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Mekton

1

Let me give special thanks to the

people of R. Talsorian Games, and to

the writers of the Mekton Series of

games who have given me hours of

entertainment and fond Memories.

And to Square Enix the creators of Final

Fantasy, and to the fans of Final Fantasy

VIII, this is for us who attend the

Gardens and fought and will fight

against the Time Compression.

I take no credit for the art found

in this book; it belongs to its original

artists. Mekton Zeta belongs to R.

Talsorian Games, I only did the work on

the setting, magic system, Races, and

some items.

Welcome to Mekton SeeD, a

fantasy based variation of Mekton Zeta.

The world of Mekton SeeD is one of

Magic, Mecha, Starships, Romance,

Danger, Intrigue, and Imagination. The

setting is a twin armed spiral galaxy

named Duoarma, in this galaxy their

existed a planet Earth and humans have

moved out into the galaxy.

2

Contents

Chapter 0: The World ..................................................................................................................... 4

Factions .................................................................................................................................................... 5

Chapter 1: Character Generation .................................................................................................... 7

Stats ........................................................................................................................................................... 7

Other statistics .......................................................................................................................................... 8

Magic ........................................................................................................................................................ 8

Psi ............................................................................................................................................................. 9

Races ......................................................................................................................................................... 9

Humans ............................................................................................................................................................... 10

Elves .................................................................................................................................................................... 13

High Elves ........................................................................................................................................................... 15

Wood Elves ......................................................................................................................................................... 16

Star Elves ............................................................................................................................................................ 17

Fellpool ............................................................................................................................................................... 18

Vynifacus ............................................................................................................................................................. 21

Non-Player Races ................................................................................................................................... 23

Avia (Featherfolk) ............................................................................................................................................... 24

Centra ................................................................................................................................................................. 27

Aggendi ............................................................................................................................................................... 30

Warrior Caste Aggendi ....................................................................................................................................... 32

Technical Caste Aggendi .................................................................................................................................... 33

Ruling Caste Aggendi ......................................................................................................................................... 34

Lifepath ................................................................................................................................................... 35

Skill List .................................................................................................................................................. 39

Chapter 2: Equipment ................................................................................................................... 45

Adventuring Shop .................................................................................................................................... 46

Weapon Shop .......................................................................................................................................... 51

Armor Shop ............................................................................................................................................. 54

Item Shop ................................................................................................................................................ 55

Cards ....................................................................................................................................................... 55

Chapter 3: Magic........................................................................................................................... 56

Magic Combat ......................................................................................................................................... 57

Spell Lists ................................................................................................................................................ 59

3

Special Arts ............................................................................................................................................. 78

Summons ................................................................................................................................................. 80

Name: Quezacotl ..................................................................................................................................... 81

Name: Shiva ............................................................................................................................................ 82

Name: Ifrit ............................................................................................................................................... 83

Name: Siren ............................................................................................................................................ 84

Name: Phoenix ........................................................................................................................................ 85

Name: Carbuncle .................................................................................................................................... 86

Name: Leviathan ..................................................................................................................................... 87

Name: Alexander .................................................................................................................................... 88

Name: Bahamut ...................................................................................................................................... 89

Name: Eden ............................................................................................................................................. 90

Name: Boko ............................................................................................................................................. 91

Name: Bahamut (Assault) ....................................................................................................................... 92

Name: Bahamut (Fury) ........................................................................................................................... 94

Chapter 4: Referee’s Section ........................................................................................................ 96

Mapping .................................................................................................................................................. 96

Optional Rules ...................................................................................................................................... 101

Weapon Speed ....................................................................................................... R. Talsorian Games101

Limit Breaks .......................................................................................................................................... 102

The Magic Creation System .................................................................................................................. 103

Creature Creation ................................................................................................................................. 105

Mekton Technical System ...................................................................................................................... 108

Ranges ................................................................................................................................................... 108

Power Plants ......................................................................................................................................... 109

Magi Lenses .......................................................................................................................................... 110

Appendix A: Mecha .................................................................................................................... 111 Appendix B: Characters .............................................................................................................. 129 Appendix C: Bestiary .................................................................................................................. 146

4

“I feel your love reflection

In your eyes as they gaze back into mine

Writing a distant, never ending story

As if throwing off the sadness and pain,

I flap my wings,

and in my heart, I spread wide

the wings of courage that you've given to me……”

White Reflection, Two Mix

Chapter 0: The World

The world of Mekton SeeD is the Duoarma

Galaxy, a realm of magic and technology.

Very little of Duoarma has been explored

but humans have found an answer to the age

old question we are not alone, contact with

the stars has brought semi-peaceful contact

with the Elves and Fellpool.

Also discovered was a system of “Stargates”

that enabled travel between sectors of space

almost instantaneously. How this was

accomplished is unknown, and many times

it has been asked what happened to the

Centra, the ancient civilization that built

them. Indeed so strong was the question that

humanity was split in two.

The republic of Esthar and the Kingdom of

Galbadia had differing views on how and

who should research the Centra ruins found

on some planets. The differences of opinion

escalated into a war, the initial fighting was

bloody and Galbadia quickly gained the

upper hand. In desperation Esthar turned to

an ancient Centra relic they had found

working as quickly as they could they were

able to restore it. Then on the battlefield

over the planet Esthar disaster struck.

500 years ago a great disaster befell the

people of Duoarma; an ancient device called

the Lunatic Pandora (aka Pandora’s Box)

was activated. The device tore open a rip in

the fabric of the universe from witch a single

blood red tear fell. The tear fell onto the

Lunatic Pandora and was redirected into

streams of blood red energy and plasma. The

energy and plasma streams traveled through

the Stargate system, striking every planet

they came across, in their wake, were left

Monsters and people struggling to survive

the power bases of all the races crumbled in

an instant, and a new dark age began.

Approximately 350 years ago a group of

individuals began teaching people how to

deal and survive in the wreckage left over

from Dimensional Tear. The camp was on

the planet Balamb and was located in an old

park, in the center was a statue of a strange

woman, and the air was always cool. The

camp soon was well renowned as a place for

children with nowhere else to go, and soon

the first batch of students were ready to

leave, the teachers were happy to see them

off, and the students were given instructions

to find and start their own gardens and teach

others to survive, and to turn away no one

for their race or gender but for what they

wished to do with the training. Thus the

Garden Military Academy and its true

children SeeD were born.

5

In the resulting years Galbadia and

Esthar, now a technocracy, rose to power

again and Gardens were established on

Galbadia and Tribia. In order to keep their

doors open the three Gardens made a

decision, they would hire out SeeD as an

elite mercenary force, taking bids to come to

the aid of whoever pays for it, unless it

violated their code of conduct.

Factions Armies of the Esthar Mageocracy: A rebel

faction within Esthar. The Armies of the

Esthar Magocrasy or AEM believe that

mages should rule over all. Deemed

terrorists by the Esthar government, AEM

conducts an indiscriminate guerilla war on

the people of Esthar. Recent Rumors state

that they are receiving help from an outside

source.

Astral Kingdoms: The region of space

controlled by the Fellpool. Broken up into

principalities the Astral Kingdoms cover

about 1.5 sectors of space. The Astral

Kingdoms are home to Elves, Fellpool,

“Featherfolk”, Humans, and Vynifacus.

Crystal Empire: A region of space

controlled by the Elves. Divided into

Duchies, Counties, and Baronies, the Crystal

Empire covers almost 1.85 sectors. The

Crystal Empire is not known for its

hospitality however as many of its legal

practices are often biased towards the Elves.

Estharian Technocracy: The ruling

government of Esthar, the Estarian

Technocracy, commonly called Esthar, is a

government that favors scientists and

engineers over the common people.

Estharian Mobile Suits are top notch, and

their weaponry and technology is some of

the highest in the region. Esthar is

undergoing a civil unrest at the moment.

Garden Military Academy: A military

academy with an established tradition of

turning out distinguished graduates. The

Garden Academy is a place where students

receive top notch education in the fields that

they so wish from Art to Demolitions. The

Garden Academy as well as the Garden

Institute houses the mercenary group SeeD.

SeeD students receive free tuition and meals

as well as receiving a monthly allowance

and store credit to the School Store.

The Kingdom of Galbadia: Human nation

that covers a large sector of space. The

Galbadians are a expansionistic society, they

are constantly trying to expand their borders

this brings them into conflict with the

unaligned territories, the Crystal Empire and

Esthar. Galbanian culture is a hodgepodge

of different things from people they have

conquered. With a pop-culture that emulates

whatever nation or party they seem to be at

war with

Knights of Eden: a splinter group of SeeD,

the Knights of Eden Follow an older version

of the SeeD charter and claim to exist only

to protect the innocent from the monsters

and other horrors released by the

Dimensional Tear. Unlike SeeD the Knights

of Eden are made up of only magic users

and recently they have shown great interest

in the unrest in Esthar.

Knights of the Steel Dragons: The elite

branch of the Astral Kingdom’s mecha

forces. These mecha pilots use mecha that

are Draco-form thus the name. It must be

said that all Astral Kingdom mecha are of

the Beast-Mecha type.

6

New Garden Institute of Military

Technology: A military technical collage

run by Garden, The Garden Institute of

Military Tecahnology accepts research

contracts from whom ever pays them the

money, as long as it falls within the Aires

Convention of Warfare . All SeeD students

receive invitations to the Institute, and as

long as they maintain both their SeeD status

and a 2.0 GPA, receive free tuition.

SeeD: Mercenary unit that runs and recruits

out of the Garden Academy and Institute,

SeeDs are trained in a multitude of different

skills and types of combat. SeeD students

receive a monthly allowance and credit to

spend at Garden run operations and stores.

The Unaligned Worlds: A region of space

between Galbadia and Esthar, it acts as a

form of neutral zone to separate the two.

The majority of the inhabited planets are

self-governing and self-sustaining. The

Unaligned Worlds is a major place of

commerce.

Creating your own Campaign

World The above is the campaign setting

for Mekton SeeD, but say you want nothing

to do with it or you find it unimaginative,

well you’re the GM as such it entirely your

right to toss out my setting for your own.

Here are some things to consider for your

Campaign.

Setting: is it a planet, is it a star system with

orbital colonies, or is it an entire galaxy of

people and places

Tech Level: what types of technology do

they have is 20th

century, is it Star Trek

level, or is it medieval level

Type of Campaign: is it comedy, is it

fantasy, is it Sci-Fi, is it dark, is it light or is

it in between.

Series Goal: what is the overall goal of your

series? Is it to stop this week’s bad guys,

save the world from an alien invasion, or is

it to win the war and stop the never ending

bloodshed.

These questions and more must be answered

before your campaign can take shape.

Hikaru looked over the files he was handed. “Why these three? One has clear self-esteem issues,

another is outright psychopathic, and the third one is a packrat.” Professor Vincent slowly spun

his chair to face him “because they have potential, because your grades have been slipping, and

because if you don’t I’ll get to finally see how a half-Vynifacus’ brain operates first hand”.

Hikaru straightened and gave a salute, “SeeD Rank 5 Hikaru Archer, going to retrieve

Candidates Stardust, Arum, and Damian.”

Chapter 1: Character Generation

Step one of character generation is to imagine the type of character you want to play do

you want to play a stuck up noble, a womanizing mecha pilot, or perhaps something less

dangerous? Will the character be male or female? What sort of things dose he or she like or

dislike? What quirks do they have? The important thing to remember is that role playing is like

acting, so the balls in your court, and it’s up to you to make your character come alive.

Character Points Character Points are the

points used to create the stats for your

character; your stats control everything from

how attractive your character is to how

stable they are under pressure. The way you

generate your character points is to roll 6d10

reroll 1 and add 40. An alternate way is to

have the referee or game master give a

preset number of stat points, the average

character should run around 75 Character

points with high powered NPCs running at

80 to 85 points.

Stats Stats are numeric values that

represent how well your character preforms

or handles certain tasks. Unless noted

otherwise Stats range from 2 to 10. There

are nine stats and one substat they are:

Attractiveness: (ATT) this is the measure of

how good looking your character is, at 2

your character is really ugly, at 5-6 your

considered average, at 10 your considered

beautiful. This stat is used for social

interactions, scoring dates with the opposite

sex, and what have you.

Body Type: (BODY) this is the measure of

how well your put together as well as how

strong you are, this also determines how

easily you able to be stunned, how much

you can carry, and how much damage you

can take before dying

Cool: (COOL) this is the measure of how

well you stand up under pressure a high cool

represents leadership potential. Most social

skills and will power skills use Cool.

Education: (EDU) The only substat in the

game Education measures how much

Education and common sense your

characters have. Education is unique in that

it functions as a General Knowledge Skill

after character generation.

Empathy: (EMP) this measures your

character’s ability to relate to others, a

measure of likeability and sympathetic

feelings.

Intelligence: (INT) controls how smart your

character is, and how many skill points your

character has. Most scientific and lingual

skills are Intelligence based.

8

Luck: (LUCK) an intangible something,

luck can tilt situations to your advantage.

Luck represents a number of points you

have to influence a die roll, to spend state

that you’re burning the luck points before

making the die roll. Important Note: once

stated that you’re burning luck then you

must burn the luck, no turning back. Luck

replenishes at the end of each game session,

once all your Luck Points are spent that’s it

you’re out of Luck.

Movement Allowance: (MA) measures the

speed at which you walk, how far you can

leap, and how fast you can run. Run: your

characters MA x 3 Jump: MA divided by 4

Leap: Run divided by 4

Reflexes: (REF) this measures how

dexterous and how good your hand-eye

coordination is, almost all combat oriented

skills are Reflex based.

Technical Ability: (TECH) this is the

ability to follow instructions and to use,

create, modify, and repair technology. This

stat is used with all skills that involve repairs

or mechanical functions.

Spending Character Points

Okay you have you Character Points

now how do you spend them? Well for stats

that cannot exceed 10 it works on a 1:1 ratio,

that is you spend 10 Character Points you

get 10 Stat Points. However some races can

exceed human limitations and have stats that

are over 10, in this case for every Stat Point

over 10 you must spend 2 Character Points.

Example: John is building a Fellpool

character, the Fellpool have a max REF of

12 in order to have a maximum REF he must

spend 10 to reach a 10 REF plus 2 for 11

and 2 for 12 a total of 14 Character Points.

Other statistics

Stability: this represents how difficult your

character is to intimidate, sway, confuse or

otherwise hoodwink. Your stability stat is

found by multiplying your Cool stat by 2.5.

Reputation: this is how well known you are

important to know that you can have

different Reputations. Reputation ranges

from 1 to 10, and whenever you meet a NPC

or PC they have to roll under your

Reputation to know who you are.

Magic: (MAG) magic is the manipulation

of the elemental forces that make up the

world. Your magic stat is found by rolling

an additional d10 (unless stated otherwise)

on a roll of 8 to 10 the character is able to

use magic. On a roll of 1 the character is

unable to receive any magical bonuses or

healing and you roll again on a roll of 9 to

10 afterward then the previous roll is

negated and the characters Magic Stat is set

to 6, however if the reroll rolls an additional

1 then no magic is usable within a 2 meter

radius of that character and the character’s

Magic stat is set to 2. If your character

concept calls for Magic then you must spend

points on it like a primary stat.

Magic Points: (MP) MP are points spent to

cast magical spells or use Special Arts. MP

can be restored by eating, drinking Ethers,

and rest. MP are accumulated by casting and

using spells for every point of MP used a

point should be gained at the end of every

adventure.

9

Psi: The character’s Psionic Aptitude or

how receptive to Psionics they are. On a roll

of 10 human males are able to be psychic,

and on a roll of 9 or 10 human females are

able to be psychic. Elves have a higher

chance to be psychic needing 8-10 on a d10

to be psychic. Just because your character

has a high aptitude doesn’t mean they are

active, Active psychics must add 2 years to

their starting age. Magic and Psi are

mutually exclusive a character cannot be

both. If your character concept calls for Psi

you must spend points in it like any primary

Stat.

Psionics use the rules given in Mekton Zeta

Plus.

Psi Points: Psi Points are the point used to

activate Psionic abilities. Unlike MP your

starting Psi Points are equal to your Psi Stat.

Character Sheets

The Character Sheet is a form used

to organize your character’s data in a usable

form. Without it your character is simply a

group of random numbers and skills with no

real connection between the two. Character

sheets don’t have to be professionally made;

a sheet of notebook paper can do, as long as

it is organized.

Races

As you know by now the world of Mekton SeeD is populated not just by Humans but by

Elves, Fellpool, Vynifacus, and Featherfolk as well other races that have yet to be discovered.

Some players may want to play as non-humans this should not be discouraged, players and

characters need to broaden their horizons. Here are the stat bases and cultural information about

the different races.

10

Subject Race: Humans Planet of Origin: Sol III (Earth)

Physiology Humans are a primate species, with two arms ending in hands with four fingers and an

opposable thumb, two legs that end in feet with five tows, and one head. Humans can have skin

tones ranging from pale pink to dark brown. Humans have wide range of hair colors including

red, blue, blonde, and black. Humans have limited body hair and females of the species tend to

remove or trim it. The human life span runs between 85-100 years on average.

Humans are one of the most adaptable races known to science, humans either adapt to the

environment they live in or they adapt the environment to suit them. Because of this, human

evolution has slowed to a crawl. The one area that humans have begun developing is psychic

abilities. Theses abilities are rare and tend to be more prevalent in females (a roll of 9-10 on a

D10) than males (a roll of 10 on a D10). In rare instances humans have been born with a rare

ability to null psionic abilities around them or that are being used on them, these “Psy-Blind”

individuals tend to also have no other abilities as well.

