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The Lore

Ages ago the world of Eriamar was one plane, held up over the Star Sea by The Pillars and
ruled by two gods, Manus and Vanar, for as long as human history can remember. However,
Immortality is a blessing and a curse, and the once kind gods became bitter and resentful over time.
As millennia passed, their discontent grew into hatred and turned them against each other. They in
turn pitted brothers against brothers, and wars raged all over the world in name of Manus and Vanar.
During this time, monsters of varying sentience and peacefulness began to appear throughout the
world, as did mutants a new kind of human who could innately channel magic, the power of the Star
Sea.
Three thousand years ago, Manus and Vanar grew tired of fighting through human proxies and
met at the center of the world to settle their differences in a battle to the death, which came to be
known as The Sundering. Their furious battle went on for three days and three nights, and in the
process, the world was demolished and shattered. Some portions of the world were eradicated
completely, crumbling away into the Star Sea, and the pieces that remained were cratered and
smashed beyond recognition.
When the battle ended, the gods were no more. Manus and Vanar had destroyed each other
and in their wake left their essence 99 crystals of power that came to be known as Remnants. It is
said that if one gathers all 99 of these Remnants, they can be used to become a god more powerful
than any the world has ever seen before. In the thousands of years since the death of old gods, new
gods have risen and fallen mortals who not only possess remnants, but have fused their bodies with
remnants through forbidden rituals to become something more. While these new gods are not
immortal, omnipotent beings and pale in comparison to Manus and Vanar, their powers are far
greater than any mortal could ever hope to gain in their lifetime, and so have taken to calling
themselves gods.
Aside from granting power, Remnants grant the ability to travel freely across the shattered
worlds. As a result of The Sundering, large chunks of the world disappeared into the Star Sea, never to
be seen again. Nearly all of The Pillars that supported the remaining world fragments were damaged
over the course of The Sundering, and so these worlds drifted out of alignment, some higher, some
lower, connected only by rifts in the Star Sea. Normally it is impossible to travel to higher worlds, but if
one possesses a Remnant, they can travel upwards through rifts with everything they wear on their
person. This has created a class system between worlds, as they are naturally more affluent,
influential, and advanced the higher up they are.

Gods
Ilyna
This violent goddess takes the form of an elderly woman. She has three arms and has an overmuscled
build. She has red hair is long and unkempt. Her eyes are those of her latest kill. Her outfit is covered
in skull designs, and is that of a gladiator. Her skin is covered in dried blood. She carries hammers. She
is surrounded by a lethal aura.
Traits: combat and tradition
Poloch
This god of hunting takes the form of an older man. He is tall and has a strong build. He has no hair,
but instead his head is covered in bony plates. His narrow eyes are ash-gray. He has rust-colored skin.
He is usually portrayed as wearing an attractive costume made from animal hides. He carries a spear.
Traits: wisdom and vitality
Hypatos
The god of lightning takes the form of a young man. He has an elegant build. He has curly, yellow hair
worn in a style that resembles the rays of the sun. His eyes glow strangely. He has china-white skin. He
is usually portrayed as wearing a suit of armor that is mostly red in color. He carries a cane. He
sometimes takes the form of a living bolt of lightning.
Traits: generosity and freedom
Bashiken
This cruel god of fire takes the form of a mature man that stands 8 feet tall. He has a powerful, widechested build. His skin is tanned, cracked with lines that glow like embers, and blacked towards his
extremities. He wears large amounts of golden jewelery and an a armored kimono made from the skin
of a dragon. He is known to transform into a terrifying creature of flames.
Traits: conquest and power
Ristona
The goddess of arts takes the form of a young, 18 year-old woman. She is tall and has a graceful build.
She has amethyst hair. Her eyes are smoke-gray. She often wears a breathtakingly elaborate dress
made of white silk and diamonds. She carries a fan made of white peacock feathers.
Traits: vanity and beauty
Enith
This fallen god takes the form of a middle-aged man. His depictions in carvings and statues are all that
of a tall and kingly person. He is said to be of divine ancestry. Historically, he was the first king of
Therinia.
?????
The goddess takes the form of a mature woman. She is inhumanly tall and has a thin build. Her eyes
and hair emit a brilliant green light. She wears an elaborate suit of armor of unknown design and
various amulets. She can transport someone anywhere, from one location to another. She carries a
sword and shield.

