grimoire and choose 3 spell that you can cast without having to open your book. 450 Gold Stylish Visor This stylish eye piece allows the wearer to better survey the environment by allowing the wearer to see beyond the visible light spectrum, adding a +2 to Awareness and investigation checks, and gives the wearer dark vision. Can also connect to phone/DigiGrim and allows for hands free texting by following eye motions. 750 Gold Tactical Visor Modern single-eye visor, popular with those in the mercenary business as this visor comes with smart identification technology giving them a better understanding of any situation. Adds a +2 to Awareness and Investigation checks, and gives the wearer dark vision. On a successful investigation check can identify any visible weapons armors or items even noting stats, ammo capacity and discernible augments. Tools and Tech Items
Items COST NAME DETAILS 1500 A.I. Visor A stunning fashion statement and incredibly complex technical marvel that provides +2 to Awareness and Investigation, as well as visualizing non-visible light. As a minor actions you can give a search target to the A.I. sending it to find any information possible about target. Each turn there after you can use your minor action to ask the A.I. specific questions about the target such as names and descriptions of items, HP and other stats of target, or even possible weaknesses. 250 Gold Tracky Bird A little robotic bird that can be controlled through your phone and set to track any individual you can see, or can be sent to scan an area to search for an individual you have a picture of. 200 Gold Kinetic Battery Charger Little box that can strap on to a belt or shoe, with an attached it recharges roughly 1 charge per 30 meters of movement. 200 Gold Re-breather Artificial gills attached to a mouth and nose covering face mask. As you swim and water passes through the gills they separate the oxygen from the water and sends it into the mask for your breathing pleasure. 250 Gold Disruptor Orb Rolled into a room and activated releasing pulsing light and an extremely high pitch noise that disorients anyone within 15 meter who can see the orb. Anyone affected takes -3 to attempting an attack and to any awareness or investigation checks. 700 Gold Watch of Protection So long as you have 3MP in your pool then the watch of protection can give you immunity to one energy type. Can swap but this costs 3MP to change and requires one full round before the selected immunity activates. 500 Gold Cyber pet Digital pet that you can get on your phone. While it can be a bit needy with its demands for upkeep such as cleaning up their poo and feeding them. They’re incredibly useful allowing the owner to use their camera as an optical spectrometer giving the user a plus +2 to investigation. The pet can also track any sent by following the radioactive decay of the atoms in the scent, creating an AR simulation on the phone screen that shows where the sent went. 2300 Gold Neural-ionizer A little flashlight with a small battery that when flashed in someone’s eyes without any obstructions, such as shades, then whoever you were pointing the light at loses all memory of the last hour of their life. Requires 6 charges to activate. Hard Mental Fortitude to resist the effect. If the memory is brought up by others they can make another Hard Mental Fortitude with +1 advantage dice. Each time it is brought up they gain +1 advantage dice to the roll. 300 Gold Advanced grade security software Forces anyone attempting to access a digital device to roll a hard security check. Tools and Tech
COST NAME DETAILS 20g Skateboard/Scooter/ bicycle/skates Doubles your movement distance. 150 Gold Electric Skateboard/ Scooter/bicycle/skates Single passenger, speeds from 1-3. 450 Gold Dire Bearded Dragon Two passenger (can hold 3 but lowers minimum and maximum speed by 1), speeds 3-9. Can also climb walls. 450 Gold Hover-board Single passenger, speeds 2-5, can hover over water but can not fly. 450 Gold Neberu Dart Frog 3 passenger, ground speeds 1-6, water speed 3-9. Can leap gaps up to 15 meters. 450 Gold Horse 2 passenger, speed 2-5, can leap across 3 meter gaps. 450 Gold Minor Elephants 3 passengers, Speed 1-3. Can grab things with their trunk, and ram with tusks dealing 2d8 Piercing damage with 8AP. 750 Gold Giant Pelican 2 passenger, air speeds 2-5. 750 Gold Sasuke GSX250R Motorcycle 2 passenger, speeds 4-9. 1750 Gold Surveillance Van Five passenger, speeds 1-4. Abilities: With an average tech use check gain map of the facility you are scanning, number of people and exterior trap locations. Can also over hear conversations. 1750 Gold Kord K150 Pick-Up 3 passengers in cab, 4 in trunk. Speeds 1-4, Can tow 10 thousand of kg. 1750 Gold Block Contender Muscle Car 4 passenger, speeds 4-12. 1750 Gold Speed Boat 5 passenger, water speeds 1-7. 2000 Gold Combat Crocodile 5 passengers, water speeds 3-9 ,1-3 land. Positions: 1 pilot, 2 mounted automatic rifles 3d6 Piercing. 2000 Gold Propeller Pack 1 passenger, speeds 1-6, acts as a backpack and can transform into a remotely controlled drone which can collect items for you. 15000 Gold Sky Whale Pulled Blimp 20 passengers, speed 1-3 air. Positions: pilot, gunner, engineer. Vehicles Items