Humans have the odd ability of being able to interbreed with Elves and Vynifacus. This

has led to theories about tampering in the past to make humans more flexible genetically. A

typical human child takes approximately 18-23 years to reach adulthood.

11

Society/Culture Humans are unique in that they are the only race that is fractured in its control of space

no other race has as many factions or governments as the humans. Human societies vary a great

deal from dictatorships to democracies to nomadic tribes; each society has its own individual

identity and is uniqueness. Humans do have evidence of cultural universals however, in most

human cultures the negatives begin with N, several types of toys, instruments, and activities are

also similar between cultures.

During the reconstruction from the Dimensional Tear humanity fell into two different

power blocks, the Technocracy Esthar and the Kingdom of Galbadia. While both are advanced

civilizations, the two never seem to get along, and have had several wars over the rights to

several planets and other resources.

To end the conflicts the Unaligned Worlds were established. The Unaligned Worlds is a

region of neutral space where neither Esthar nor Galbadia can lay claim to star systems. Each

inhabited system is in charge of its own defense and organization, but will most often rely on

mercenary groups to assist with paroling and system defense.

Humans are well known for their will to fight, and their false clinging to a pacifistic way

of life. Human nations seem to fight over the littlest of offences, or over desirable resources.

Human nations are bound to a system of rules called the Ares Convention of Warfare. These

rules control the types of targets and conduct on the battlefield, and are used to prevent

unnecessary casualties on the battlefield.

Humans are also known for their adaptability to adverse environments. In order to

colonize space humans developed orbital space colonies, then terraforming technology to

colonize worlds without an M class environment. Finally humans began developing Faster than

Light drives to reach outside their solar system, in the end humans find a way to adapt to an

environment or situation through changing the environment or their technology.

Human technology is fusion based with a few companies experimenting with power cells

and other alternative power sources. The most common power plant is based on a raw plasma, or

“Hot”, fusion system that produces large amounts of raw energy for starships and mecha. This

system is temperamental and has a tendency to explode if damaged. Nations like Galbadia tend

to use these because of their ability to be rapidly produced.

12

Statistics

Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2-10 Movement: 2-10 Body Type: 2-10 Psi/Magic: 2-10

Body Type Table:

Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

V. Weak 4 6 8 4 20kg 6 -2 2

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table:

Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool 2 3 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 - -

EDU 2 3 4 5 6 7 8 9 10

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 9 10 - -

Move 2 3 4 5 6 7 8 9 10 - -

Body 2 3 4 5 6 7 8 9 10 - -

Psi/Mag - - - - - - - - - - -

13

Subject Race: Elves Planet of Origin: Amara

Physiology

The Elves are a humanoid race that has one head, two arms that end in hands with four

fingers and a thumb, and two legs that end in feet with five tows. Elves possess a lighter build

than most humans. Elves tend to have pale skin and dark hair, with very little body hair. Elves

are sensitive to sodium chloride in mass quantities and use potassium chloride in their body

chemistry. Elves have a life span of approximately 350 human years and show the symptoms of

ageing much slower than humans.

Their pointed ears give them excellent hearing (+2 Aware/Notice for sound), and their

eyesight is topnotch. Elves also may weigh less than a human of the same body type, but they are

able to take the same amount of damage as a human of the equivalent body type.

Elves have begun developing Psychic abilities, but individuals with Psionic abilities are

rare (roll of 9-10 on a D10 for Wood and Star Elves, 9-12 on a D12 for High Elves) and are

slightly more powerful than humans. Elves are also capable of being “Psy-Blind”. While

individuals with this odd ability are rare, they tend to be around families who work extensively

with magic.

Elven children take approximately 35-39 years to reach adult hood. Humans and Elves

are actually genetically compatible, and can produce offspring. However Elves are not

compatible with Vynifacus even though Vynifacus are almost genetically identical to humans.

The offspring of a Human and an Elf is called a Half-Elf. Half-Elves are capable of

breeding with humans and elves and grow as fast a human child. A Half-Elf’s hearing is only

slightly better than that of a human (+1 to sound Awareness/Notice checks). Half-Elves have a

life span of about 175 years.

14

Society/Culture Elven culture is complex and it contains many aspects of feudalistic societies. Elves have

a system of royalty, and nobility. On paper the Elven law covers all people equally, in reality

Elves tend to place the concerns of their own race ahead of the concerns of members of another

race. This is particularly true of the Wood Elves, who hold a great deal of xenophobia towards

other races. .

Elves value beauty, nature, and magic very highly. Often young elves will learn some

form of the arts, or study architecture. Elven architecture places an emphasis on arches and

sweeping designs, as well as hiding lighting and convenience items like refrigeration units and

climate control systems. Elves will also have gardens that encompass whole acres. These gardens

are often passed down from generation to generation and also conceal places to live in amongst

the plants

Elves are the only known race to be able to weave magicite crystals into works of art or

usable forms for industry. These crystals are used in everything from anti-grav generators to

jewelry, with the most common application being power plants. This gives their mecha a bond

with their pilot that is hard to quantify and often a pilot will go their entire career piloting one

single craft.

Elves are also known for their intellectual powers and their thirst for knowledge. Elven

cities often have great libraries of knowledge that can span the entirety of the elven history. In

times of trouble or distress, great elven leaders are found in libraries studying the works of the

past to try to receive a new perspective on current events.

Elves are famous for their archery, Elven bows are considered to be the finest that can be

made. Elves have extremely long lives, and it is not uncommon to find bows that have taken

decades to create. Often appearing to be more works of art than functional weapons, Elven bows

are still very deadly and very high quality and will long outlive their original masters.

Elven technology is more advanced than human technology, and includes antigravity

generators small enough for use on Roadstrikers, and more advanced FTL (Faster than

Light) drives. Elves dislike the use of personal firearms because they feel a lack of perceived

control over the bullet. They do however use Autocannons and Machinecannons on their mecha

and starships. For personal long-range combat, elves prefer to use bows, and may use the

occasional energy weapon.

High Elves Statistics Cool: 4-10 Intelligence: 2-12 Reflexes: 2-10 Attractiveness: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2- 8 EDU: 2-10 Movement: 4-10 Body Type: 4- 8 Psi/Magic: 4-12

Description High Elves are the more

stereotypical elves as far as disposition and

appearance. They tend to be more

intellectual and often take offices in

bureaucracy.

High Elves can have above human

level intelligence and can have above human

magical power.

Body Type Table:

Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

Movement Allowance Table:

Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 12 14

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 - - - -

EDU 2 3 4 5 6 7 8 9 10

Move - - 4 5 6 7 8 9 10 - -

Body - - 4 5 6 7 8 - - - -

Psi/Mag - - - - - - - - - - -

16

Wood Elves Statistics Cool: 4-10 Intelligence: 2-10 Reflexes: 2-11 Attractiveness: 2-10 Empathy: 2-10 Tech: 2- 8 Luck: 2- 8 EDU: 2-10 Movement: 4-12 Body Type: 4-10 Psi/Magic: 4-10

Description Wood Elves are tall and highly

dexterous, with lighter hair than the High

Elves. They tend to have a more earthy

nature than High Elves but are also more

xenophobic.

Wood Elves have the capacity to

have slightly faster reflexes and faster

running speeds than humans.

.

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 - - - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 12 -

Attract 2 3 4 5 6 7 8 9 - - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 - - - -

Luck 2 3 4 5 6 7 8 - - - -

EDU 2 3 4 5 6 7 8 9 -

Move - - 4 5 6 7 8 9 10 12 14

Body - - 4 5 6 7 8 9 10 - -

Psi/Mag - - 4 5 6 7 8 9 10 - -

Star Elves Statistics

Cool: 4-10 Intelligence: 2-12 Reflexes: 2- 9 Attractiveness: 2-10 Empathy: 2- 8 Tech: 2-12 Luck: 2-10 EDU: 2-10 Movement: 2-10 Body Type: 4- 8 Psi/Magic: 4-10

Description Star Elves are the descendants of the

first elves to try and explore space. They

have paler skin and darker hair than most

elves, and tend to also be weaker. Due to

their star faring nature Star Elves tend to be

less xenophobic than the other elves, and are

treated as second class citizens because of

their removal from nature.

Star Elves can have above human

intelligence and technical ability, but cannot

be as dexterous, or strong. They also are less

capable of taking damage than their brethren

because of their adaptations to low gravity.

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 12 14

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 - - - -

Tech 2 3 4 5 6 7 8 9 10 12 14

Luck 2 3 4 5 6 7 8 - - - -

EDU 2 3 4 5 6 7 8 9 10

Move - - 4 5 6 7 8 - - - -

Body - - 4 5 6 7 8 - - - -

Psi/Mag - - - - - - - - - - -

18

Subject Race: Fellpool (Felinefolk) Planet Of Origin: Altair III (Roak)

Physiology

The Fellpool are a humanoid race with one head with feline like ears, two arms that end

in hands with four fingers and an opposable thumb, two legs that end in feet with five tows, and

a feline like tail the extends from their spine. Fellpool have an lighter overall build than that of

humans(-2 head and limb hits and -3 torso hits). Fellpool have no body hair but have ultra-fine

velvet like fur on their ears and more feline like fur on their tails. Fellpool have copper based

blood that tends to react differently to medications then iron based blood. Fellpool have a Life

span of 65-80 years and grow to reach maturity much faster than Humans or Elves.

Fellpool eyes have vertical pupils that give them excellent night vision (+2 to

Awareness/Notice at night), and are able to see in full color. Due to their feline ears Fellpool

hearing is more sensitive than that of humans (+2 Awareness/Notice for sound).

Fellpool also have a nerve cluster at the base of their tails that connects the tail to the

spine, if this cluster suffers trauma a Fellpool character must make a Stun/Shock Roll or go into

shock. These traits give them faster reflexes than the average human, and enable them to cover

more ground faster.

The Fellpool have limited Psychic potential (roll of 10 on a D10 for both genders). Like

all races Fellpool can also produce “Psi-Blind” individuals. The limited psionic potential of the

Fellpool is largely due to their youth as a race and their shorter life spans.

Fellpool children take approximately 16-17 human years to reach adulthood, and it is not

unusual for Fellpool to have paternal twins. Fellpool are genetically incompatible with any other

known race, and it has been theorized that this is because the Centra did not interfere with their

development.

19

Society/Culture Fellpool control a region of space they call the Astral Kingdoms. Fellpool are not the

only race in the Astral Kingdoms, there are also Elves, Humans, and a race of avian people the

Fellpool refer to as Featherfolk. The capital of the Astral Kingdoms is planet Roak in the Altair

system, much of Roak is now wilderness with a few small cities.

The organization of the Astral Kingdoms is that each planet is in enough itself a

kingdom, with its own royalty and nobility. The overall government is managed by the royalty of

Roak and the overall defense is their reasonability. The individual kingdoms are responsible for

their own management and defense and they are required to maintain a militia to protect

themselves from the monsters that roam the worlds since the Dimensional Tear. If a kingdom is

having problems the kingdom of Roak may dispatch troops to an area, but that is rare, and often

the ruling family will be replaced if the trouble was due to mismanagement.

Fellpool have primarily an agricultural society with small communities scattered across

the surface of the planet and farms being their primary food source. Fellpool raise poultry, cattle,

and grow vegetables, but still prefer to hunt for meat. Fellpool gather in these small communities

to avoid presenting large targets for orbital bombardment and to help isolate problems to down to

a more specific area.

Due to the nature of small communities young Fellpool of both genders are encouraged

to leave and find their own way. This is to prevent inbreeding and to keep up genetic diversity

inside their communities. A Fellpool that is traveling may stay on the same planet but most tend

to wander around the different kingdoms for a period of 3-6 years before settling down.

Fellpool culture values children greatly, Fellpool view children as the most pure form of

potential and will try to protect them without a second’s hesitation. This leads to their unusual

patience when dealing with children. Fellpool will even endure tail pulling and being called a

“kitty” if the child is young and doesn’t know better.

Fellpool use solar energy, power cell, and fusion technology for power. Often cities are

powered by solar power stations located at the top of Orbital Elevators. These elevators use a

linear accelerator based train to haul cargo and personnel up into an orbiting station that houses

the solar generators and a star port. These stations are under direct government control as and are

heavily guarded.

Fellpool mecha use a form of power cell that acts like a large capacitor. Unlike most of

their human counter parts Fellpool power cells do not use very hazardous materials to store

energy but a complex system of smaller cells that store the energy in plasma form and slowly

render the plasma inert before needing to be recharged.

Fellpool starships are powered by large fusion generators that are most commonly either

built on spinner colonies or purchased from a human company. These large generators are

customarily plasma based and produce enough energy to power the ship and recharge their

mecha’s power cells. Fellpool starships are among the few that use linear catapults to launch

their mecha rather than use large launch bays. This enables their aerospace mecha to intercept

targets much faster than most other nations, but reduces the number of mecha able to be

launched at a time.

20

Statistics

Cool: 2-10 Intelligence: 2-10 Reflexes: 4-12 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2- 9 Luck: 2- 9 Movement: 4-12 Body Type: 2- 8 Psi/Magic: 5-10

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

V. Weak 2 4 5 4 20kg 6 -2 2

Weak 3 5 7 5 40 kg 12 -1 2

Average 4 7 9 6 60 kg 20 0 4

Strong 5 8 11 7 90 kg 26 1 6

Movement Allowance Table Action: 4 5 6 7 8 9 10 11 12

Run (meters): 12 15 18 21 24 27 30 33 36

Jump(meters): 1 1.25 1.5 1.75 2 2.25 2.5 2.75 3

Leap (meters): 3 3.75 4.5 5.25 6 6.75 7.5 8.25 9

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 12 14

Attract 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 - - -

Luck 2 3 4 5 6 7 8 9 - - -

EDU 2 3 4 5 6 7 8 9 10

Move - - 4 5 6 7 8 9 10 12 14

Body 2 3 4 5 6 7 8 - - - -

Psi/Mag - - - - - - - - - - -

21

Subject Race: Vynifacus Planet of Origin: UNKNOWN

Physiology

A race of variant humans with magicite crystals in their bloodstream, Vynifacus are

almost genetically and physically identical to humans. The majority of the differences between

the two are related to the magicite crystals in their blood, these crystals control what element a

Vynifacus can wield magically and their hair and eye color.

As a result of having magicite in their blood Vynifacus are bound to only one element of

magic, but are extremely powerful in that one particular element (treated as having their magic

stat as their skill level in that one Element). Vynifacus are unable to learn spells outside of their

Element and thus limited in their mastery of magic.

Vynifacus are only able to inter breed with humans, the results of which is most

commonly human (50% chance), but some have the elemental control of the Vynifacus parent

(45% chance), and on rare occasions the child has both the branching ability of the human parent

and the elemental control of the Vynifacus (5% chance). Half-Vynifacus are much weaker than

their full blooded parent in their control of their magical element (+2 to their Expert: ___ Magic)

Society/Culture

No one knows what planet if any the Vynifacus evolved on so no one knows what their

base culture was if any. Vynifacus have basically been absorbed into human culture blending and

living side by side with humans. Vynifacus in areas that are distrusting or hateful of magic tend

to form close-nit communities that protect them from outsiders.

Full-Blooded

Statistics Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2 – 8 Movement: 2-10 Body Type: 2-10 Psi/Magic: 8-12

Half-Blooded

Statistics

Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 2-10 Luck: 2-10 Movement: 2-10 Body Type: 2-10 Psi/Magic: 4-10

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

V. Weak 4 6 8 4 20kg 6 -2 2

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12

Cool 2 3 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 - -

EDU 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 9 10 - -

Move 2 3 4 5 6 7 8 9 10 - -

Body 2 3 4 5 6 7 8 9 10 - -

Magic - - - - - - - - - - -

23

Non-Player Races

Of course there will be races that players should not be. These races are considered Non-

Player Races. In Duoarma there are races that are xenophobic, overly aggressive, or simply

either missing or otherwise absent. Players may not play these races because of either their

power, or difficulty in incorporating into a story as a long term PC. The following races should

not be removed from the game setting because they are a central element to it.

24

Subject Race: Avia (Featherfolk) Planet of Origin: Altair III (Roak)

Physiology

A race of light weight winged humanoids, with one head, two arms then end in hands

with five fingers, two legs that end in feet with five tows, and a pair of featherd wings protruding

from their back just above the shoulder blades. Avia have a hollow bone structure and a

specialized section of the brain that acts as a natural compass. Avia have difficulty with space

travel due to the ions in their brain aligning to the magnetic fields planetside, this leads to

extreme space-sickness and longer adjustment to being on a planet.

Due to their lighter build Avia are also not as strong or as sturdy as humans.

They do however have a pair of muscular bird-like wing that sprout from their backs just above

their shoulder-blades. These wings are covered in feathers and enable them to fly and glide

without the use of aircraft or wind magic. (100mpt flight MA, 50mpt for gliding).

Avia have also begun developing Psionic abilities. While these abilities are rare, females

have a higher tendency of possessing Psionic abilities (roll of 9-12 on a D12) than males (roll of

10-12 in a D12). Avia also have a tendency to be “Psi-Blind” (roll of 1-3 on a D12), these

individuals are more common than they are in other races because of the extensive use of magic

among Avia.

. Avia children take about 12-15 years to reach adulthood, and are born from eggs in

clutches of 1-3. Avia have a lifespan of 50-65 years on average. Avia tend to develop fast and

deteriorate only when reaching their 40-45 year mark.