Races
Automatons (Uncommon, are increasingly rare in lower worlds)
Carrying Capacity: 1 Large, 5 Medium, Infinite small
Automatons are either ancient machines from before The Sundering or constructs sent down
from The upper worlds. All automatons are self-aware and have their own wil. If they lack this quality,
they are merely robots, golems, or what-have-you. There's no specific rule as how an automaton
works, but all Automatons have a central core that powers them and contains their consciousness.
Their core could be anything from a living brain, to an AI, to a soul bound by magic. Their power
source could be just as varied as well. While they may be powered by magic, Automatons cannot use
magical powers. Automatons are equipment-based and get their stats from their equipment.
Humans (Abundant)
Carrying Capacity: 1 Large, 5 Medium, Infinite small
Humans are the most common and most versatile of the four races, and can wield a wide
variety of equipment. While Humans are capable of using magic, even the weakest of Mutants have
greater magical aptitude than Humans. Humans, however, are often more skilled adventurers.
Mutants (Common)
Carrying Capacity: 3 Medium, Infinite small
Mutants are generally more frail and not as physically inclined as humans. Mutants primarily
use magical abilities, spell books, and magical items that amplify their latent powers in combat.
Mutants also have three ability slots with fifteen power points. At the beginning of each new day, an
ability of their choice will be swapped for a new one.
Monsters (Common)
Carrying Capacity: Whatever they can reasonably hold.
While Monsters have always existed, they didn't appear in great numbers or a diverse amount
of forms until the centuries of human conflict before The Sundering. Some scholars suspect that
monsters may have been created by particularly desperate humans as weapons. Many attempts to
wipe the worlds clean of monsters have been made since they first appeared, but to no avail. Every
region populated by monsters has a central hive deep within the ground that functions as a spawning
ground and to this date, there is no recorded successful extermination of a hive. When monster
populations decrease as a result of extermination efforts, newer, stronger monsters will often start
appearing from hives in response. As a result, the more populated a region is with people, the
stronger the monsters are.
As a general rule, Monsters live in diverse packs due to the fact that they change form when they eat
the meat of different monsters. While most monsters are savage beasts, there are some known as
alpha Monsters who have acquired an intelligence equal to those of a normal human being. Many of
these alpha monsters either lead especially large packs or notice the merits of civilized society. Alpha
monsters usually travel alone or in the company of non-monsters so that they might less likely be
assumed to be a hostile, ravenous murderbeast.

Automatons
Automatons have hitpoints distributed evenly amongst their weapon mounts, appendages,
movement system, and chassis. Automatons do not need to sleep, but must go into maintenance
mode for 8 hours to repair damage done. At the center of an automaton is its core, which is
equivalent to a brain. Automaton cores have 5 hitpoints. If this core is destroyed, the automaton is
killed. Automatons may transfer their data into other bodies, but only one automaton body may be
active at any given time. Equipment carried in mounts or on appendages counts towards the
maximum internal equipment slots. Automatons may take multiple of any system.
Carrying Capacity: 1x Large slot, 5x Medium slots, Infinite small
Automatons get 5 points for character design, a rank 1 melee weapon and a rank 1 core augment.
Automatons start with:
Multi-Purpose Appendage
External Weapon Mount
Chassis Armor Mount,
2x Weapon System slots
1x Armor slot,
Legs (2), Wheels, or Treads.
Weapon Systems:
Multi-purpose appendage (replaces external weapon mount):1
Internal Ranged Weapon Mount:2 (Example: Rocket launcher in a chest cavity)
External Weapon Mount/Appendage:1 (Could range from a simple mounting point to a weapon arm)
Manipulator:1
Defense Systems:
Core Defense Field:1 (Core can withstand 1 round of damage).
Movement systems:
Legs (2):1
Wheels:1 (faster, hazardous terrain penalties are doubled)
Treads:1 (Slightly slower, no hazardous terrain penalties)
hover jets:2 (No hazardous terrain penalties)
Extras:
Miniaturization Canister:1 May store 5 Medium items or 1 Large Item in Small form.
Thermal Sensors:2 Can see 30 feet in the infrared light spectrum
Nightvision Sensors:1 Can see 30 feet in total darkness
Floodlights:1 Robot has one 90 degree light source that reaches out to 100 feet
Enhanced Reassembly:1 Broken systems can be restored to a barely functional state in five minutes.
Hot Swap:1 Equipped Internals may be swapped in 6 seconds, rather than one minute.
Upgraded Servos:3 Automatons may make a second melee attack each round.
Synthflesh and Vocals:1 A humanoid automaton can appear human if it is undamaged.