Augments COST NAME DETAILS 400 Gold Common Limb A simple and visually unobtrusive replica of the missing limb with the full functionality of a conventional limb. While simple it’s the simplicity which allows for a wider range of augments to fit within its chassis, and very efficient battery use. +1d4 unarmed strike. 4 mod slots. Small Battery. (Uses one charge per day for basic functions.) 700 Gold Strike Limb Sleek and stylish, strike limbs are designed to allow for bursts of unexpected power, as the limb whirls to life as the motors in it are supercharged to be blow away an enemy. +1d6 unarmed strike. 2 mod slots. Loud. Small Battery. (Uses two charges per day for basic functions.) Abilities: (2 chargers) Power Strike: Adds to 2 damage dice to the damage calculation of any melee weapon, including unarmed strike with that limb, cost a minor action to activate, causes 2 exhaustion per activation. 900 Gold Reinforced limb Bulky and powerful, the reinforced limb is always an eye catcher and requires magic to conceal it. Gives the user +1 AR, and radiates light as it powers up imbuing the user with impressive strength, by creating a feedback loop into the nerves its linked to causing a massive burst of adrenaline while active. +1d6 unarmed strike. 2 mod slots. Medium battery. (Uses 5 charge per day for basic functions.) Abilities: (X charges) For 2 rounds increase strength by 1 for every 2 charges spent, max increase equal to endurance, and costs a minor action to activate. Limb can not move for 3 rounds after. 900 G Piston Limb A strong fist or heel on a thick piston that goes through the center of the forearm and out the back of the elbow, or the back of the calf with the piston coming to a point. When activated the piston shoots forward pushing the fist or heel out with extreme force. +1d6 unarmed strike. 2 mod slots. Medium battery. (Uses 3 charge per day for basic functions.) Abilities: (3 charges) 3d8+Str Crushing damage when attacking or launches you up to 9 meters in whatever direction you want to go. Prosthetics These items are added to others to alter them with new and unique effects. This includes augments to weapons and armor, as well as augments for prosthetics and the prosthetics themselves.
Augments COST NAME MOD SLOTS DETAILS 50 Gold Integrated Flashlight 1 Uses 1 charge for 1 hour of light. Can see up to 10m away. 100 Gold Solar Charger 1 Refills batteries attached by 2 chargers per 1 hour of direct sunlight. 150 Gold Integrated Weapon 2 Integrate any one handed weapon into the empty space of your prosthetic allowing for the weapon to be completely concealed. This weapon can also be unsheathed/prepped as a free action. 150 Gold Expanded battery pack 1 Increase the size of the battery used by one category. 200 Gold Springing shield 2 During a Block reaction you can spend 2 charges to add +1 advantage dice to your block. 200 Gold MP Override 2 Can activate the power of a prosthetic using MP instead of the integrated battery, however this is inefficient and costs 2MP per 1 charge needed for said power. 200 Gold Grappling hand 2 Completely concealed with the entirety of the 12 meter cord being hidden within the forearm and is able to pull 150Kg. With the normal cost of activation can also be used to make distanced melee attacks including grappling. Costs 1 charge to use. 250 Gold Rocket fist 2 Tiny thrusters sprout up from the wrist launching the the fist at an extreme speed that can deal 4d8 smashing damage. Range 1m to 12m, cost 3 charges. 250 Gold Taser fingers 1 You can run 50,000 volts through your finger tips dealing 5d4 damage to anything you are touching, costs 3 charges. 300 Gold MP Siphon 2 An array of small needles that can jut out from the palm. When touching a living creature you can siphon 3MP into yourself. This requires I round and if interrupted you gain 5 severity Mana corruption. 300 Gold Cyclone V3 3 Turns your limb into a compact wind tunnel allowing you to create intense gust of wind and suction. For just 1 charge you can suction yourself to any surface, activating this can also pull small single handed objects to you from 3 meters away. For 6 charges can push any creature that only takes up 1 square meter. 200 Gold Scouts Utility 3 A seemingly impossible array of useful tool and items get stuffed into every nook and cranny of your limb allowing you to summon forth just about any tool you might need for any situation. For 1 charge it can alter the shape of the entire limb to better fit a situation giving you a +1 advantage dice to skill check that you can justify using the limb tools for. Prosthetic Mods
Augments COST NAME MOD SLOTS DETAILS 150 Gold Extended Clip 2 Increases the ammo clip capacity by 6 (3 for revolver clips). uses 2 mod slots. 150 Gold Detection Ward 2 Makes the weapon undetectable from magic or technologies. People can still see it with their eyes but that’s a matter for a stealth check. 150 Gold Auto Loader 3 Special mechanism that allows you to pre-load up to 5 clips of any size which get automatically loading as the current magazine empties. Refilling the auto loader takes 1 major action. 250 Gold Deafened Barrel 2 This barrel mod can eliminate the sound of any firearm by converting the kinetic energy lost through friction into just enough MP to cast an engraved spell which eliminates all nose that comes from the weapon. 450 Gold Bungie Button 2 A two piece system that has an integrated small battery. One piece is installed in the weapon while the other is attached to your clothing. This attachment instantly summons your weapon to you from any where in the world. For 1 charge summons the weapon if it is within 1 mile, 5 charges and it will appear from anywhere in the world. At the cost of a full battery the weapon will appear even if in another dimension. 