25

Society/Culture The Avia are a reclusive and xenophobic race that rarely ventures out into space due to

their difficulty adapting to leaving a planet’s magnetosphere. Avia live in the high mountains of

a few worlds in the Astral Kingdoms and rarely come down to deal with other races, this has led

to the humans an Elves to consider them to be a myth.

The Avia are Xenophobic due to their frailer forms and their physical beauty. Sometime

during their past the Avia were attacked by a group of space pirates that destroyed much of their

population. Since that time the Avia have remained in the mountains and skeptical of any Non-

Avian race that has approached them

The Avia have an agrarian society with farms being their major source of food. Because

of this Avia villages tend to only have 50-60 individuals in a community, with communities

scattered across low traffic mountain ranges. Avia also tend to gather near old ruins and often

defend them from unwanted intruders.

Avia villages are ruled by a council of elders and are often quiet and peaceful. Avia

villages remain in touch with the main government of the Astral Kingdoms via a limited radio

link and often sell excess food supplies to the local kingdom. This has led to the Avia being a

silent partner in the Astral Kingdoms.

Avia place a high regard to wind, light, and water based magic and frown upon the use of

other elements. Because of their exclusive use of these Elements any Avia who studies and uses

another element is banished from the village and refused by all of the Avia villages. Magic users

that use other elements are also barred from entering Avia villages.

Because of their extensive use of magic Avia have not developed their own mecha or

starship technologies, instead the Avia use magic to solve the majority of convenes like lighting

and climate control, but refuse to allow spells of any other elements but wing and light to be

used. The Avia have been known to trade for items like refrigeration units or sanitation

purification systems, but most commonly that is only when a new village is starting being

settled.

The Avia do however use other forms of technology like indoor plumbing and

refrigeration. In a pinch the Avia do use Fellpool medical technology when magic seems not to

work. The Avia refuse to pilot mecha, but will travel on starships if they are large enough to

accommodate their wings.

Avia place a high value on functionality and openness, often living in open buildings

with wide windows, and sweeping arches to accommodate their large wings. Avia buildings are

often painted to match either clouds or the local terrain depending on the distance to the nearest

Non-Avia settlement, and very large with open gardens for growing vegetables. Avia buildings

don’t typically have glass windows but rather wooden shutters to keep out the rain and other

elements.

26

Statistics Cool: 2-10 Intelligence: 2-10 Reflexes: 2-10 Attractiveness: 2-11 Education: 2-10 Empathy: 2-10 Tech: 2- 8 Luck: 2- 8 Movement: 4-12 Body Type: 2- 8 Psi/Magic: 8-12

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

V. Weak 4 6 8 4 20kg 6 -2 2

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12

Cool 2 3 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 12 -

EDU 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 9 10 - -

Move 2 3 4 5 6 7 8 9 10 - -

Body 2 3 4 5 6 7 8 - - - -

Magic - - - - - - - - - - -

27

Subject Race: Centra Planet of Origin: Centra

Physiology

Centra are an evolutionary offshoot of the human race. Centra are almost identical to

humans in term of physical form and strength, having one head, two arms ending in hands with

four fingers and a opposable thumb, and two legs that end in feet with five tows. Centra are

shorter than most humans with males standing around 167cm and females standing 157cm in

height. Centra have practically no body hair and their hair colors tend to run in from silver to

pale blonde with the occasional extravagant hair colors like blue or purple being natural. Centra

have a lifespan is approximately 95-110 years on average.

Centra have a highly evolved brain the enables all Centra to be able to either cast magic

or use Psionics, and gives all Centra a limited genetic memory for technology. This genetic

memory is very limited because it requires training to access and harness, and is only carries

technical information that both parents knew up to the point of the child’s conception.

Centra are able to inter-breed with humans, Elves, Vynifacus, and Avia, the results are

most often Centra child, but occasionally a Half-Elf, Avia, or Half-Vynifacus will result. A

Centra breeding with standard a human results in a child with a 50% chance of having the

genetic memory of the Centra parent, but always has the lighter hair coloration of the Centra

parent.

28

Society/Culture The Centrta are actually from the future, the Centra came from the future via a Stargate

accident. After arriving in the past they found and modified the proto-Elves, Avia, Humans, and

a few other races before encountering the Aggendi.

The Centra have a strict society that values exploration and tradition. A Centra’s worth is

based on their technical aptitude and their intellect. Centra have a monarchy, with a cabinet and

parliament. In addition they have a system of lords and ladies that govern their assigned

territories. Centra believe that the best form of management is that which governs least so lower

ranking nobles have very limited powers and are often there to oversee he lands and to collect

taxes and to se to the safety of the people. However the people have only limited freedom of

speech and are often subjugated under unfair laws.

Centra also place a great deal of emphasis on military strength, using vast armies of

Mecha Suits and large space fleets. Often pilots and commanders who prove themselves in battle

are awarded with low ranking titles like Knight or Baronet. Many Centra youth aspire to use the

military as a means to gain fame and fortune; as such the number of soldiers available in the

armed service is massive. Centra only use their cloning technology when their race is pushed to

the breaking point and there are very few left to fight.

The Centra have a sexually equal society only the slightest forms of bias are allowed

before reprimands are in order. A Knight of either gender may be called Sir (or if the male insists

M’lady), and the title of Baronet is used for both genders. For the others it is to each noble to

decide how they wish to be addressed, and for the most part they tend to follow human norms.

Centra do not hide their technology but rather try to emphasize it. Centra cities often use

rust resistant alloys and transparasteel walkways with large hoverlanes going from section to

section. Centra architecture uses a lot of curving and sweeping designs, often emulating vines or

feathers.

The Centra fell into conflict with the Aggendi almost 20,000 years ago, in a war that

almost wiped out all life in the galaxy. The war lasted almost 10,000 years and in the end they

had to craft and use the Lunatic Pandora. The act of which almost wiped out the Centra and

depleted the magical energy in the galaxy, The Centra disappeared shortly afterward and have

not been seen since.

29

Statistics

Cool: 2-10 Intelligence: 4-12

Reflexes: 2-10 Attractiveness: 2-10 Education: 2-10 Empathy: 2-10 Tech: 4-12 Luck: 2 - 8 Movement: 2-10 Body Type: 2-10 Psi/Magic: 7-12

Body Type Table Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

V. Weak 4 6 8 4 20kg 6 -2 2

Weak 5 7 10 5 40 kg 12 -1 2

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points Stat 1-2 3 4 5 6 7 8 9 10 11 12

Cool 2 3 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 9 10 - -

EDU 2 3 4 5 6 7 8 9 10 - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 9 10 - -

Move 2 3 4 5 6 7 8 9 10 - -

Body 2 3 4 5 6 7 8 9 10 - -

Magic - - - - - - - - - - -

Subject Race: Aggendi Planet of Origin: UNKNOWN

Physiology

Aggendi are a race of endothermic, highly intelligent bipedal reptiles with one head, two

arms that end in hands with three clawed fingers and one clawed opposable thumb, two legs that

end in feet with five clawed tows, and a long tail. Aggendi stand aproximently 2 meters tall and

are covered in gray to gray-green scales. Female Aggendi tend to be larger than male Aggendi.

Being reptiles Aggenidi have no hair but do have a crest on their heads that varies in color from

red to bright blue. Aggendi have a lifespan of about 150 years on average.

Aggendi skin contains bony plates that enables it to act as a form of natural armor

(natural armor does no ablate like normal armor). Aggendi also possess sharp claws on their

hands and feet (claws deal 1D6 plus strength bonus) that are quite deadly. Aggendi also have a

strong tail that is covered in rough scales and can regenerate if removed.

Aggendi have in rare instances produced individuals with Psionic potential (roll of 8 on a

D8). These individuals tend to be weaker than the average specimen and valued highly. The

Aggendi have tried to breed a Caste of psionic warriors but were unsuccessful. Aggendi also

have the ability of being “Psi-Blind” (roll of 1 on a D8) but these these individuals are also rare.

Aggendi lay eggs and females begin breeding upon reaching adult hood and every 5 years

after that, and lay clutches of 4-24 (4D6) 15mm eggs. If males are unavailable the Warrior and

Technical Castes have been engineered to be able to breed asexually. Aggendi embryos do not

have the sex chromosomes instead sex is determined by the temperature in which the eggs are

incubated. Aggendi eggs take aproximetly 12 weeks to hatch and Aggendi children reach

adulthood about 8 years after hatching.

31

Society/Culture

The Aggendi are not from Duoarma, but rather another galaxy called Bendari. According

to their ancient texts they were banished from Bendari by another group of Aggendi under the

influence of a hive mind entity called the “Massmind”. The Massmind found that it could not

control all the Aggendi because of their primal nature, so it banished a small part of them to

Duoarma in order to gain control of the Aggendi as a race.

The Aggendi Empire is ruled by a single monarch, and has a strict caste system to

separate their leaders, solders, and technicians from one another. The Aggendi monarch is from

the Ruling Caste and has consorts form every caste. The weaker offspring are put to death and

the stronger ones are placed in power over groups of troops or in charge of R&D. The rights of

ascension state that only offspring from Ruling Caste consorts are allowed to challenge for the

throne.

The Aggendi have a very ego-centric view of the universe and have no tolerance for any

other races that exist within it. Often the Aggendi will destroy entire worlds because they

supported non Aggendi life. The only race that is known to have stopped their march is the

Centra.

The Aggendi have no concept of forced servitude or making non-Aggendi second class.

Instead they treat all other races the same way genocide. The few races they allow to remain

alive are treated as cattle, bred and slaughtered like animals to provide food for the Aggendi war

machine. These races are kept in inhumane conditions and eventually lose all shreds of sentience.

It is unknown how many races have fallen to the Aggendi.

Aggendi use brutal battle tactics involving waves of assaults on their enemies to wear

them down before sending in ground troops to hunt down and exterminate the remaining troops

and civilians. If a planet is too heavily fortified the Aggendi use heavy orbital bombardment to

wipe out any life on the surface. The Aggendi then occupy the planet, setting up bases and

spawning pits to further their Empire.

The Aggendi use a form or technology that is banned by almost all civilized races,

Organic or Techno-Organic Technology. The Aggendi battle machines and armor is made up of

living tissues that has the ability to regenerate. The Aggendi are also not above engineering

themselves to gain the upper hand in battle or to survive in environments that normal humanoids

cannot. Aggendi also use cloning technology to bolster their ranks if their population is getting

low or they need troops for an assault.

Aggendi use fuel powered power plants in their starships and mecha. The fuel is a

hydrogen rich nutrient slush that keeps the organic components alive and fuel its technological

components via a plasma fusion drive. This fuel is highly volatile and unstable and can explode

if the tanks are ruptured (treat all Aggendi power plants as Hot).

Aggendi are also known to use ESPER Lens technology on some of their mecha and

starships. This technology amplifies Psionic abilities to the scale of the vehical the lens is

mounted on. None of these lenses have ever been recovered in any archeological dig.

Warrior Caste Aggendi Statistics Cool: 4-10 Intelligence: 2- 8 Reflexes: 6-10 Attractiveness: 2- 6 Empathy: 2- 8 Tech: 2-10 Luck: 2- 8 EDU: 2- 6 Movement: 4-10 Body Type: 8-10 Psi: 1- 8

Description Warrior Cast Aggendi are trained

from birth in the combat arts. After a point

in their development they are separated into

Shock Troops, Pilots, and Ground Troops.

Shock Troopers are the elite of the

Aggendi forces, stronger and faster than the

others, Shock Troopers are selected from the

prime specimens from each hatching and

have the strongest armor (SP: 5) of all the

casts except the Ruling Caste. Shock

Troopers are trained in the use of powered

armor and personal weapons.

Pilots are selected from the lighter

and faster specimens from each hatching,

and trained in the use of techno-organic

mecha and starships. While Ground Troops

are the leftovers from the Shock troopers

and the Pilots, the weakest armored and

slowest hatchlings Ground troops are

considered expendable. Both pilots and

ground troops have tough armor (SP: 4) and

are skilled with their claws.

Body Type Table:

Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table:

Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 - - - -

Reflexes - - - - 6 7 8 9 10 - -

Attract 2 3 4 5 6 - - - - - -

EMP 2 3 4 5 6 7 8 - - - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 - - - -

EDU 2 3 4 5 6 7 8 9 10

Move - - 4 5 6 7 8 9 10 - -

Body - - - - - - 8 9 10 - -

Psi/Mag - - - - - - - - - - -

Technical Caste Aggendi Statistics Cool: 2-10 Intelligence: 6-10 Reflexes: 2- 8 Attractiveness: 2- 6 Empathy: 2- 8 Tech: 2-12 Luck: 2- 8 EDU: 6-10 Movement: 4-10 Body Type: 6-10 Psi: 1- 8

Description Technical Aggendi are the closest

thing the Aggendi have to a civilian.

Technical Aggendi do everything from

janitorial work to starship engineering.

Technical Aggendi tend to be

smaller and lighter than the other castes with

the weakest armor (SP 2) and tend to trim

their claws to give them fine manipulation

(thus removing them as usable weapons).

Technical Aggendi unlike the

Warrior Caste are separated by their

intelligence and technical ability rather than

their physical parameters. After a very basic

training they are separated based off their

affinities and further trained in their specific

job.

Body Type Table:

Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

Movement Allowance Table:

Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool - - 4 5 6 7 8 9 10 - -

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 - - - -

Attract 2 3 4 5 6 - - - - - -

EMP 2 3 4 5 6 - - - - - -

Tech 2 3 4 5 6 7 8 9 10 12 14

Luck 2 3 4 5 6 7 8 - - - -

EDU 2 3 4 5 6 7 8 9 10

Move - - 4 5 6 7 8 9 10 - -

Body - - - - 6 7 8 9 10 - -

Psi/Mag - - - - - - - - - - -

Ruling Caste Aggendi Statistics Cool: 2-12 Intelligence: 6-10 Reflexes: 2-10 Attractiveness: 2- 8 Empathy: 2-10 Tech: 2-10 Luck: 2- 8 EDU: 6-10 Movement: 4-10 Body Type: 6-12 Psi: 1- 8

Description Ruling Cast Aggendi are the elite of

the Aggendi Empire, Ruling Cast are tasked

with the job of leading armies and

maintaining control of the Empire. Ruling

Cast combine the strengths of the other

casts, without the asexual reproduction of

the lower Casts.

Ruling Caste Aggendi have the

heaviest armor of all the Aggendi (SP: 6)

and can reach super human level strength

and build, as well as having an uncanny

coolness when under fire or being

threatened.

Body Type Table:

Body Head Limb Torso Stun/ Lift/ Throw +Add Enc.

Type: Hits Hits Hits Shock Drag Meters Dmg. Val

Average 6 9 12 6 60 kg 20 0 4

Strong 7 10 14 7 90 kg 26 1 6

V. Strong 8 12 16 8 120 kg 30 2 8

EX Strong 9 13 18 9 185kg 45 3 13

Movement Allowance Table:

Action: 2 3 4 5 6 7 8 9 10

Run (meters): 6 9 12 15 18 21 24 27 30

Jump(meters): .5 .75 1 1.25 1.5 1.75 2 2.25 2.5

Leap (meters): 1.5 2.25 3 3.75 4.5 5.25 6 6.75 7.5

Stat Points - 1-2 3 4 5 6 7 8 9 10 11 12

Cool 2 3 4 5 6 7 8 9 10 12 14

Intelligence 2 3 4 5 6 7 8 9 10 - -

Reflexes 2 3 4 5 6 7 8 9 10 - -

Attract 2 3 4 5 6 7 8 - - - -

EMP 2 3 4 5 6 7 8 9 10 - -

Tech 2 3 4 5 6 7 8 9 10 - -

Luck 2 3 4 5 6 7 8 - - - -

EDU - - - - 6 7 8 9 10

Move - - 4 5 6 7 8 9 10 - -

Body - - - - 6 7 8 9 10 12 14

Psi/Mag - - - - - - - - - - -

35

Lifepath So you’ve got your character’s stats and race picked out, but there is more to character

generation then how strong or weak your character is, where did he or she come from, what were

their parents like, do they have siblings, do they have enemies, if so why, what type of people do

they have for friends, these questions and more must be answered to help make your character

come alive. To help answer these questions the Lifepath section has tables so you can roll or

choose what happened to make your character the unique individual they are.

A. Money & Family

This is the measure of how well off and how well connected your family is. It also determines your starting cash and

social status of your family

Roll 1d10 Social Status Funds

1 Poor/Slave 200gil

2 Poor/Servant 300gil

3 Laborer/L. Middle Class 400gil

4 Worker/L. Middle Class 500gil

5-6 Worker/Middle Class 600gil

7 Executive/Middle Class 700gil

8 Vice Pres./Upper Middle Class 800gil

9 Noble/Wealthy 900gil

10 Royal/Wealthy 1000gil

A2. Family Situation

Roll 1d10 or Choose

1-4 Something has happened to one or both of your

parents.

GO TO A3

5-9 Both parents are alive and well.

GO TO B

10 There is something special about your parents.

GO TO A4

A3. Parental Fate

Roll 1d10 or Choose

1 Your parent(s) died in a war or other form of

organized violence

2 Your parent(s) died in an accident

4 Your parent(s) have amnesia and don’t

remember you

5 You never knew your parents

6 Your parents are missing

7 Your parents are in hiding to protect you

8 Your parents defected to another power

9 You were raised by relatives or were

adopted. You have no idea about your

parents’ standing.

