Professional Documents
Culture Documents
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.
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.
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
Damage
Attributes
Silica _______
15000
+x2
Banishing _____
15000
+x2
Dragonslaying
25000
+x3
Of the Stars
40000
+x4
Deadly _______
15000
+x2
Flame _____
6000
+x1
Fire elemental
Ice _____
6000
+x1
Ice elemental
Thunder _____
6000
+x1
Thunder elemental
Runic _______
36000
+x2
Bows
Price
Damage
Target
Attributes
Long Bow
50
Fin*4
Single
Compound Bow
6800
Fin*7
Single
Runic Bow
27000
Fin*8
Single
Star Bow
36000
Fin*12
Small Area
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
17000
300+30d10
Single
*Beam Rifle
36000
250+20d10
Single
*SMG
6800
150+20d10
Group 2
*Flamethrower
17000
150+20d10
Group 3
*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
Refraction Laser
36000
Up to 5
Area
Area
*Plasma Grenade
Void Cannon
50000
--------
400+40d10
N/A
Disables unshielded
electronics
Damage
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
Price
100
200
2000
3000
6000
8000
20000
25000
30000
40000
N/A
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
Elixir
N/A
Staff of Healing 4
6800
Magic*6 HP
Rod of Energy
17000
MEDI-500
N/A
Target
A mystical green
brew.
Group 3
Single
Full health
Area 3
Takes 30 seconds to
activate
TURBOMASS
XTREME
WHEYBOLIC
COMPOUND
N/A
Magnaflex 5%
Chlorasine
Bilaxate
Injection
N/A
This bottle of
glowing liquid may
cause incredible hair
growth.
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