450 Gold Energy Crystal 3 Imbues a weapon with 2 additional damage dice of its natural size but these deal strictly energy damage of a type you must specify upon installation of said crystal. Once the energy type is selected it can not be changed. 300 Gold Homing Sights 2 After hitting an enemy once you have a +2 to hit them afterward. 300 Gold Gyroscopic Handle 2 A handle upgrade that uses a weighted gyroscope to minimize the torque needed to swing and manipulate 2 handed weapons allowing you to use them with only 1 hand. Still this isn’t a perfect solution and attempts to disarm you have advantage. Weapons Mods
Augments COST NAME MOD SLOTS DETAILS 600 Gold Active camo 2 Creates an illusion that completely erases your presence from the sight of others for 1 minute. Can still be heard and smelled. Uses 2 charges from your suits battery. 250 Gold Shock Absorbers 2 Attaches to armor allowing it to better absorb crashing and falling damage nullifying all damage that would be taken. 300 Gold Energy Coating 2 A coating of various lacquer that adds a 5 DR to an energy damage type, of your choosing (can stack). 800 Gold Small Weapon Mount 3 Can attach any one handed firearm to the shoulder of your armor. This weapon can be fired as a minor action at a -3 to hit, or as a major action. 600 Gold Compression Capsule 2 A mesh that is installed throughout the inside of the armor with a spell integrated into the stitches of the weave which, with a double press of the chest, completely un-equips the armor and wraps it into a 1 inch marble that releases the armor and equips it when thrown on the ground. Armor Mods
This is a place holder, art is to come soon.
TM History The world of Terra has lengthy recorded history that is separated into 3 periods of time each representing the state of the world for that time. The period of separation was the time before the races had been able to traverse the world, a time when for each race the world was a much smaller place. This period is the longest lasting for tens of thousands of years. The period of separation was ended when the Anzu created the first ships able to traverse the world nearly three thousand years ago. While the first meeting of the races were seemingly peaceful it was not long before conflicts began to pop up all across the world this was the period of war. During this time relationships between the races were formed and destroyed, again and again. This is when the first of mixed ancestry were born, a tumultuous time with only brief moments of peace spattered throughout the hundreds of years it lasted. The period of war came to a climax with a roughly 100 year long constant war that ended on the newly discovered continent of Nimbus. Here the four races clashed with magic so violent that it ripped the continent apart creating the floating islands we see now, and nearly destroyed the entire world of Terra. It was only thanks to the appearance of the Guards of Anord, four ageless dragons, that the destruction was contained to Nimbus. After this wanton destruction and loss of life it was the blossoming youth of the world that took the reigns and created a world that would know peace. With the ending of the global war, the world of Terra entered the period of unity. During this time the various races began to rebuild their cultures together as many countries became integrated. Eventually more and more countries began forming treaties and a world government swiftly developed to keep things civil. This world government, known as the Global Peace Commission, has been the leading force ever since, establishing Terra as we know it. This time of relative peace is when the secrets of the titans began to be shared and unraveled, their dungeons explored, their stories recorded and their truth shard. As these discoveries propelled arcane knowledge forward, scientific advancement sprinted to keep up creating a seamless fusion of the two that exists as the backbone of life in Terra and has been for centuries. It’s now the modern era in the world of Terra and while the GPC still controls the world, preventing large scale wars between multiple countries, chaos still festers within smaller pockets. Civil wars, political revolutions, economic disparity, and social inequities are becoming rampant in smaller nations which are already endangered by the growing threat of monstrosities throughout the world. This modern era is on the brink of major change as the chaos threatens to spread and overwhelm the peace of Terra. Luckily there are champions in the world who pushed back the chaos during global war and new heroes will do so again in this period of change. While reading through the history and lore of the world I hope that you will find it to be a world that you want to explore with your group of adventurers. The modern era is full of variety with countries that range from pseudo-scientific paradises to nearly post apocalyptic westerns or even industrial revolutionized Arthurian fantasy countries. I hope this variety gives you the freedom to create nearly any adventure in whatever environment you want. You can also find more planned adventures in the Terra quest books that let you explore the areas of Terra more in depth.