10 You grew up on the streets

GO TO B

A4. Parental Mysteries

Roll 1d10 or Choose

1-2 Both parents are really deep cover spies for

another power

3-4 Your parents were involved in a top secret

project and are on the run

5-6 Your parents simply have nothing more to

do with you

7-8 Your parents simply vanished, their house

was left empty and you a non-entity

9-10 Your parents are spies and living on another

planet

GO TO B

B. Family Standing

Roll 1d10

1-6 Family standing is good, even if one or both

parents are missing or dead.

GO TO E

7-10 Family standing is bad, and you risk losing

everything.

GO TO C

36

C. Family Crisis

Roll 1d10 or Choose

1 Family lost all titles and properties through

the betrayal of a family member

2 Family lost all titles and property through

mismanagement

3 Family was exiled from home land, you

have returned under an alias

4 Family was imprisoned you alone escaped

5 Family vanished you are the only locatable

member

6 Family was murdered, you alone survived

7 Family lost everything fortunes collapsed,

the now live homeless on the streets

8 Family killed in an act of terrorism.

9 Family killed in a border skirmish

10 Family destroyed in an accident. Those not

crippled were killed

GO TO D

D. Familial Goals

Roll 1d10 or Choose

1-2 Clear your name or finances

3-4 Live it down forget it

5-6 Hunt down those responsible and make them

pay

7-8 Get what’s rightfully yours

9-10 Save, if possible, your remaining family

GO TO Ea ELVES GO TO Eb

FELLPOOL TO Ec

Ea. Siblings

Roll 1d10 1-7 is equal to the number of siblings you

have a roll of 8-10 means you’re an only child. Roll

an additional d10 for gender: odd for male, even for

female

Roll 1d10 for relative age

1-5 Older

6-9 Younger

10 Twin

For each sibling choose or roll 1d10 their feelings

about you

1-2 They hate you

3-4 They dislike you

5-6 They’re neutral about you

7-8 They like you

9-10 They hero-worship you

GO TO F

Eb. Siblings

Roll 1d6 1-4 is equal to the number of siblings you

have a roll of 5-6 means you’re an only child. Roll a

d10 for gender: odd for male, even for female

Roll 1d10 for relative age

1-5 Older

6-9 Younger

10 Twin

For each sibling choose or roll 1d10 their feelings

about you

1-2 They hate you

3-4 They dislike you

5-6 They’re neutral about you

7-8 They like you

9-10 They hero-worship you

GO TO F Ec. Siblings

Roll 1d10 1-7 is equal to the number of siblings you

have a roll of 8-10 means you’re an only child. Roll

an additional d10 for gender: odd for male, even for

female

Roll 1d10 for relative age

1-4 Older

5-8 Younger

9,10 Twin

For each sibling choose or roll 1d10 their feelings

about you

1-2 They hate you

3-4 They dislike you

5-6 They’re neutral about you

7-8 They like you

9-10 They hero-worship you

GO TO F

F. Friends

Roll 1d6 this is how many friends you have. Then for

each friend roll 1d10 to determine gender (odd for

male, even for female)

Roll another d10: the friend is…

1 An ex-enemy

2 Is like a foster parent

3 An old family friend

4 A friend from school

5 Someone who grew up with you

6 Is like a big brother/sister to you

7 Is like a little brother/sister to you

8 Is a teacher or mentor

9 Is a partner or coworker

10 Is an ex-lover

GO TO G

37

G. Enemies

Roll 1d10 on a roll of 10 you have made a lifelong

enemy.

Roll 1d10 or Choose: the enemy is…

1-4 An old friend

5 A relative

6 An official in government, organized crime,

or a terrorist cell

7 A stranger to you

8 An ex-lover

9-10 Someone on “the other side”

This started when…

Roll 1d10 or Choose:

1 They caused the death of your loved one.

2 You caused the death of their loved one.

3 One caused the other a major humiliation.

4 One caused the other a physical

disfigurement

5 One disserted or betrayed the other

6 One caused the imprisonment of the other

7 You were romantic rivals

8 One foiled the plan of the other

9-10 It’s a mystery.

Who’s mad at whom?

Roll 1d10 or Choose:

1-4 They hate you

5-7 You hate them

8-10 The feeling is mutual

If you were to meet face-to-face the injured party

would…

Roll 1d10 or Choose

1-2 Go into a rage and attack the other

3-4 Avoid the other person

5-6 Cause the other injury in any indirect way

7-8 Ignore the other person

9-10 Verbally attack the other

GO TO H

H. Romantic Life

Roll 1d10 or Choose

1-3 You are currently involved in a romantic

relationship

GO TO H1

4-7 You are currently uninvolved

GO TO H2

8-10 You are recovering from a romantic tragedy

GO TO H3

H1 Your Lover and You

Roll 1d10 or Choose

1 Your lovers friends/relatives heat you

2 Your friends/relatives hate them

3 One of you has a romantic rival

4 You are continually separated in some way

5 You constantly fight (but making up is fun)

6 One of you is insanely jealous

7 You think your lover is seeing someone else

8 They think you’re seeing someone else

9-10 Everything is going smoothly

GO TO I

H2. Looking for Love

Choose or roll 1d10

1-2 You date anything that moves

3-4 You’re waiting for the right one

5-6 You don’t have time for romance

7-8 You just don’t want to get serious

9-10 Sex? Romance? What’s that?

GO TO I

H3. The Romantic Tragedy

1 They were killed in a military or terrorist

action

2 They were killed in an accident

3 They mysteriously vanished

4 They died suspiciously

5 They left you suddenly with no expectation,

with orders never to see them again

6 They were kidnaped or imprisoned

7 They commited suicide or went insane

8 Society kept you apart

9 They defected to another power

10 A rival cut you out of the action

GO TO I

I. Physical Appearance & Personality Traits

Roll 1d10 or Choose for each column

Roll Hair Color Hair Style Eye Color Fur Color*

1 Red Neat Blue Taby Markings

2 Blue Long, Straight Green Blue

3 Green Short w/ Bangs Silver/Gray Ginger

4 Blonde Swept over one eye Ruby Red

5-6 Black Short, Straight Black/Brown Black

7 Orange Long, Curly Amber Yellow/Blonde

8 Purple Long w/ Bangs Gold Silver/Gray

9 Silver/White Short, Curly Violet White

10 Brown Wild Always Changing Brown

*When Applicable

Iron Based Blood Type

Roll percentile

Blood

Type Roll

A+ 01-28

B+ 29-48

AB+ 49-53

O+ 54-89

A- 90-93

B- 94-95

AB- 96

O- 97-00

Copper Based Blood Type

Roll percentile

Blood

Type Roll

C+ 01-28

D+ 29-48

CD+ 49-53

O+ 54-89

C- 90-93

D- 94-95

CD- 96

O- 97-00

Personality Traits

Roll 1d10 or Choose

1 Shy & Secretive

2 Angst-ridden, Antisocial, and Violent

3 Arrogant, Proud, and Aloof

4 Moody, Rash & Headstrong

5 Friendly & Outgoing

6 Picky, Fussy & Nervous

7 Stable & Serious

8 Silly & Fluffheaded

9 Sneaky & Deceptive

10 Intellectual & Detached

The Thing you Value Most is…

Roll 1d10 or Choose

1 Money

2 Honor

3 Your Word

4 Honesty

5 Knowledge

6 Vengeance

7 Love

8 Power

9 Having a good time

10 Friendship

Your Most Valued Possession…

Roll 1d10 or Choose

1 A weapon

2 A tool

3 A piece of clothing

4 A photograph

5 A book or diary

6 A recording

7 A musical instrument

8 A piece of jewelry

9 A toy

10 A letter

The Person You Value the Most is…

Roll 1d10 or Choose

1 A parent

2 A sibling

3 A lover

4 A friend

5 Yourself

6 A pet

7 A teacher or mentor

8 A public figure

10 No one

9 A personal hero

39

Elemental Control*

Roll 1d6 or Choose

1 Light

2 Earth

3 Wind

4 Fire

5 Water

6 Darkness

* When Applicable

Skills In order to utilize your character’s natural abilities you need to learn skills. Each

character starts off with their INT+EDU+10 in Skill Points. For skill levels 1-5 the cost is 1 point

per level, for Skills that exceed +5 the cost is 2 points per level. For skills that are Hard to learn

(designated with an “H” next to the title) they cannot exceed 5 for beginning characters.

Skills level up via Improvement Points or IP. IP is earned via using skills often or

creatively. In order to level a skill one must accumulate their current skill level multiplied by ten

in IP. In order to pick up a new skill one must attempt the skill and accumulate ten IP to reach

level one in that particular skill, or attend a class or training seminar. All skill checks that are

made for skills you do not have are made at a minus three until the character has reached skill

level one.

Self-Taught skills are skills that the character has taught themself. A character who has

gained a self-taught skill can only raise it to skill level two without professional help or actual

combat experience (for combat skills). For Example: Leon has picked up a book on

programming and has worked for weeks on a simple program to balance equations for his

homework, over time his skill has raised up to level two, no matter what without someone to

teach him he will never reach skill level three because he lacks the knowledge of higher

programming. Likewise Ven who has had the stuffing beat out of him by the Galbadians has

earned up to skill level two in Dodge & Escape, because he earned his skill ranks in combat (via

the School of hard knocks, literally) he is able to advance to level three because he learned how

to and how not to move.

Skill Resolution

In Mekton SeeD there are two ways of resolving skills the first is a roll of 1d10+Skill

level + Applicable Stat versus a difficulty number given by the GM. The other is to roleplay the

skill out and make rolls based on what the GM requests.

Skill List

Attractiveness Skills Personal Grooming: Skill of knowing proper

grooming and hair styling to maximize your physical

attractiveness. The use of this skill enables players to

increase or decrease their physical attractiveness. At

a skill of +2 your good looking, +5 you look like a

fashion model, at +8 and higher you’re capable of

being a major model or film star.

Wardrobe & Style: Knowing what to wear, when to

wear them and how to look cool is what this skill is

about. At +2 you’re good at off the rack shoping, at

+6 your friends ask you for fashion tips and you

wouldn’t be caught buying off the rack. At +9 you

are a trendsetter with the capacity of having a major

fashion line.

40

Cool Skills

Interrogation [H]: The skill of drawing out

information from uncooperative subjects. At +2 your

able to determine if your significant other is lying to

you. At a skill of +5 your capable of putting the heat

on some of the toughest characters. At +9 you’re

capable of making world leaders squirm.

Intimidate [H]: The skill of getting what you want

by fear or force. At +3 you are able to frighten the

average citizen or low level thug. At +6 you can

frighten most moderate tough guys, at +9 you can

frighten even the largest and most powerful of

people.

Persuasion/Fast Talk [H]: The skill of getting what

you want by talking a person or a group in to it. At

+3 you can win most debates, at +5 you are a smooth

talker of professional caliber and can get a job at

most customer service places. With a skill +8 you’re

as smooth as a professional politician and are capable

of talking large groups to your viewpoint.

Resist Torture/Drugs [H]: This skill toughens a

character against interrogation or the use of mind

controlling drugs. A successful use of this skill raises

the difficulty of any interrogation rolls by one. If a

character is being drugged this skill adds to the

characters Stun/Shock Save.

Streetwise [H]: Knowledge of the seedy side of life,

where to get contraband, how to talk to the criminal

element, and how to avoid bad neighborhoods. At +2

you can get hot items, at +5 you can call a hit on

someone and might know a few mobsters who owe

you a favor. Characters with a +8 could be crime

bosses themselves.

Empathy Skills

Acting: The skill of giving believable performances

and trying to fool others. At +2 you are qualified to

have a brief speaking role on a local television

program, at +6 you can land a part on a primetime

program, and at +8 you capable of landing the

starring role in a major motion picture.

Human Perception: The skills necessary to detect

subtle changes in body language changes and tells

that indicate when someone is lying or being evasive.

At +2 you can tell your tell if you’re not getting the

whole truth. At +6 you can detect subtle eye

movements and mood swings, and at +8 you can

detect emotional clues and can tell what a person is

hiding in a general way.

Interview: The skill of gathering information out of

an interviewed subject, information gathered will be

nonspecific and of a personal nature. At +3 the

subject will only tell you information on the subject

on which they are known, at +6 subjects will tell

anecdotes about their lives and discus their own

philosophies and intrests. At +9 you can get in-depth

information about the subject including embarrassing

or incriminating details.

Leadership: The skill of leading and convincing

people to follow you. A skill of +2can manage a

small office and be respected for it .at +4 you can

lead a small band of troops into combat, and at +8

you can lead entire armies across battlefields. This

skill can be used with either Empathy or Cool but the

leadership styles are different.

Relationships: The skill of making and maintaining

friendships (this skill is not used to form romantic

relationships but can be used to maintain them in a

healthy manor). This skill maybe used to determine if

a character can form friendships with NPCs.

Seduction: the skill of making and maintaining

romantic relationships (also a measure of your ability

as a lover). This skill may be used to determine if a

character can form relationships with NPCs, and the

intensity of those relationships.

Social: the ability of knowing what is proper

behavior in social situations. At +2 you can get into a

fancy restaurant or social gathering, at +5 you can

dine with royalty without fear of a faux pas. At +8

you are an authority on what is proper.

Intelligence Skills

Awareness/Notice: The skill of being a trained

observer. With a +2 you will usually spot small,

obvious items and clues, at +5 you are able to spot

small, well hidden items or sophisticated atemps to

shadow you. At +8 you are a TV detective capable of

deductive reasoning.

41

Intelligence Skills Cont.

Compose/Write: the required skill for writing songs

or short stories, at +4 you can produce sellable work

that can gather a decent following. With a skill of +8

you are a bestselling author with a following and

critical acclaim.

Communication Operations: The character is

trained in the use and basic maintenance of

communications equipment, including personal

communicators and larger units such as those

mounted in vehicles, mecha, and even starships. This

skill also covers the use of radio direction finders,

frequency and signal scramblers, and similar

electronic equipment as well as communication

protocols.

Computer Operations: This skill allows a character

to operate a computer with more familiarity and skill

than the average person. While it does not allow the

character to program a computer, it does mean that

the character is more familiar with common software

and hardware, including most types of peripheral

devices such as printers, scanners, specialized

keyboards, etc.

Disguise: This skill incorporates both makeup and

acting to resemble someone else to hide your true

identity

Expert: This skill represents a expertise in a specific

field of academic study. At +3 you are the local

expert on the subject. At +6 you have written a few

books on the subject and at +8 your books are

considered major texts on the subject.

Expert ( __Magic) [H]: Skill of knowing the spells

and abilities of magic. Each magical element requires

their own skill (i.e. to know fire magic you need

Expert ( Fire Magic) etc.) at +1 you’re capable of

casting Rank 0 spells, at +3 you’re capable of using

Rank 1 spells, at +5 you’re able to cast at Rank 2, at

+7 your capable of casting Rank 3 spells, and at +10

your capable of casting Rank 4 spells.

When you start the game your Skill level in Specific

Knowledge (__ Magic) is equal to the number of

spells you can cast.

Gamble [H]: The skill of placing bets and playing

games of chance successfully. At +2 you are the local

Saturday card shark, at +6 you can make a living at

casinos, and at +9 you are one of the most notorious

gamblers known.

Know Language: The ability to read and write in

other languages other than your native one. At +2

you can get by with the language, at +3 you can

actualy read and write it. With a skill of +6 you are

fairly fluent, and at +8 you speak as well as a native

speaker. Each different language requires a different

Know Language.

Programming: This is the skill required to program,

reprogram, as well as to protect and break into

computer systems.

Sensor Operations: The character is trained in the

operation of scanners and sensors, including

reconnaissance systems and equipment.

Shadowing/Avoid Pursuit: This is the skill of

following people without attracting undue attention

or avoiding being followed one’s self. The skill is

primarily used in urban or inhabited areas rather than

the wilderness and does not involve tracking.

Survival: This is the skill of knowing how to survive

in the wilds, including how to hunt and set snares,

forage for food and materials, build shelters, and

make fires.

Teaching: This is the skill of imparting knowledge to

someone else. A character may not teach a skill

unless they have a higher skill level than the student.

Reflex Skills Non-Combat Skills

Aerospace Pilot: This skill allows the character to

pilot normal and trans-atmospheric spacecraft such as

shuttles and star fighters.

Athletics: This skill allows accurate throwing, basic

climbing, and an improved sense of balance. It is

something like a basic physical fitness regimen.

Dance: This skill simply allows the character to

dance with some level of proficiency.

Driving: This skill allows the character to drive most

fan, wheel. and track-propelled forms or

transportation common to the campaign setting. It is

also used to operate mecha-cars and mecha-bikes in

their vehicle modes.

42

Reflex Skills Cont.

Swimming: This skill simply allows the character to

be able to swim and dive with some level of

proficiency. The character may be familiar with the

use of basic diving gear and a snorkel, but not

SCUBA equipment.

Stealth [H]: This skill helps the character to move

with stealth; quietly, slowly, and carefully.

Techniques include balance and footing, short steps

and pacing, rifle positioning, prone positions for low

visibility, and crawling.

Riding (Animal): This skill allows the character to

be trained and skilled at riding some form of

domestic beast of burden trained as a mount. The

specific type of animal must be chosen when the skill

is taken.

.

Zero-Gee Maneuvering: This skill allows the

character to move and maneuver in a zero-gee

environment, although penalties for combat still

apply.

Reflex Skills Cont. Personal Combat Skills

Archery: This skill is necessary to use bows and

crossbows proficiently.