Humans
Humans are the oldest race of Eriamar, having existed long before the Sundering, and are the
origin of the mutant race. During the height of the pre-Sundering wars, Humans tampered with the
genetics of animals, turning them into biological weapons that became the monsters that exist to this
day.
Humans are hardy folk, well suited for adventuring and physically intensive work. As a result of
the Sundering, much of their technology and knowledge was lost. Because Humans, Monsters,
Automatons, and Mutants have existed alongside one another for as long as anyone can remember,
Humans have little xenophobia regarding the other races.
Humans characters choose either Power or Finesse as their main stat. The remaining stat
becomes their secondary.
Humans may once per day perform a feat of extreme power or finesse, depending on their
main stat choice. As a general rule, it should be limited to double the character's normal potential.
Power Examples:
Jump twice as far, lift/push twice as much, overpower a much larger foe, ignore a miss, etc.
Finesse Examples:
Move twice as fast, increased reaction speed, perform especially impressive acrobatics, ignore
a miss, etc.
Humans may re-roll their stat increases.
+1 Bonus to Guts, Knowledge (Science), Athletics, and Endurance.
Human starting stats are Main: 6 Secondary: 5, Magic: 3

Monsters
While Monsters have always existed, they didn't appear in great numbers or a diverse amount
of forms until the centuries of human conflict before The Sundering. Some scholars suspect that
monsters may have been created by particularly desperate humans as weapons. Many attempts to
wipe the worlds free of monsters have been made since they first appeared, but to no avail. Every
region populated by monsters has a central hive deep within the ground where monsters spawn, and
to this date, there is no recorded successful extermination of a hive. When a hive's monster
population decreases as a result of extermination efforts, new, stronger monsters will often start
appearing from hives in response. As a result, the more populated a region is with people, the
stronger the monsters are. Monsters get along with one another just fine, and packs of varied
monsters are a common sight.
While most monsters are savage beasts, there are some who have grown sufficiently intelligent
and seen the merits of society. Alpha monsters are usually more aggressive than humans and
mutants, but this factor is more related to a monsters lifestyle history than any genetic predisposition
to violence and competition. Intelligent monsters realize that by eating the meat of stronger monsters,
they will (usually) turn into stronger monsters themselves. This causes many alpha monsters to seek
employment as adventurers since strong foes are not often found in towns.
Monsters can change form once per day by eating meat that is less than three days old.
Monsters cannot equip weapons or armor.
Monsters begin with a natural armor of 3/fight. This armor regenerates within an hour.
Carrying Capacity: Whatever they can reasonably hold in their appendages.

Mutants
Mutants first appeared during the pre-Sundering wars as a result of genetic mutation. It is
unknown if this genetic mutation was the result of experimentation, radiation, or an exotic disease.
Mutants are generally more frail and not as physically-inclined as humans. Mutants primarily use
magical abilities, spell books, and magical items. While not particularly strong or fast, they can still use
weapons.
Mutants have three ability slots. At the beginning of each new day, an ability of their choice
will be swapped for a new one. Each ability slot has 15 power points.
Mutants begin with one minor power and their choice of Fire, Ice, Lightning, or Psi-Blast.
Starting Stats: Magic: 6 Secondary: 5, Tertiary: 3
Carrying Capacity: 3 Medium, Infinite small
Ability
Fire (x7)
Ice (x7)
Lightning (x7)
Psi-Blast (x9)
Restore
Mesmerize
Channel Starsea (x10)
Fumeburst (x5)
Psychokinesis (x5)
Pressure (x13)
Life Drain (x6)
Barrier
Mirror
Teleport

Points Used:
1 Single / 3 Group / 5 FIeld
1 Single / 3 Group / 5 Field
1 Single / 3 Group / 5 Field
3 Single / 5 Field
1 Single / 2 Group / 3 Area
3 Single
3 Area
3 Area
1 Single / 200lb object
1 Single
3 Single
3 Single / 5 Group / 7 Area
3 Single / 5 Group / 7 Area
5/10/15 Self+Contact

d100%
1-10
11-20
21-30
31-40
41-50
51-60
61-63
64-70
71-77
78-80
81-85
86-90
91-95
96-100