Blade Combat: The character is trained and

practiced in the use of one particular type of bladed

or archaic melee weapon that must be chosen when

the skill is taken. Appropriate choices include any

type of sword used outside of fencing, all types of

traditional martial arts weapons, and medieval

weapons such as battle axes, maces, and halberds.

Blade Combat –Gunblade [H]: This is the skill

necessary to use the weapons known as Gunblades a

person who attempts to use an unfamiliar or an

untrained person trying to wield a Gunblade is at a -4

penalty.

Dodge & Escape: This skill is used to dodge attacks

and to escape grapples and holds. If an attack is made

without your knowledge then you do not get the skill

bonus to your roll.

Handgun: This skill allows the use of conventional

handguns, including both revolvers and

semiautomatic pistols, and less common pistols such

as pump, lever, and bolt-action models.

Hand To Hand Combat [H]: This skill allows the

character to engage in hand to hand combat with

some level of proficiency. This is a basic level of

self-defense training and does not allow some

advanced combat maneuvers such as chops, wheel

and crescent kicks, or throws.

Gun Combat -Gunblade [H]: This is the skill

necessary to be able to fire a Gunblade’s projectile

weapon, can be used to both fire at range or make a

single melee attack can only be used with Blade

Combat –Gunblade.

Martial Arts (__) [H]: There are many forms of

martial arts. Each specializes in certain combat

moves. When character uses a combat move in a

martial art that he or she is specialized in, he or she

not only gains a bonus on his or her attack roll, he or

she gains a bonus to the damage done by the attack

equal to his or her skill level divided by three,

rounded off to the nearest whole point.

Boxing: The character is trained and skilled in the art

of boxing and therefore especially proficient in the

combat maneuvers punch, jab, and feint. He or she

may also attempt to use the punch maneuver as a

knockout attack.

Close Quarters Combat (CQC): A purely military

martial art designed for maximum deadly force in

close quarters, CQC was created in the 20th

century

and is rarely taught outside of the military

community. An individual trained and skilled in this

art is especially proficient in chops, jabs, elbow

strikes, normal and thrust kicks, throws, sweeps, pins,

and feints. Practitioners of CQC are also trained to

handle a knife in conjunction with their unarmed

attacks.

Judo: The character is trained and skilled in the art

of self-defense known as judo and is therefore

proficient in the combat maneuvers punch, jab, kick,

thrust, throw, sweep, and pin.

Karate: The character is trained and skilled in one of

the many oriental martial arts known as karate. Most

of these styles evolved in Japan or on the surrounding

islands and many date back to antiquity. As a

practitioner of karate, the character is particularly

proficient in all punch and kick attacks as well as the

feint and sweep combat maneuvers. The character

may use a karate chop as a knockout attack.

43

Reflex Skills Cont. Personal Combat Skills

Tae Kwan Do: The character is trained and skilled in

the Korean art of kick-boxing known as tae kwan do

and is therefore especially proficient of all kicking

combat maneuvers and in the drop combat maneuver.

He or she may also attempt to use a crescent kick as a

knockout attack.

Wrestling: The character is trained and skilled in the

art of Greco-Roman wrestling and is therefore

especially proficient in the combat maneuvers bear

hug, body slam, tackle, drop, and pin.

Rifle: This skill covers the use of most long-arm type

projectile weapons such as rifles, carbines, and

shotguns. It also covers the use of tranquilizer rifles,

assault rifles and rail guns.

Zero-Gee Combat: This skill not only allows the

character to move and maneuver in a low or zero-gee

environment, it also allows him or her to fight

normally in such an environment with little or no

penalty

Reflex Skills Cont. Mecha Combat

Mecha Beam Weapons [H]: This skill allows the

use of all ranged energy weapons used by mecha,

power armor, roadstrikers, and vehicles.

Mecha Fighting [H]: This skill is used specificly for

fighting in hand-to-hand with mecha, not to be

confused with Mecha Melee Weapons this skill

allows for the use of Grapples, Dismembering,

Punches, and Kicks

Mecha Melee Weapons [H]: This is the skill used

when making an attack with a melee weapon on a

mech. This skill applies to both physical melee and

energy melee weapons.

Mecha Pilot [H]: This skill allows a character to

pilot mecha, power armor and roadstrikers in their

mecha configuration.

Mecha Missile Weapons [H]: This skill allows the

use of missiles, rockets and torpedoes used by mecha,

power armor, roadstrikers, and vehicles.

Mecha Projectile Weapons [H]: This skill allows

the use of machineguns, auto cannons, rail guns, and

other projectile weapons used by mecha, power,

armor, roadstrikers, and vehicles.

Technical Ability Skills

Aerospace Design: This skill is required to design

aerospace craft, satellites, and spacecraft of under

100-tons displacement. It is a fusion of electrical,

hydraulic, computer, and mechanical engineering as

applied specifically to such devices.

Aerospace Technician: This skill is required to

build, repair, and maintain aerospace craft, high-tech

aircraft, satellites, spacecraft under 100-tons and

similar mechanisms. It is a fusion of electrical,

hydraulic, computer, and mechanical engineering as

applied specifically to such devices.

Accounting: The character is trained in the activity,

practice, or profession of maintaining the business

records of a person or organization and preparing

forms and reports for tax or other financial purposes

Basic Repair: This skill is required for building and

repairing simple mechanical and electrical devices.

Computer Repair: This skill is required for building

and repairing computers and similar electronic

devices. It does not include any programming skill.

Cooking: The character is trained and skilled in

selecting, planning, and preparing meals.

First Aid: The character is trained in the basics of

emergency medical treatment as it pertains to

immediate care to ensure the survival of the patient

until more comprehensive medical attention is

available. This includes CPR, splinting broken limbs,

wrapping sprains, how to induce vomiting, how to

treat for shock, and the application of pressure

dressings and tourniquets.

Jury Rig: This skill allows quick repairs using

improvised tools and parts. Such repairs are never as

effective as repairs made with the proper skills, tools,

and parts, however

44

Technical Ability Skills Cont.

Electronics [H]: The character is trained and skilled

in the maintenance, repair, and building of electronic

devices, including computers. At high skill levels, the

character can even design new devices or make

improvements on existing designs. This skill is only

one-half as effective when applied to cybernetics and

robotics, as those devices contain considerable

mechanical components and are highly specialized.

Mecha Design [H]: This skill is required to design

mecha, power armor, and road strikers. It is a fusion

of electrical, hydraulic, computer, and mechanical

engineering as applied specifically to mecha.

Mecha Technician [H]: This skill is required to

build, repair, and maintain mecha, power armor, road

strikers, and similar mechanisms.

Mechanical [H]: The character is trained and skilled

in the maintenance, repair, and building of

mechanical devices. At high skill levels, the character

can even design new devices or make improvements

on existing designs. This skill is only one-half as

effective when applied to cybernetics and robotics, as

those devices contain considerable electronic

components and are highly specialized.

Medical [H]: This is the skill and science of healing

as it applies to the human body. It is needed to

diagnose ailments and injuries as well as to apply the

proper curative treatment.

Paint/Draw: This skill allows the character to

produce professional paintings or drawings.

Photography & Film: This skill allows the character

to produce professional photographs and films.

Pick Lock [H]: This skill allows the character to pick

locks and break into sealed containers and doors.

Pickpocket [H]: This skill is required to pick pockets

without being noticed.

Play Musical Instrument: This skill allows the

character to play a musical instrument with some

degree of proficiency. The skill must be taken

separately for each type of instrument to be played.

Singing: This skill indicates that the character has

some degree of vocal training or natural talent at

singing.

Starship Design [H]: This skill is required to design

corvettes, space stations, starbases, and starships. It is

a fusion of electrical, hydraulic, computer, and

mechanical engineering as applied specifically to

such devices.

Starship Engineering [H]: This skill is required to

build, repair, and maintain corvettes, space stations,

starbases, and starships. It is a fusion of electrical,

hydraulic, computer, and mechanical engineering as

applied specifically to such devices.

Magic Skills

Special Art (__) [H]: This is the skill necessary to

use Special Arts. Special Arts are magical Skills that

temporarily imbue a select type of weapon with

magical properties. Each special art must be bought

separately. All Special Arts require a Magic stat of at

least 8 in order to be used in standard combat. Special

Art list is on Page 72

45

Hikaru reached into his locker and pulled out his backpack, “Hey getting geared up!” came a

voice from behind him. Hikaru wheeled to see Ven, Rize, and Delor already packed and ready.

“We were wondering what kept ya so we went ahead and picked up a few new items, OH! and

Delor decided to try to buy out the store of Potions” Ven said cheerfully. Hikaru grinned “and

how did that work out?” Ven shook his head “awful he already had too much stuff in his back

pack already he had to settle for 10 potions and a pack of Cards.” Hikaru sighed “Well that’s

something.”

Chapter 2: Equipment

So you’ve got your character all finished up skills ready to be used, what now? Well now it’s

time to purchase supplies and armor, your character won’t survive long in the world without

some means of protection. In game terms weapons, armor, items, and other gear, are equipment.

Weapons Due to the Monsters roaming the

worlds after the Dimensional Tear, Melee

weapons have returned as the most common

form of weapon, swords, daggers, spears,

bows, and pistols have become common

place among travelers due to Monsters

unique ability to neutralize energy weapons.

Also used in this world are Gunblades.

Gunblades are a fusion of gun and sword

meant for close in fighting. Gunblades have

a unique fighting style and are capable of

dealing their gun damage as in addition to

their blade damage if a successful GUN

COMBAT (GUNBLADE) vs difficulty 15 is

made. This skill check can only be made if

the initial melee attack is successful and

must be made before intial damage is dealt.

In other words you can’t go “oops a rolled a

1 for my sword damage I’ll make a GUN

COMBAT (GUNBLADE) check so I can

deal more damage” it’s all or nothing.

Due to the setting and theme of this book all

weapons deal less damage then their

standard Mekton Zeta counterparts.

Armor Armor in Mekton SeeD is a

combination of Ballistic Mesh armor and

Multi-Polymer Combat armor. While this is

good from keeping standard weapons and

animals at bay it does nothing to protect you

from magical attacks. To protect yourself

from magical attacks you need Magical

Armor.

Magical Armor comes in the form of

Accessories. Accessories are things like

necklaces, rings, anklets, bangles, etc.

Accessories can also provide standard armor

protection but only in a limited fashion,

armor from Accessories does not ablate or

fade. A Character can only wear at most two

Accessories; any other accessories worn

have no effect.

Due to the setting of this book all armor

values are lower than their standard Mekton

Zeta counterparts.

Items The term Items covers the range of

Potions and Ethers, or any other single use

item. Items can only be purchased in Item

Shops, and unlike in Final Fantasy there

isn’t one in every town so stock up when

you can.

46

Items also cover Cards; Cards are

disposable spells that can be used by anyone

with a magic stat of 6 or above. Card Magic

is quick and dirty, spells cast from cards

leave no lasting impression on the caster,

and as such Card user gains no skill levels in

the spells they use and gain no skill in using

Cards themselves. Cards can be bought both

individually and in packs. In fact some

shops sell packs of assorted Cards.

Adventuring Gear Adventuring Gear is everything from rope to air mattresses. You may not think it

important but when you’re out in the world you may want to pick up some, just so you’re not out

in the open camping in the rain, just saying.

Adventuring Shop

ADVENTURER’S GEAR

Air Tanks 0.5kg $200

Aqualantern 0.2kg $25

Ascension Gun $250

Atmosphere Tester $150

Axe, Ice $25

Backpack $30

Beacon, Emergency $750

Bioscanner $200

Boots, Climbing $50

Boots, Hiking $50

Boots, Ski $150

Bullhorn $60

Canteen

1-liter $5

2-liter $8

1-liter Filtration $15

2-liter Filtration $25

Carryall, Leather $25

Carryall, Nylon $10

Clothing, Cold Weather $400

Clothing, Desert $95

Cold Light Lantern $20

Cold Light Torch $10

Cold Light Refill $3

Compass, Electronic $15

Compass, Log $20

Compass, Magnetic $10

Computerized Language Translator $2,000

Blank Memclip $10

Pre-Programmed Memclips $100-

$200

Coveralls $10

Crampons $20

Densitometer, Handheld $25,000

Dye, Water $50

Environmental Bubble

2-Man $400

4-Man $800

6-Man $1,200

8-Man $1,600

Filter Mask $10

Filter Mask/Respirator Combination $75

Flare Gun $75

Signal Flares (4) $10

Smoke Flares (4) $25

Illumination Flares (2) $25

Flares

Extra Bright (6) $20

Long-Burning (12) $10

Smoke (6) $12

Flashlight $10

Gas Mask $30

Goggles, Tinted $5

Grapnel $15

Grapnel Gun $100

Hammer, Rock $10

Hardhat $8

Hardhat w/Light $20

Heatsuit $300

Heatsuit Battery $40

Helmet, Transparent 0.8kg $30

Hoist, Climbing $175

Hoist, Jumar $50

Hostile Environmental Suit

Lightweight, SP: 3 0.5kg $2,500

Medium Weight SP: 4 1.0kg $5,000

Heavy, SP: 5 1.5kg $7,500

Very Heavy, SP: 6 2.0kg $10,000

Inertial Locator $600

Inertial Navigator $375

Leather Jacket $200

Machete $25

Map Box $2,500

Mask, Protective 0.5kg $25

Mess Kit, Individual $5

Mess Kit, Small Camp (4-6) $25

Mess Kit, Large Camp (7-12) $45

Metal Detector $150

47

Mirror, Signal $5

Mountaineering Kit (2kg) $100

Ore Sampler (5kg) $5,000

Parachute $250

Parawing $400

Pitons

Standard $5

Adhesive $6

Thermal $10

Plasteel Cable, 50m, 250kg test $100

Plasteel Cable, 50m, 500kg test $250

Radiation Counter $125

Rations (1 person, 1 week)

C-Rats (15kg) $10

MRE (7kg) $15

Nutrient Tabs $40

Vacc-Pack (1kg) $20

Respirator & Air Tank $50

Rope, 10m $10

Rucksack & Frame $50

Saw, Folding $8

Scanalyzer (3kg) $5,000

Shoes, Rock $10

Shovel, Folding $10

Sleeping Bags

Light, Single $25

Light, Double $45

Heavy, Single $50

Heavy, Double $90

Spotlight, handheld $50

Suit Air Conditioner $200

Suit, Desert Survival $4,500

Suit, Protective $1,000

Suit, Protective, Heavy $1,400

Suit Heater $250

Sunglasses $15

Survival Kit, Desert $450

Tent, Inflatable

1-Man $50

2-Man $75

4-Man $125

6-Man $175

8-Man $225

Utility Belt $20

Water Jug, Collapsible 5-liters $10

Water Purification Tablets (50) $6

Water Purification/Distillation Unit $75

COMMUNICATIONS

Auditory Filter $50

Commdots, 1 Set $100

Commdot Multiplexer $800

Communicator, Headset-Type

Audio Only $35

Audio/Video $100

Audio/Video/Data-Net $150

Communicator, Laser 500km $2,500

Communicator, Personal

Audio Only $20

Audio/Video $50

Audio/Video/Data-Net Access $75

Emergency Alert 50km $125

Multi-Channel Radio

Short Range 5km $75

Medium Range 50km $250

Regional Range 500km $500

Continental Range 5,000km $5,000

Personal Amplifier $25

Sensceiver Implant Orbital $500

Transceiver, Audio/Video

Handheld 500km $650

Headset 500km $1,000

Wall/Desk Mount 500km $500

Transceiver, Dental 500km $1,000

Transceiver, Micro- 3km $20

Transceiver, Mini- 5km $10

Transceiver, Nano- 1km $50

Wrist-Comm

Audio Only $30

Audio/Video $70

Audio/Video/Data-Net $105

DATA SYSTEMS

Hand Computer $1,000

Wrist Computer $500

Pocket Computer $300

Laptop Computer $600

Desktop Workstation $1,000

Mainframe

$1,000,000+

Data Discs (box of 10) $10

Data Display/Recorder Headpiece $5,000

Flash Drive $50

Hypernet Connection Card $75

Monitor, 2D Flatscreen $75-

$1,500

Monitor, 3D Holographic $750-

$2,500

Net-Scanner $500

Printer $75-

$1,500

Replicator $1,000-

$5,000

Scanner, 2D $75-

$1,500

Scanner, 3D $1,000-

$5,000

Sculptor, 3D $1,000-

$7,500

VR Glasses $100

48

VR Gloves $50

VR Headset $500

VR Tank $50,000

DIVING GEAR

Dye, Water 0.1kg $25

Echo Sounder 0.2kg $75

Face Mask 0.5kg $75

Gauge, Depth --- $125

Gauge, Tank Pressure --- $25

Gill, Artificial 4.0kg $2,000

Gill, Cybernetic --- $17,500

Gill, Powered 0.5kg $3,750

Oxygen Rebreather 4.0kg $2,000

SCUBA Tanks 2.5kg $800

Snorkel 0.1kg $5

Suit, Dry 3.0kg $300

Suit, Heated Dry 3.0kg $650

Suit, Wet

Standard 2.0kg $60

Advanced 1.5kg $75

Cold Water 2.5kg $100

Light 0.5kg $40

Swim Fins 0.5kg $15

Weight Belt Varies $25

MEDICAL GEAR

First Aid Kit $10

Medic’s Kit $100

Field Surgery Kit $500

Laser Scalpel $20

Sonic Scalpel $18

Pneumatic Hypodermic Injector $10

Medipack $400

Medscanner $200

Medical Scanner Computer

$12,500

Preserving Sleeve $25

Cryogenics Tank

$100,000

Regenerator Tank

$8,750,900

Clinic Visit $75

Day in Hospital $300

Day in Intensive Care $1,000

Day in Regenerator Tank $5,000

Cybernetic Organ Replacement $500,000

Cybernetic Limb Replacement $1,000,000+

DRUGS

Anagathics (?) 1 $10,000

Analgesic Tablets 100 $5

Antibiotic Ointment 10 $5

Antifungal Spray 20 $10

Antiseptic Spray 10 $5

Aphrodisiacs 10 $100

Brain Booster 1 $50

Burn Cream 10 $5

Coagulant Powder 1 $1

Contact Anesthetic Spray 10 $10

Hyronaline 5 $100

Multi-Vitamin Supplement 30 $20

Nutrient Tabs 7 $40

Pain Killer

Mild 25 $10

Moderate 10 $10

Strong 10 $25

Very Strong 5 $25

Pan Spectrum Antibiotic 10 $25

Pan Spectrum Antiviral 10 $250

Salt Pills 100 $2

Sleepdrug 10 $5

Speed Booster 1 $50

Spray Foam Dressing 10 $10

Stadose 10 $50

Sterilite Spray 10 $10

Stim-Caps 10 $25

Stim-Tabs 10 $10

Stun-Stim 10 $10

Synthe-Flesh Spray 10 $15

Tri-Ox Compound 10 $20

Truth Drug 5 $100

PERSONAL ELECTRONICS

Digital A/V Player

Portable $30

Home Console $50

Digital Audio Recorder

Pocket $15

Portable $30

Home Console $50

Console, Multi-Channel $250

Console, Semi-Professional $1,000

Digital Camcorder

Good Quality $75

High Quality $150

Excellent Quality $300

Professional Quality $750

Digital Camera

Disposable $20

Good Quality $50

High Quality $100

Professional Quality $500

Digital Flat-Screen 2D A/V Display

Small $50

Medium $100

Large $250

Huge $2,000

49

Gigantic $12,500

Digitally Recorded Holographic A/V Player

Portable $300

Home Console $500

Digital Stereo Sound System

MP9 Player or My-Pod $75

Pocket $25

Portable $50

Block Buster $100

Home Console $500

Home Sound System $5,000

Digital Text Converter/Recorder

Pocket $90

Portable $180

Home Console $300

Holographic Camcorder

Good Quality $2,500

High Quality $3,750

Excellent Quality $7,500

Professional Quality $15,000

Holographic Camera

Good Quality $125

High Quality $250

Excellent Quality $375

Professional Quality $750

Holographic Chessboard $50

Other game boards $50-$250

Holographic Entertainment Display Tank

Small $500

Medium $1,000

Large $2,500

Huge $20,000

Holographic Entertainment Player/Projector

Small $750

Medium $1,500

Large $3,750

Musical Instruments

Electric Guitar $300

Keyboard (Musical) $600

Drum Set $1,000

Amplifier $750

Data Discs (Box of 10) $10

SECURITY

Key Lock, per level $20

Card Lock, per level $50

Code Lock, per level $100

Voice Lock, per Level $200

Poor, Difficulty = 10 cost x1

Fair, Difficulty = 15 cost x2

Good, Difficulty = 20 cost x3

Excellent, Difficulty = 25 cost x4

Superb, Difficulty = 30 cost x5

Card Lock Decrypter $250

Code Lock Decrypter $500

Voice Lock Decrypter $1,000

DNA Scanner $10,000

Infrared Scanner $100

Metal Detector (Scanning Wand) $300

Palm-Print Scanner $500

Retinal Pattern Scanner $2,500

Stress Detector $1,500

Gripper Gloves $1,000

Handcuffs $50

Breaking & Entering Tool Kit $120

Disguise Kit (5kg) $1,000

Forgery Kit (3kg) $1,000

Lockpick Set $10

Vibro Lockpick Kit $2,000

Sneak Suits

Electronic Camouflage Suit $7,000

Electronic Countermeasures Suit $7,000

Infrared Suppression Suit $7,000

Camo Sneak & ECM Sneak $21,000

Camo Sneak & IR Sneak $21,000

ECM Sneak &IR Sneak $21,000

Camo, ECM, & IR Sneak $30,000

Disguised, mini spy gear x2 cost

SPACE GEAR

Airlock, Portable 6.0kg $1,000

EVA Thruster Rod 1.0kg $100

EVA Thruster Pack 24.0kg $1,000

EVA Thruster Pack, LR 38.0kg $4,000

Ball, Rescue 5.0kg $150

Helmet, Basic (SP: 6) 2.0kg $35

Helmet, Combat (SP: 8) 2.0kg $50

Helmet, Deluxe (SP:10) 1.0kg $150

Magnetic Grips 2.0kg $20

Skin Suit (SP: 4, 2hr) 1.0kg $1,000

Suit Patches (10) 0.1kg $5

Vacc Suit (SP: 4, 2hr) 2.0kg $175

Vacc Suit (SP: 6, 4hr) 4.0kg $250

Vacc Suit (SP: 10, 6hr) 8.0kg $400

SURVEILLANCE

Binoculars, Optic $75

Binoculars, Electronic $375

Binoculars, Image Converter $6,000

Binoculars, PRIS $3,500

Binoculars, Rangefinder $125

Communicator/Recorder $400

Contact Microphone $170

Goggles, Infrared $250

Goggles, Light Intensifier $250

Goggles, IR/LI Combination $650

Goggles, Thermal Imaging $1,000

Keyhole or Tube Microphone $50

Keyhole or Tube Camera $150

50

Movement Sensor $40

Multi-Optics Helmet (M.O.H.) $2,900

Pocket LI Scope $800

Pocket “Scrambler” $300

Shotgun Microphone $300

Voice Scrambler $200

TTL Devices

Commline Tap $20-$50

Tracking Device $15-$35

Listening Device $10-$20

TTL Jamming Transmitter $500

TTL Scanner/Locater $750

TTL “Bug-Buster” $1,250

TOOLS

Cable, 50m, 250kg test $100

Chain Saw $500

Cutting Torch, Oxy-Acetylene $15

Diagnostic Computer (Mecha) $600

Filter Masks, Disposable (10) $5

Filter Mask, Reusable $10

Gas Mask $30

Gyroscope Repair Kit $50,000

Hoist, Powered

1,000kg capacity $100

1,500kg capacity $175

2,000kg capacity $275

Micro Tools $10

Mobile Scaffold $7,500

Myomer Cutting Kit $1,000

Myomer Joining Kit $1,000

Optics Band $800

Portashop Trailer $1,000

Protective Goggles $2

Reactor Repair Kit $100K

Repair Platform $150K

Sensor Test & Repair Kit $50,000

Shop Apron $5

Shop-Bot $2,000

Shop Gloves $5

Shop Vacuum Cleaner $25

Techscanner $200

Tool-Belt $10

Toolkit, Electronics $100

Toolkit, Mechanic $100

Toolkit, Tech $100

Tool Set, Carpenter’s (25kg) $300

Tool Set, Electronics (10kg) $2,000

Tool Set, Metal Work (50kg) $1,500

Tool Set, Mechanic’s (20kg) $1,000

Tool Set, Tech’s (35kg) $2,500

Special Items

Item: Backpack, Extradimensional

Cost: 10,000 gil

Description: A backpack that holds a matter

conversion system to hold vast amounts. The storage

system has 40 storage slots each capable of holding

99 of any particular item. The system weighs about

10kg and has a battery life of about six months.

Item: Pack Set, Extradimensional

Cost: 15,000 gil

Description: A pack system that incorporates

multiple smaller matter conversion systems to store

and organize vast amounts of items and materials.

The packs are mounted on a central belt with two leg

pouches and one detachable fanny pack, the unique

situation reduces the fatique on the wearer and has

earned it the nickname “Saddle Bag System”. The

storage system has 20 storage slots per pouch, each

capable of holding 99 of any particular item. The

system weighs about 15kg and has a battery life of

about six months.

51

Weapon Shop

Common Melee Weapons WEAPON WA RN DAMAGE SH WT COST

Brass Knuckles +0 1 Strike+1D2 INF 0.1kg 10gil

Switchblade +1 1 1D2 INF 0.1kg 10gil

Dagger +1 1 1D3 INF 0.2kg 20gil

Punch Knife (2”-3” Blade) +1 1 1D2 INF 0.1kg 10gil

Punch Knife (4”-6” Blade) +1 1 1D3 INF 0.1kg 16gil

Bowie Knife +1 1 1D3+1 INF 0.3kg 40gil

Combat Knife +1 1 1D3+1 INF 0.3kg 30gil

Rapier +1 1 1D6 INF 0.5kg 40gil

Cutlass +0 1 1D6+1 INF 1.2kg 50gil

Short Sword +1 1 1D6 INF 0.6kg 50gil

Sword +1 1 1D6+1 INF 1.0kg 40gil

Claymore +0 1 1D6+2 INF 2.0kg 90gil

Two-Handed Sword -1 2 1D6+2 INF 2.5kg 100gil

Hand Axe +0 1 1D6 INF 0.5kg 30gil

Battle Axe -1 1 1D6+1 INF 1.3kg 80gil

Bayonet +1 1 1D3 INF 0.2kg 20gil

Spear +0 2 1D6+1 INF 2.0kg 40gil

Halberd +0 4 1D6+2 INF 2.5kg 90gil

Pike +0 4 1D6+2 INF 3.0kg 60gil

Cudgel +1 1 1D6+1 INF 1.0kg 30gil

Staff +0 1 1D6 INF 1.0kg 30gil

Police Baton +1 1 1D6 INF 0.4kg 30gil

Martial Arts Weapons WEAPON WA RN DAMAGE SH WT COST

Butterfly Knife (4” Blade) +1 1 1D3 INF 0.1kg 10gil

Butterfly Knife (6” Blade) +1 1 1D4+1 INF 0.2kg 16gil

Nunchaku +1 1 1D6 INF 0.5kg 30gil

Sai +1 1 1D6 INF 0.4kg 40gil

Tonfa +1 1 1D6 INF 0.4kg 30gil

Shirikin -1 TH 1D3/Group 1 0.1kg 20gil

Tanto +1 1 1D3+1 INF 0.3kg 40gil

Wakizashi +1 1 1D6 INF 0.6kg 100gil

Ninjato +1 1 1D6+1 INF 0.9kg 120gil

Katana +1 1 1D6+1 INF 1.0kg 160gil

Kyoketsu-Shogi (Blade) -1 1 1D3 INF 1.4kg 50gil

Kyoketsu-Shogi (Chain) -1 1 1D2* INF 1.4kg 50gil

Kusarigama (Pick) -1 1 1D4 INF 1.6kg 60gil

Kusarigama (Chain) +0 2 1D3* INF 1.6kg 60gil

Exotic Weapons WEAPON WA RN DAMAGE SH WT COST

Katar +0 1 1D4+1 INF 0.5kg 30gil

Kukri +0 1 1D6 INF 0.6kg 60gil

Sap Gloves* +1 1 Strike +1 INF 0.8kg 40gil

Sword Cane (as Cane) +1 1 1D6 INF 0.8kg 100gil

Sword Cane (as Sword) +1 1 1D6+1 INF 0.5kg 100gil

52

Two Handed Gunblades WEAPON WA RN DAMAGE SH WT COST

Revolver (Sword) +1 1 1D6+1 INF 2.3kg 350gil*

Revolver (Gun) +0 4 1D4 6

Sheer Trigger (Sword) +1 1 1D6 INF 2.0 kg 400gil*

Sheer Trigger (Gun) +0 6 1D6 6

Cutting Trigger (Sword) +1 1 1D6+1 INF 2.6 kg 650gil*

Cutting Trigger (Gun) +0 6 1D6 10

Twin Lance (Sword) -1 1 1D6+2 INF 3.6 kg 800gil*

Twin Lance (Gun) +0 4 1D6 6

Lion Heart (Sword) +1 1 1D8+1 AP INF 1.8 kg 10,000gil*

Lion Heart (Gun) +0 4 1D6+1 12

Vanishing Star (Sword) +1 1 1D6+1 INF 2.7kg 450gil*

Vanishing Star (Gun) +0 4 1D6 6

* Not Available In Standard Weapon Shops

One Handed Gunblades WEAPON WA RN DAMAGE SH WT COST

Revolver (Sword) +0 1 1D6+1 INF 1.6 kg 400gil*

Revolver (Gun) +0 4 1D4 6

Cutting Trigger (Sword) +1 1 1D6+1 INF 2.0 kg 650gil*

Cutting Trigger (Gun) +0 6 1D6 10

Lion Heart (Sword) +1 1 1D8+1 AP INF 1.4 kg 10,000gil*

Lion Heart (Gun) +0 4 1D6+1 12

Vanishing Star (Sword) +1 1 1D6+1 INF 2.7kg 450gil*

Vanishing Star (Gun) +0 4 1D6 6

* Not Available In Standard Weapon Shops

Ranged Weapons WEAPON WA RN DAMAGE BV SH WT COST 9mm Automatic +1 24 1D6+1 NA 12 0.8kg 200gil

.45 Automatic +1 24 1D6+2 NA 11 0.8kg 250gil

Bow, Common +0 40 1D6 NA 12 0.6kg 40gil

Bow, Compound +0 100 1D6+2 NA 12 0.8kg 60gil

Bow, Elven +1 100 2D6 NA 10 0.5kg 1500gil* * Not Available In Standard Weapon Shops

**All Ranged Weapons require ammunition, Ammo Costs 10gil per reload

Gunblade Descriptions Revolver

Cost: 350gil

The first Gunblade developed at Garden and

is the bases for most other models of Gunblade. Fires

5.56mm ammo designed for extreme short range, and

has a high-grade steel blade Available in both One

Handed and Two Handed variations. Capable of

adding gun damage with a difficulty 15 roll on GUN

COMBAT-GUNBLADE

Shear Trigger

Cost: 400gil

Gunblade based on the Revolver. Designed

to handle heavier rounds in the cylinder, however this

modification requires a lighter blade that deals less

damage. Capable of adding gun damage with a

difficulty 15 roll on GUN COMBAT-GUNBLADE

Cutting Trigger

Cost: 500gil

Gunblade designed to handle case-less

ammunition, capable of holding 10 rounds in a clip

instead of the usual 6. The blade has been replaced

and the unit has had a cosmetic makeover, but the

base frame is still that of the Revolver. Capable of

adding gun damage with a difficulty 15 roll on GUN

COMBAT-GUNBLADE

Twin Lance

Cost: 650gil

Gunblade designed to handle case-less

ammunition, capable of holding 6 rounds in a clip.