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

Mutant Powers
Fire
Damage: Magic*7
Effect: Single, Group 2, 5x5 Area
With a moments concentration, an object or your enemies spontaneously burst into flame.
Ice
Damage: Magic*7
Effect: Single, Group 2, 5x5 Area
With a moments concentration, an object or your enemies are flash frozen, destroying tissue and
materials through water expansion and cracking.
Lightning
Damage: Magic*7
Effect: Single, Group 2, 5x5 Area
Over the course of a second, your body builds up a strong electrical charge and hurls it at your
enemies as a bolt of lightning.
Psi-Blast
Damage: Magic*8
Effect: Single, 5x5 Area
Pressure builds in your head as you focus your raw magical power and unleash it as a blast of raw
psychokinetic energy.
Restore
Heal: Magic*5
Effect: Single, Group 2, 5x5 Area
You focus your powers upon your allies and bask them in a pleasant glow, knitting their wounds and
restoring their bodies.
Mesmerize
Chance: HP < Magic*10
Effect: Single (eye contact)
You look into the eyes of your victim and exert your will over them, forcing them into a sudden,
pleasant sleep. The victim will wake if nudged or struck.
Channel Starsea
Damage: Magic*10, Ignores Damage Reduction
Effect: 7*7 area
With great effort, you briefly open a rift in the space above your enemies, channeling the destructive
energy of the Starsea upon them.
Fumeburst
Damage: Magic*5, Ignores Damage Reduction
Effect: 7*7 area
The air at your enemies feet swirls and darkens, becoming a noxious miasma. It quickly rises poisons

them with toxic gasses. The gas fades within seconds after reaching a height of twenty feet.
Psychokinesis (200lb)
Damage: Magic*5, ignores damage reduction
Effect: Single
Reaching out as if with an extension of your hand, you lift a distant object weighing no more than
200lbs until interrupted or strike the internal organs of your enemy.
Pressure
Damage: Magic*13
Effect: 1x1
Focusing with all your willpower, you crush, rend, twist, or implode an entire 5x5 square of space.
Drain Life
Damage/Heal: Magic *6, ignores damage reduction
Effect: Single (Touch)
You place your hand upon your enemy and briefly connect souls. As the connection is broken, you take
a part of them with you.
Barrier
Damage: Reduced by half
Effect: 1 round, 7x7 area
Focusing your power upon defense, you create a large mesh sphere of psychokinetic energy that
weakens the effect of physical damage.
Mirror
Reflection chance: 50%
Effect: 1 round, 7x7 area
Focusing your power upon defense, you expend your magical energy to create a shimmering sphere
that has a 50/50 chance of reflecting any magical effect that touches its edge.
Teleport
Effects:
5 points (Short, within sight and 300 feet)
10 points (Medium, 1km)
15 points (Long, 10km)
Description: The mutant focuses for several seconds before teleporting themselves and any willing
being them in contact with them to anywhere they have previously been within teleportation range.

Stats & Mechanics


Single, Group, and Area, and Ranged attacks:
Single attacks affect a single 5ft square. Group attacks affect a number of chained opponents. When
firing an SMG (Group 2), the user can hit an initial enemy and then an enemy within two 5 foot
squares (moving horizontally or vertically) on a battle grid or ten feet apart in narrated combat. Area
attacks affect a number of 5ft squares. Area 3 affects a 3x3 area of battle grid squares, or a fifteen foot
by fifteen foot area in narrated combat. Unless otherwise stated, ranged attacks have a range of 60
feet, and abilities have a range of 50 feet.
1d10 Initiative and Combat:
Roll for initiative. Initiative is modified by situation.
Each round lasts 6 seconds. Players can move, attack, and make a free action each round.
1: Miss
9-10: Unsaveable
10: Critical (2x)
After Battle, roll for humans and mutant stat increases.
1) Secondary
2) Main
3) Main + HP
4) HP
Ability Saves
Every 20 points in a main or secondary will grant a save that can be used once per day to
prevent damage, provided it can be explained how that stat can be used to save in such a way. Things
may be blocked or countered in many ways, but it would be hard to prevent being seriously harmed
by a colossal explosion.
Remnants:
The power within Remnants can be called upon once per day per fragment to deliver a Critical.
Roll for miss chance. The player may describe the attack with great detail, but the DM should take care
not to allow this to unbalance combat. Performing a particularly devastating strike by temporarily
imbuing your weapon with an aura of extreme cold, firing a blast of electricity, or causing your sword
to burst into flames that ignite the target for damage plus the terror or perhaps inspiration of being
set on fire are examples of good attacks. Sweeping an opponent straight up into the air with a gust of
wind that delivers critical damage plus fall damage, however, would be too powerful.
Social modifiers:
World, Wealth, Status, Race, Local/Foreign status can all influence social interactions.
Weird: 5+
Suspicious: 6+
Disliked: 8+
Hated: 10 or impossible
Pheromones lower the required number for social checks by 1.

Automatons:
Automatons utilize HP differently living beings. Half HP is placed in the torso, and the other half
is divided amongst the remaining appendages (Mobility appendages count for two if the automaton
has legs. Destruction of a leg lowers move speed by half and renders jumping impossible. If
Movement is lowered) and weapon mounts. If the automaton has an amount of HP that does not
divide evenly, place the remaining in any slot aside from core.
For example, an automaton with 83 HP, two legs, wheels, an appendage, and a weapon mount:
Core: 5
Torso: 40
Leg: 10
Leg: 10
Appendage: 13
External Mount: 10
Awareness and Perception:
A standard perception check to spot an object or detail that is hard to see requires a roll of 4+ to pass.
Skills and Skill Points
Examples are with a base stat of 3 for the required skill. Challenges are beaten by rolling one d10 and
adding your skill points to the total. The challenge levels are merely suggestions for roll requirements.
Level 1 challenges can be done by nearly anyone given time. They require a roll of at least 6.
Example: Building an acceptable wooden birdhouse with MacGuyvering.
Level 2 challenges are challenging and require a roll of at least 8.
Example: Jumping a series of river stones while running with Athletics (far apart) or Acrobatics
(slippery).
Level 3 challenges are difficult and require a roll of at least 10.
Example: Travelling across a series of challenging rooftops without falling, parkour style, or cooking a
particularly elaborate meal fit for a king.
Level 4 challenges are borderline impossible for a commoner, and very difficult for adventurers. They
require a roll of at least 12.
Example: Defusing a
Level 5 challenges push most adventurers to their limits and are impossible for commoners. They
require a roll of at least 14.
Example:
Challenges greater than level 5 exist and are limited only by player inventiveness.
Players receive skill points at the DM's discretion. Considering that skills generally take a long time to
improve, players will rarely receive skill points in skills that have high amounts of skill points.

Skills
Characters begin with 3 in all stats and have 5 skill points. Players may begin with a maximum of 6
points in any given stat.
Adventuring
Skills for survival in and analysis of large, natural areas. Prairies, jungles, forests, etc.
Acrobatics
Used for feats of dexterity
Athletics
Used for feats of physical fitness
Calculations
Used for performing complex math on short notice.
Deception
Used to cheat, lie, swindle, or otherwise dupe.
Endurance
The ability to last through adverse conditions or physical strain.
Exploring
Skills for survival in and analysis of constructed areas. Ruins, Dungeons, Castles, etc.
Guts
General skill for anything related to courage and willpower. Opposes persuasion.
Investigation
One's ability to discover information from their surroundings.
Sneaking
How well one can get around without being noticed.
Tactics
One's ability to think strategically and form complex plans.
Thievery
Lockpicking, Pickpocketing, and all manner of dextrous roguish skills
MacGuyvering
The ability to rapidly design and construct simple handy tools out of objects.
Maneuvering
The ability to handle a vehicle or animal correctly when challenged.

Persuasion
How well one can convince others to do as they wish, regardless of method.
Knowledge (General)
Knowledge of daily affairs. The starting stat of 3 is equivalent to reasonable local knowledge and
common sense.
Knowledge (Specialist)
Knowledge in a specialized field, such as cooking, painting, or electronics.
Knowledge (Science)
Knowledge regarding science, electronics, and the physical properties of reality.
Knowledge (Magic)Knowledge in matters regarding magic and the arcane.

Basic Melee Weapon

Weapons
Damage

Price

Warhammer

50

Str x6

Bastard Sword

400

Str x7

Battle Axe

1400

Str x8

Longsword

3200

Str x9

Greatsword

6800

Str x10

Greataxe

11000

Str x11

Dagger

50

Agl x6

Rapier

400

Agl x7

Katar

1400

Agl x8

Sabre

3200

Agl x9

Katana

6800

Agl x10

Starglass Sword

50000

1000+50d10

Melee Enchantment

Added Price

Attributes

Ignores all defenses. Single use.