The blade has been replaced and reinforced to handle

blocks and parries better, however this makes the unit

heavy. Capable of adding gun damage with a

difficulty 15 roll on GUN COMBAT-GUNBLADE

Lion Heart

Cost: 1200gil 1.5 kg Orichalcum + 2 kg Mithril

Gunblade with a blade made of an alloy of

Orichalcum and Mithril that has been so magically

charged with astral energy it glows blue. Clip fed

with 12 rounds, the blade is said to cut though any

armor with ease. Available in both One Handed and

Two handed models. Capable of adding gun damage

with a difficulty 15 roll on GUN COMBAT-

GUNBLADE

Vanishing Star

Cost: 450gil

Gunblade developed at Garden and is the

based on the Revolver. Fires 7.65mm ammo designed

for extreme short range, and has a jet black blade

uniquely able to be used both One Handed and Two

Handed. Capable of adding gun damage with a

difficulty 15 roll on GUN COMBAT-GUNBLADE

54

Armor Shop

TYPE SP MSP DC WT NOTES: COST

Ballistic Mesh

Cloth 3 0 1 0.1kg 5gil

Khaki/Wool 4 0 1 0.2kg 10gil

Padded Cloth 5 0 1 0.3kg 15gil

Heavy Quilted 6 0 1 0.4kg 20gil

Ballistic Mesh +

Cloth 5 0 1 0.3kg 10gil

Khaki/Wool 6 0 1 0.5kg 20gil

Padded Cloth 7 0 1 0.6kg 30gil

Heavy Quilted 8 0 1 1.0kg 40gil

Ballistic Mesh Type II

Cloth 3 0 4 0.1kg 10gil

Khaki/Wool 4 0 4 0.2kg 20gil

Padded Cloth 5 0 4 0.3kg 30gil

Heavy Quilted 6 0 4 0.4kg 40gil

Ballistic Mesh Type II +

Cloth 5 0 4 0.1kg 20gil

Khaki/Wool 6 0 4 0.2kg 50gil

Padded Cloth 7 0 4 0.3kg 70gil

Heavy Quilted 8 0 4 0.4kg 90gil

Plastic Plate

Light 5 0 1 0.5kg 30gil

Medium 6 0 1 0.8kg 40gil

Heavy 7 0 1 1.0kg 50gil

Plastic Plate +

Light 5 0 4 0.5kg 60gil

Medium 6 0 4 0.8kg 80gil

Heavy 7 0 4 1.0kg 100gil

Plastic Plate Type II

Light 7 0 1 0.5kg 60gil

Medium 8 0 1 0.8kg 80gil

Heavy 9 0 1 1.0kg 100gil

Plastic Plate Type II +

Light 7 0 4 0.5kg 110gil

Medium 8 0 4 0.8kg 130gil

Heavy 9 0 4 1.0kg 150gil

Shields

Shield, Light 5 0 1 0.5kg 48gil

Shield, Medium 10 0 1 1.0kg 96gil

Shield, Heavy 15 0 1 1.5kg 145gil

Accessories

Protect Chain 2 3 NA 0.0kg 100gil

Protectara Chain 4 6 NA 0.0kg 1000gil

Protectaga Chain 6 9 NA 0.0kg 2500gil

Defense Earring 4 2 NA 0.0kg 250gil

Dancer’s Bangle 0 2 NA 0.0kg +1 Dodge/Escape 5000gil

Dark Anklet 0 3 NA 0.0kg +25% Dark Resist 1500gil

Thunder Anklet 0 2 NA 0.0kg +25% Wind Resist 2000gil

Elven Anklet 0 2 NA 0.0kg +15kg to Lift/Carry 5000gil

Lucky Charm 0 1 NA 0.0kg 10% chance of +1 Luck 7500gil

Sniper’s Bangle 0 2 NA 0.0kg +1 Weapon Accuracy 5000gil

Ultima Ring 0 4 NA 0.0kg +25% Elemental Resist 10,000gil

55

Item Shop Restorative Items: ITEM RESTORE VAL COST

Potion 1d4 Hits 50gil

Hi-Potion 1d6 Hits 100gil

Hi-Potion+ 1d8 Hits 300gil*

X-Potion All Hits 400gil*

Ether 25 MP 100gil

Hi-Ether 50 MP 250gil

Hi-Ether+ 75 MP 500gil*

X-Ether 100 MP 1000gil*

Elixir 1d4 Hits/20 MP 400gil*

Elixir+ 1d6 Hits/40 MP 800gil*

Megalixir 1d8 Hits/60 MP 1000gil*

Megalixir+ All Hits/80 MP 1200gil*

Echo Screen Cures Silence 50gil

Holy Water Cures Zombie 50gil

Antidote Cures Poison 50gil

Eye Drops Cures Blind 50gil

Soft Cures Stone 50gil

Remedy Heals all Status Ailments 600gil*

* Not Guaranteed In Stock

Cards CARD SA RN BR DAMAGE MP COST

Fire +1 10 0 1d4 3 50gil

Fira +1 10 0 1d4+2 6 100gil

Firaga +1 10 0 1d6+2 9 150gil

Blizzard +1 10 0 1d4 3 50gil

Blizzara +1 10 0 1d4+2 6 100gil

Blizzaga +1 10 0 1d6+2 9 150gil

Thunder +1 10 0 1d4 3 50gil

Thundara +1 10 0 1d4+2 6 100gil

Thundaga +1 10 0 1d6+2 9 150gil

Cure +1 10 0 1d4* 3 50gil

Cura +1 10 0 1d4+2* 6 100gil

Curaga +1 10 0 1d6+2* 9 150gil

Shell +1 10 0 1d4** 6 100gil

Fireball +1 15 0 1d6+2 6 100gil

Water +1 0 3 1d6 6 100gil

Aero +1 15 3 1d6 6 100gil

* Healing Spell

** Defensive Spell

Cards Not Guaranteed In Stock

56

The Evorlet loomed over them, its massive wings blocking the sun as they struggled to their feet.

“Ven, can you keep that thing distracted?” Hikaru yelled. “I’ll try, what have ya got in mind?”

Ven asked as he struggled to his feet. “I’m gonna try a new spell I learned” Hikaru answered,

“Then stop talking and start casting” Ven yelled as he charged forward. Hikaru began to

concentrate focusing on the magical power within his blood, his heart, and soul. “Oh light,

gather within me and smash the abysmal darkness apart! ELMEKIA FLAME!”

Chapter 3: Magic

Mekton SeeD is a world where magic is

fully functional and quite active. Magic

follows its own rules; from Magicite crystals

to a light spell, magic cannot be ignored.

One of the first things to state is that

MAGIC IS NOT PSIONICS, magic is

manipulating energy from the very

foundations of the world, the elemental and

astral planes.

Duoarma exists in the Prime

Material plane, that plane is made up of

other planes the Elemental Planes. The

Elemental Planes are Fire, Earth, Wind, and

Water, these planes should not be confused

with dimensions, a world can have infinite

dimensions, but rather as that which exists

beneath them, a foundation on which they

are built.

The Prime Material Plane is also

built with Astral Planes, Astral Planes are

planes of spiritual energy Duoarma has two

primaries a positive “Light” Astral Plane

and a negative “Darkness” Astral Plane,

these are not to be confused with Heaven

and Hell the afterlives exist on an entirely

different set of planes.

In game terms magic roughly the

same system then psionics, magic may run

on MP (magic points), and deal damage

using dice rather than having characters

sitting there concentrating on using

telekinesis or pyrokinesis. It is a skill

centered system like that focuses on the

Elements as individual types of magic with

individual spells being different applications

of the central skill. Using magic spells

generates IP for the central branch that the

spell belongs to, not towards the individual

spell.

Another difference is that using magic

consumes calories, think of every MP as 50

calories (deliberate use of the lower case).

Your max MP is the total amount that your

body has been trained to quickly burn, so the

more you cast the more you need to eat. This

is not an excuse to pig out, weight gain does

not increase you MP, in fact it may just

lower it because your body is trying to store

the fat for energy. Think of casting as

exercise, the more you do it the less fat you

have, and the longer you do it the more

you’re able to do.

Psionics however do exist in Douarma and

are quite powerful. Rules for Psionics are

found in Mekton Zeta Plus.

57

Magic Combat

Magic is broken up into elements, Light,

Darkness, Fire, Wind, Water, and Earth.

Each element has strengths and weaknesses.

Light and Darkness cancel each other out,

Fire beats Wind, Wind beats Earth, Earth

beats Water, Water beats Fire. All magical

attacks by default go to the torso of target

unless aimed; curative spells are exempt

from this unless targeting Undead type

monsters.

Magic attacks are only able to be stopped by

Magical Armor or MSP provided by

Accessories. MSP stands for Magical

Stopping Power, you do not need MSP for

all locations instead MSP covers all

locations, your MSP covers your arms, legs,

torso, and head equally, meaning you only

need to document it once. MSP does not

ablate like armor but Accessories can be

destroyed if the take double their MSP in a

single attack.

There are different types of attack spell,

Standard, Status Attack or Status Att., and

Astral

Standard: The most basic type of spell it

deals damage then it’s over, other than

getting hurt no other real effects.

Status Attack: A combination of attack

spell and a status spell, deals damage and

has the potential of leaving a Status Ailment

behind.

Astral: attack spell that focuses on hitting

on the astral plane, humans and other normal

people are unaffected by it, same goes for

normal animals, only Monsters and Extra-

Planer creatures are affected.

A Status Ailment is an effect that inhibits or

kills a character, poisoning is a form of

Status Ailment, most status Ailments are

curable others wear off; some are only

relevant during combat.

Current Status Ailments are:

Burn: Target catches fire and is burned,

Burn damage is halved every round untill

the fire is put out. Canceled by: Esuna,

Remedy, Water Elemental Damage

Blind: Target is sorounded by a black cloud

blinding them all Dodge and Attack rolls are

at -4 penalty. Canceled by: Esuna, Eye

Drops, Remedy, Basuna

Condemned: A sinister spectre appears

over the combatant, placing a fatal curse

upon them before vanishing into thin air.

When the combatant is first afflicted with

Condemned, a four-Round timer starts.

Should the timer reach 0 before the battle

ends, the combatant’s life essences are torn

from their body, instantly reducing them to 0

Hits, Canceled by: None

Frozen: The combatant is frozen solid,

caked with a layer of ice thick enough to

prevent them from performing any Actions

until Frozen expires. If struck by Physical

damage whilst in this state, the resulting

shock will reduce the Frozen combatant to 0

Hits, If necessary, the combatant’s body can

be carried around by allies until Frozen

wears off. Canceled by: Fire Elemental

Damage, Esuna

Poison: The combatant is afflicted with a

virulent poison, turning them a sickly shade

of purple. For every Status Phase that Poison

remains untreated for, the combatant loses a

number of Hits equal to 10% of their current

Hits. Canceled by: Antidote, Remedy,

Poisona, Esuna

58

Petrify: The combatant’s body begins to

harden, flesh slowly turning to stone. When

the combatant is first afflicted with Petrify, a

four- Round timer starts. Should the timer

reach 0 before the battle ends, the

petrification is complete; the combatant is

turned to stone on the spot with the same

effects as the Stone Status Condition.

Canceled by: Soft, Remedy, Stona, Esuna

Silence: A zone of absolute silence forms

around the combatant; while sound

penetrates in a normal fashion, they

themselves can't even hear themselves

breathe, let alone speak. Until cured, a

character afflicted by Silence may not use

Magic Abilities. Canceled by: Echo Screen,

Remedy, Esuna

Sleep: The combatant falls asleep on the

spot, completely oblivious to the dangers

around them. Until this Status Condition is

cured, the combatant may make no Actions

during the course of the Round. The

combatant’s dodge is also reduced to 0 for

as long as Sleep remains in effect. If

necessary, the combatant’s body can be

carried by an ally until Sleep wears off.

Canceled by: Physical Damage, Alarm

Clock, Remedy, Esuna

Flight: The combatant gains the ability to

move through air, traveling over hindering

environmental features almost effortlessly.

While in this state, the combatant can move

over hazardous terrain – such as lava flows

and spiked floors – with no ill effects, and

suffers no movement modifiers for terrain.

Combatants under the effects of This Status

Condition also protects against certain other

attacks, such as Quake. Canceled by: Dispel,

Drag

Meltdown: A hazy, deep-red aura forms

around the combatant, rendering all armor

useless. All Armor SP it treated as 0 for as

long as Meltdown remains in effect.

Canceled by: Remedy, Esuna

Lock: A glowing set of crosshairs encloses

the combatant, magically guiding incoming

attackers. Dodge/Escape reduced by 2 for as

long as Lock remains in effect. Canceled by:

Esuna

Zombie: The combatant is drained of their

life force, transforming them into a green-

skinned zombie. As they are effectively

undead, Recovery effects that would

normally restore Hits instead inflict an

equivalent amount of damage, Any effect

that revives an unconscious combatant or

restores Hits to maximum instead has a 25%

of instantly reducing a Zombied combatant

to 0 Hits. Drain attacks are also reversed; all

damage inflicted by such an attack on a

target affected by Zombie is subtracted from

the attacker’s Hits instead, with the

combatant regaining an amount of Hits

equivalent to that lost by its attacker. In

addition to this, the combatant gains

Immunity to Death-type Status Conditions

and Condemned for as long as Zombie

remains in effect. For purposes of resolving

Skill Checks which use Social Skills, the

character’s Skill Ratings are decreased by 5

for as long as Zombie remains in effect.

Canceled by: Holy Water, Remedy, Esuna

59

Curative Spells are spells that restore health

and cure Status Ailments, there are three

types Curative, Status Healing, and

Resurrection

Curative: Curative or Recovery Spells are

spells that restore hits these nothing more

nothing less

Status Healing: these Spells are used to

counteract the effects of Status Ailments

there is one cure all Status Healing Spell

Esuna, but even it has its limits

Resurrection: a last ditch spell to bring

back a fallen comrade, Resurrection Spells

are extremely draining and limited, you can

only resurrect someone if they died within

the last 15 minutes.

Spell Lists The following sections contain the spells for the different elements. There are always

more spells than what is currently listed these are just the Spells available to starting players.

Element: Fire

Rank: 0 NAME SA RN DAMAGE BV BR MP

FIREFINGER +1 0 NA NA NA 1

HEAT +1 0 NA NA NA 1

Rank: 1 NAME SA RN DAMAGE BV BR MP

FIRE* +1 10 1D4 NA NA 5

FIRE BLAST* +1 10 1D4 NA 3 8

HEAT WAVE +1 10 1D4 NA 3 8

HEAT VEIL +1 0 1D4** NA NA 2

Rank: 2 NAME SA RN DAMAGE BV BR MP

FIRA* +1 10 1D4+2 NA NA 8

FLAMING ARROWS* +1 10 1D4 3 NA 18

FIREBALL +1 10 1D6 NA 3 10

HEAT VEIL+ +1 0 1D4+2** NA NA 4

Rank: 3 NAME SA RN DAMAGE BV CT BR MP

FIRAGA* +1 10 1D6+2 NA NA NA 12

FLARE ARROW* +1 10 1D6 3 NA NA 36

FLARE +1 10 1D8 NA NA NA 12

FLAME ARMOR +1 0 1D6** NA NA 3 8

Rank: 4 NAME SA RN DAMAGE BV CT BR MP

FIRAJA* +1 10 1D8+2 NA NA NA 18

EXPLOSION* 0 10 1D6 3 3 3 39 *Capable of being amplified via Magi Lens

** Defensive Spell: Damage turns to SP

60

Rank 0

Firefinger

Magic Points: 1 Range: 0

Type: Non-Combat Duration: Instant

Description:

A Spell that congers a 2.54cm flame from the index

finger of the caster, Firefinger Deals no damage and

is only able to light the same type of things that a

common lighter can.

Heat

Magic Points: 1 Range: 0

Type: Non-Combat Duration: Instant

Description:

A Spell that transfers heat energy into the object that

the caster is holding, the spell is only powerful

enough to heat medium rocks the approximate

amount of other non-living material to about 29.4º

Celsius.

Rank 1

Fire

Magic Points: 5 Range: 10

Type: Attack Spell Duration: Instant

Description:

A burning sphere of fire rushes towards the target,

exploding on impact.

Fire Blast

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Spell that calls down a blast of fire that deals 1D4

damage across a 6 meter radius area.

Heat Wave

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth a wave of super-heated

air 6 meters across and strikes everything in its path.

Heat Veil

Magic Points: 5 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of fire energy capable

of stopping 1D4 hits of damage, this barrier is treated

as ablative armor and covers all hit locations.

Rank 2

Fira

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

A furious explosion tears through the air as a column

of incandescent fire erupts under the target.

Flaming Arrows

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

Three energy bolts in the shape of arrows, form at the

casters hands, the caster then mimics the actions of

firing a bow.

Fireball

Magic Points: 10 Range: 10

Type: Attack Spell Duration: Instant

Description:

A ball of fire forms in the casters hand and is then

thrown toward the target, on impact it explodes

dealing damage to everything within a 2 meter radius.

Heat Veil+

Magic Points: 8 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of fire energy capable

of stopping 1D4+2 hits of damage, this barrier is non-

ablative and covers all hit locations.

.

Rank 3

Firaga

Magic Points: 12 Range: 10

Type: Attack Spell Duration: Instant

Description:

A colossal sphere of white-hot fire crashes onto the

target, sparking a furious explosion that engulfs it in

a cloud of ash and cinders.

Flare Arrow

Magic Points: 36 Range: 10

Type: Attack Spell Duration: Instant

Description:

Three energy bolts in the shape of arrows, form at the

casters hands, the caster then mimics the actions of

firing a bow.

61

Rank 3 Cont.

Flare

Magic Points: 12 Range: 10

Type: Attack Spell Duration: Instant

Description:

Globes of pure magical energy blast into the target in

a relentless stream, setting off one chaotic explosion

after another before rushing out again.

Flame Armor

Magic Points: 5 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of fire energy capable

of stopping 1D6 hits of damage, this barrier is treated

as ablative armor and covers all hit locations.

.

Rank 4 Firaja

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

The skies cloud over and darken, lightning splits the

skies and thunder deafening rolls are all that can be

perceived then a single bolt of lightning strikes the

target before dissipating.

Explosion

Magic Points: 39 Range: 10

Type: Attack Spell Duration: Instant

Description:

A fiery hemi-sphere 12 meters in diameter, forms

around the target everything inside is subjected to a

seires of explosions before is dissipates. Explosion takes 3 actions to cast.

62

Element: Water

Rank: 0 NAME SA RN DAMAGE BV BR MP

DETECT MAGIC 0 10 NA NA NA 1

CHILL +1 0 NA NA NA 1

Rank: 1 NAME SA RN DAMAGE BV BR MP

BLIZZARD* +1 10 1D4 NA NA 5

COLD WAVE +1 10 1D4 NA 3 8

ICE NEEDLES* +1 10 1 5 NA 8

FREEZE** +1 10 1D3 NA 3 5

ICE VEIL +1 0 1D4*** NA NA 2

Rank: 2 NAME SA RN DAMAGE BV BR MP

BLIZZARA* +1 10 1D4+2 NA NA 8

WATER* +0 10 1D6 NA 3 16

FREEZE ARROW* +1 10 1D4 3 NA 18

ICE NEEDLES+ +1 10 1 10 NA 15

COLD SNAP** +1 0 1D6 NA 2 10

ICE VEIL+ +1 0 1D4+2** NA NA 4

Rank: 3 NAME SA RN DAMAGE BV BR MP

BLIZZAGA* +1 10 1D6+2 NA NA 12

ICE SPEARS* +1 10 2 10 NA 33

Rank: 4 NAME SA RN DAMAGE BV BR MP

BLIZZAJA* +1 10 1D8+2 NA NA 18 *Capable of being amplified via Magi Lens

**Status Aliment Attack Spell: Freeze

*** Defensive Spell: Damage turns to SP

63

Rank 0

Detect Magic

Magic Points: 1-10 Range: 10

Type: Non-Combat Duration: Instant

Description:

A Spell that enables the user to see magical auras and

fields around people and objects for about 1 minet

per activated level

Chill

Magic Points: 1 Range: 0

Type: Non-Combat Duration: Instant

Description:

Spell that lowers the temperature of any non-living

inanimate object to about 2.8◦c

Rank 1

Blizzard

Magic Points: 5 Range: 10

Type: Attack Spell Duration: Instant

Description:

A flurry of high-speed ice particles is launched at the

target.