Damage

Attributes

Silica _______

15000

+x2

Effective against insects

Banishing _____

15000

+x2

Effective against spirits

Dragonslaying

25000

+x3

Effective against big reptiles

Of the Stars

40000

+x4

Effective against undead

Deadly _______

15000

+x2

Effective against Humans and Mutants

Flame _____

6000

+x1

Fire elemental

Ice _____

6000

+x1

Ice elemental

Thunder _____

6000

+x1

Thunder elemental

Runic _______

36000

+x2

Can deal damage in any element

Bows

Price

Damage

Target

Attributes

Long Bow

50

Fin*4

Single

Compound Bow

6800

Fin*7

Single

Runic Bow

27000

Fin*8

Single

Can deal damage in any element

Star Bow

36000

Fin*12

Small Area

Fires energy bolts

Other

Chainsaw

Price

10000

Damage

Str*9

Target

Single

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

Firearm/Automaton
Weapons

Price

Damage

Target

Attributes

The Symbol *

Means

Humans/Mutants

May

10mm Rifle

1400

80+10d10

Single

Shock Rifle

6800

50+10d10

Single

.30 Rifle

8000

200+20d10

Single

.55 RDJ Rifle

17000

300+30d10

Single

*Beam Rifle

36000

250+20d10

Single

*SMG

6800

150+20d10

Group 2

Divide damage by # Targets

*Flamethrower

17000

150+20d10

Group 3

Fire, 30 foot range

*Rocket Launcher

17000

400+20d10

Area 3

*Minigun

26000

450+30d10

Group 3

*Plasma Cannon

36000

700+20d10

Group

*Grenade (5)

11000

150+20d10

Group

Counts as a single small item,


comes in packs of five

Refraction Laser

36000

Up to 5

Ignores defense, Burns out on


a roll of 1.

Area

Creates a large horizontal and


upwards bubble of expanding
plasma. One meter of ground
clearance. Ignores defense.
Small item.

Area

Erases enemies from


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

*Plasma Grenade

Void Cannon

50000

--------

400+40d10

N/A

Equip this item

Disables unshielded
electronics

Divide Damage by #Targets

Automaton Melee Weapons


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

Damage

Power Core Augment

10+5*d10

50hp

II

50+5*d10

100

III

50+10*d10

150

IV

100+10*d10

200

150+10*d10

250

VI

200+10*d10

300

VII

300+10*d10

350

VIII

400+10*D10

400

IX

400+20*d10

450

500+20*d10

500

XI

600+20*d10

550

XII

600+30*d10

600

XIII

700+30*d10

650

XIV

700+40*d10

700

XV

800+40*d10

750

XVI

800+50*d10

800

XVII

900+50*d10

850

XVIII

1000+50*d10

900

XIX

950

XX

1000

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

Saves Before Broken

Price

Bronze Half Plate

100

Bronze Full Plate

200

Iron Half Plate

2000

Iron Full Plate

3000

Steel Half Plate

6000

Steel Full Plate

8000

Dragon Half Plate

20000

Dragon Full Plate

25000

Composite Half Plate

30000

Composite Full Plate

40000

Ancient Half Plate

N/A

Ancient Full Plate

N/A

Armored Exosuit

N/A

Potions and
Healing

Uses

Price

Effect

Health Potion

50

40 HP

Concentrated
Health Potion

300

150 HP

Mountain Dew

N/A

Restores mutant power


points

Elixir

N/A

Full health, restores


Mutant power points.

Staff of Healing 4

6800

Magic*6 HP

Rod of Energy

17000

MEDI-500

N/A

Target

Other effects and


attributes

A mystical green
brew.

Group 3
Single

Full health

Area 3

Takes 30 seconds to
activate

TURBOMASS
XTREME
WHEYBOLIC
COMPOUND

N/A

+3 Strength points for


humans or mutants.

This bag of ancient


powders must be
mixed with liquids.
Use before workout.

Magnaflex 5%
Chlorasine
Bilaxate
Injection

N/A

+3 Finesse points for


humans or mutants.

May cause brief,


crippling pain.

+3 Magic points for


humans or mutants.

This bottle of
glowing liquid may
cause incredible hair
growth.

+40 total HP for humans or


mutants.

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

Glogaine Ultra

Dr. John
Jakeson's
Anaconda Oil
Tonic

N/A

N/A

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