Cold Wave

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

A wave of freezing wind is called forth by the caster,

damaging all targets within a 6 by 20 meter zone in

front of the caster.

Ice Needles

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth five 150mm by 15mm

“needles” of ice in rapid succession, ice needles

doesn’t deal incredible damage. Deals Physical

Damage

Freeze

Magic Points: 5 Range: 10

Type: Att/Status Spell Duration: Instant

Description:

Spell that encases the target in a thin veil of ice,

target must make a body check difficulty 13 in order

to avoid status ailment Freeze.

Ice Veil

Magic Points: 5 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of water magic capable

of stopping 1D4 hits of damage, this barrier is non-

ablative and covers all hit locations.

.

Rank 2

Blizzara

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

The air around the target condenses to freezing point

in an instant, encasing it in a towering spire of ice.

Water

Magic Points: 16 Range: 10

Type: Attack Spell Duration: Instant

Description:

Water begins to filter out of the air, forming a solid

ball around the target that lifts it off the ground

before bursting in a shower of liquid.

Freeze Arrow

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

Mimicking the firing of a bow, the caster calls upon

the Para-elemental plane of ice to form three 600mm

by 10mm “arrows”.

Ice Needles+

Magic Points: 15 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth ten 150mm by 15mm

“needles” of ice in rapid succession, ice needles

doesn’t deal incredible damage. Deals Physical

Damage

Ice Veil+

Magic Points: 8 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of water magic capable

of stopping 1D6+2 hits of damage, this barrier is non-

ablative and covers all hit locations.

.

64

Rank 3

Blizzaga

Magic Points: 12 Range: 10

Type: Attack Spell Duration: Instant

Description:

Particles of frost and snow accelerate towards the

target, rapidly sealing it in layer after layer of solid

ice before the entire edifice shatters.

Ice Spears

Magic Points: 33 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth ten 200mm by 15mm

“spears” of ice in rapid succession, ice needles

doesn’t deal incredible damage. Deals Physical

Damage

Rank 4

Blizzaja

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

The skies cloud over and darken, snow and ice begin

falling and a single pillar of ice forms around the

target encasing them before disappearing.

65

Element: Earth

Rank: 0 NAME SA RN DAMAGE BV CT BR MP

DETECT MAGIC 0 10 NA NA NA NA 1-10

Rank: 1 NAME SA RN DAMAGE BV CT BR MP

ROCK NEEDLES* +1 10 1 5 NA NA 8

PETRIFY** +1 10 1D3 NA NA 3 5

STONE SKIN +0 0 1D4*** NA NA NA 5

EARTH WALL +1 0 1D8*** NA NA 3 12

Rank: 2 NAME SA RN DAMAGE BV CT BR MP

ROCK NEEDLES+ +1 10 1 10 NA NA 15

STONE SPIKER* +1 0 1D4+2 NA NA 3 9

PETRIFY RING** +1 0 1D6 NA NA 2 10

EARTH WALL+ +1 0 1D8+2*** NA NA 3 18

Rank: 3 NAME SA RN DAMAGE BV CT BR MP

STONE SKIN+ +0 0 1D6*** NA NA NA 10

STONE SPEARS* +1 10 2 10 NA NA 33

STONE SPIKER+ +1 0 1D6+2 NA NA 3 15

Rank: 4 NAME SA RN DAMAGE BV CT BR MP

EARTH GLAVE* +1 10 1D8+2 NA NA NA 18

TRUE STONE SPIKER* +1 0 1D10+2 NA NA 3 27

QUAKE* 0 10 1D6 3 3 3 39 *Capable of being amplified via Magi Lens

**Status Aliment Attack Spell: Petrify or Stone

** Defensive Spell: Damage turns to SP

66

Rank 0

Detect Magic

Magic Points: 1-10 Range: 10

Type: Non-Combat Duration: Instant

Description:

A Spell that enables the user to see magical auras and

fields around people and objects for about 1 minet

per activated level

Rank 1

Rock Needles

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth five 150mm by 15mm

“needles” of rock in rapid succession, Rock Needles

doesn’t deal incredible damage. Deals Physical

Damage

Petrify

Magic Points: 5 Range: 10

Type: Att/Status Spell Duration: Instant

Description:

A blast of earth energy strikes the target, target must

make a difficulty 10 body check or receive the Status

Ailment Petrify

Earth Wall

Magic Points: 12 Range: 10

Type: Defensive Spell Duration: Instant

Description:

Caster summons a 6 meter long waist high wall, wall

has 1d8 hits and is treated as being armor.

Stone Skin

Magic Points: 5 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of earth energy capable

of stopping 1D4 hits of damage, this barrier is non-

ablative and covers all hit locations.

.

Rank 2

Rock Needles+

Magic Points: 15 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth ten 150mm by 15mm

“needles” of rock in rapid succession, Rock Needles+

doesn’t deal incredible damage. Deals Physical

Damage

Petrify

Magic Points: 5 Range: 10

Type: Att/Status Spell Duration: Instant

Description:

A ring of earth energy forms around the caster

striking everything around them, targets must make a

difficulty 15 body check or receive the Status

Ailment Petrify

Stone Spiker

Magic Points: 9 Range: 10

Type: Attack Spell Duration: Instant

Description:

An earth spell that calls up stone spikes around the

caster in a diameter of 6 meters, Spikes deals 1D4+2

damage , turns terrain around caster into rough terrain

Earth Wall+

Magic Points: 18 Range: 10

Type: Defensive Spell Duration: Instant

Description:

Caster summons a 6 meter long waist high wall, wall

has 1d8 hits and is treated as being armor. .

Rank 3

Stone Spiker+

Magic Points: 15 Range: 10

Type: Attack Spell Duration: Instant

Description:

An earth spell that calls up stone spikes around the

caster in a diameter of 6 meters, Spikes deals 1D6+2

damage , turns terrain around caster into rough terrain

Stone Spears

Magic Points: 33 Range: 10

Type: Attack Spell Duration: Instant

Description:

Attack spell that calls forth ten 200mm by 15mm

“spears” of stone in rapid succession, Stone Spears

doesn’t deal incredible damage. Deals Physical

Damage

67

Stone Skin+

Magic Points: 10 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of earth energy capable

of stopping 1D6 hits of damage, this barrier is non-

ablative and covers all hit locations.

Rank 4

Earth Glave

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

Three claw like stone spikes strike the target from

underground before crumbling into dust and pebbles.

True Stone Spiker

Magic Points: 27 Range: 10

Type: Attack Spell Duration: Instant

Description:

Most powerful form of Stone Spiker, an earth spell

that calls up stone spikes around the caster in a

diameter of 6 meters, Spikes deals 1D10+2 damage,

turns terrain around caster into rough terrain

Quake

Magic Points: 39 Range: 10

Type: Attack Spell Duration: Instant

Description:

A violent tremor tears through the length of the

battlefield, breaking up the ground into shuddering,

crumbling fragments and yawning crevasses.

68

Element: Wind

Rank: 0 NAME SA RN DAMAGE BV BR MP

BREEZE +1 0 NA NA NA 1

GUST OF WIND +1 0 NA NA 3 2

Rank: 1 NAME SA RN DAMAGE BV BR MP

THUNDER* +1 10 1D4 NA NA 5

AERO* +1 10 1D4 NA NA 5

WIND OF SLEEP +0 10 SLEEP NA 3 2

AERO BLAST +1 10 1D4 NA 3 8

WIND BARRIER +1 0 1D6** NA NA 5

Rank: 2 NAME SA RN DAMAGE BV BR MP

THUNDARA* +1 10 1D4+2 NA NA 8

THE SHREDDING* +1 10 1D4 3 NA 18

HEALING WIND* -2 0 1D4*** NA 3 8

INCREASE OXYGEN +1 10 NA NA 3 2

WIND BARRIER+ +1 0 1D6+2** NA NA 8

Rank: 3 NAME SA RN DAMAGE BV CT BR MP

AERO BLADES* +1 10 1D6 3 NA NA 36

AIR SLASH* +1 10 1D8 NA NA NA 12

STORM +1 10 2D4 NA NA 3 16

THUNDAGA* +1 10 1D6+2 NA NA NA 12

TORNADO 0 10 1D6 3 3 3 39

Rank: 4 NAME SA RN DAMAGE BV CT BR MP

THUNDAJA* +1 10 1D8+2 NA NA NA 18

SHINING WIND* +1 0 1D10 NA 2 5 90 *Capable of being amplified via Magi Lens

** Defensive Spell: Damage turns to SP

***Healing Spell: Convert Damage to Healing

69

Rank 0

Breeze

Magic Points: 1 Range: 10

Type: Non-Combat Duration: Instant

Description:

A Spell that enables the user to create a breeze in the

direction of their choosing, the wind deals no damage

and only has the strength to at most scatter loose

leaves and paper .

Gust of Wind

Magic Points: 2 Range: 0

Type: Non-Combat Duration: Instant

Description:

A Spell that enables the user to create a wind gust

around them, just powerful enough to kick up loose

dirt and leaves.

Rank 1

Thunder

Magic Points: 5 Range: 10

Type: Attack Spell Duration: Instant

Description:

A brilliant bolt of lightning tears down from the sky,

striking the target with barely-contained energy.

Aero

Magic Points: 5 Range: 10

Type: Attack Spell Duration: Instant

Description:

A vicious gust of wind assails the target, tearing into

it with razor sharp debris.

Wind of Sleep

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

A soothing wind scatters flower petals in a 6 meter

raidius around the target lulling them to sleep. All

targets within the affected area must make a

Resistance check vs. the casters roll to stay awake.

Aero Blast

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Spell that calls down a blast of wind that deals 1D4

damage across a 6 meter radius area.

Wind Barrier

Magic Points: 5 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of wind capable of

stopping 1D4 hits of damage, this barrier is non-

ablative and covers all hit locations.

Rank 2

Thundara

Magic Points: 8 Range: 10

Type: Attack Spell Duration: Instant

Description:

Electric-blue thunderbolts crash into the ground,

creating a deadly array of ball lightning to encircle all

targets.

The Shredding

Magic Points: 10 Range: 10

Type: Attack Spell Duration: Instant

Description:

Howling green winds encircle the target, drawing

together in an ever-tightening funnel of air before

disappearing.

Healing Wind

Magic Points: 10 Range: 10

Type: Recovery Spell Duration: Instant

Description:

Spell that calls forth a soothing wind that heals all

targets within a 12 meter area. Is one of the more

difficult spells to cast.

Increase Oxygen

Magic Points: 2 Range: 10

Type: Support Duration: Instant

Description:

Wind spell that increases the oxygen content of the

air, giving fire based spells an additional +3 to

damage, it can also be used to interrupt fire spells

with a casting time longer than 1 action.

Wind Barrier+

Magic Points: 8 Range: 0

Type: Defensive Spell Duration: 4 Combat

Rounds

Description:

Envelopes the caster in a veil of wind capable of

stopping 1D6+2 hits of damage, this barrier is non-

ablative and covers all hit locations.

.

70

Rank 3

Aero Blades

Magic Points: 36 Range: 10

Type: Attack Spell Duration: Instant

Description:

Spell that whips the air into such a frenzy that it hurls

3 blade like currents toward the target for devastating

damage.

Air Slash

Magic Points: 12 Range: 10

Type: Attack Spell Duration: Instant

Description:

Spell that forms a single blade of wind and hurls it

toward the target, the single blade deals incredible

damage.

Storm

Magic Points: 16 Range: 10

Type: Attack Spell Duration: Instant

Description:

A distant rumble is heard as the sky darkens and

fierce winds begin to whip around the caster. Vicious

winds and lightning strikes cover an area 12 meters in

diameter.

Thundaga

Magic Points: 12 Range: 10

Type: Attack Spell Duration: Instant

Description:

A deafening peal of thunder rolls across the

battlefield as lightning bolt after lightning bolt

crashes to earth, trapping the target in a sizzling

sphere of electrical energy before dissipating again.

Tornado

Magic Points: 39 Range: 10

Type: Attack Spell Duration: Instant

Description:

A distant rumble is heard as the sky darkens and

fierce winds begin to whip around the caster. As the

gale picks up strength, a violent twister erupts from

the sky, tearing through the immediate area without

mercy. Tornado takes 3 actions to cast.

Rank 4

Thundaja

Magic Points: 18 Range: 10

Type: Attack Spell Duration: Instant

Description:

The skies cloud over and darken, lightning splits the

skies and thunder deafening rolls are all that can be

perceived then a single bolt of lightning strikes the

target before dissipating.

Shining Wind

Magic Points: 90 Range: 10

Type: Att/Recovery Duration: Instant

Description:

Spell calls forth a wind that heals all allies and

damages all enemies in a 20 meter area, the wind

appears to have its own radiance and feels no

stronger than a breeze.

71

Element: Light

Rank: 0 NAME SA RN DAMAGE BV BR MP

LIGHTING +0 10 NA NA NA 1

Rank: 1 NAME SA RN DAMAGE BV BR MP

CURE* +1 10 1D4* NA NA 5

STONA +0 10 NA NA NA 2

POISONA +1 10 NA NA NA 2

BASUNA +1 10 NA NA NA 4

DISPELL +1 10 NA NA NA 3

ELMIKIA LANCE +1 10 1D6+1 NA NA 5

Rank: 2 NAME SA RN DAMAGE BV BR MP

CURA* +1 10 1D4+2** NA NA 8

ESUNA +0 10 NA NA NA 15

ELMIKIA BLADE* +1 10 1D8+2 NA NA 9

LIFE +1 10 NA NA NA 15

SHELL +1 10 1D8+2*** NA NA 18

Rank: 3 NAME SA RN DAMAGE BV BR MP

CURAGA* +1 10 1D6+2** NA NA 12

ELMIKIA FLAME* +1 10 1D10+2 NA NA 15

FULL-LIFE +0 10 NA NA NA 35

REFLECT +1 10 NA NA NA 20

BANISH +1 10 2D4 NA 3 16

Rank: 4 NAME SA RN DAMAGE BV CT BR MP

CURAJA* +1 10 1D8+2** NA NA NA 18

HOLY* +0 200 2D10 NA NA NA 97

RA TILT* +1 125 4D6 NA NA 5 75

ULTIMA* -1 125 4D10 NA 6 5 91 *Capable of being amplified via Magi Lens

** Healing Spell: Convert Damage to Healing

*** Defensive Spell: Damage turns to SP

72

Rank 0

Lighting

Magic Points: 1

Type: Non-Combat

Duration:1hour

Description:

Spell that produces a small orb of light that

illuminates an area 30 meters in diameter.

Rank 1

Cure

Magic Points: 5

Type: Recovery

Duration: Instant

Description:

An iridescent spark of blue light spirals around the

target, trailing glowing specks in its wake. Cure

restores 1D4 Hits to one location.

Stona

Magic Points: 2

Type: Status Recovery

Duration: Instant

Description:

Needles of rainbow light stab into the target,

showering dust as stone cracks and splinters under

the onslaught. Stona cancels the Status Conditions

Stone and Petrify.

Poisona

Magic Points: 2

Type: Status Recovery

Duration: Instant

Description:

A slurry of dull purple spheres washes over and

through the length of the target, canceling all Toxin-

type Status Conditions currently afflicting it.

Basuna

Magic Points: 4

Type: Status Recovery

Duration: Instant

Description:

A gentle mist of green and gold blows over the target,

canceling the Status Conditions Blind, Sleep, and

Zombie.

Dispell

Magic Points: 4

Type: Status Recovery

Duration: Instant

Description:

A shimmering blue mist engulfs the target, its power

tearing away enchantments in an instant.

Elmikia Lance

Magic Points: 5

Type: Astral Attack

Duration: Instant

Description:

An attack spell that channels the casters raw astral

power in the form of an energy beam, can only hit

Extra-Planer or Monstrous targets

Rank 2

Cura

Magic Points: 8

Type: Recovery

Duration: Instant

Description:

Twin specks of glowing green light twine around the

target, trailing a dusting of soothing magical energy.

Cura restores 1D4+2 Hits to one location.

Esuna

Magic Points: 15

Type: Status Recovery

Duration: Instant

Description:

Beams of warm violet light emerge from the ground

around the target, cleansing away all debilitating

effects and malicious enchantments. Esuna cures any

negative Status Conditions.

Elmikia Blade

Magic Points: 9

Type: Astral Attack

Duration: Instant

Description:

An attack spell that channels the casters astral power

in the form of a blade like energy beam, can only hit

Extra-Planer or Monstrous targets

73

Life

Magic Points: 15

Type: Resurrection

Duration: Instant

Description: Spirals of twinkling red light encircle

the target, showering it with a gentle drift of ghostly,

radiant feathers. Raise restores any target whose

current Head and or Torso Hits are 0 or lower to 1

Hit in the arms, legs, and head, and 2 Hits in the

Torso. Undead monsters targeted by Life – as well as

combatants affected by the Status Condition Zombie

– will not be revived; if their current Head and or

Torso Hits are greater than 0, they have a 25%

chance of being instantly reduced to 0 Hits. Caster

must make a Difficulty 15 skill check to successfully

cast Life.

Shell

Magic Points: 18

Type: Barrier/ Status Augmentation

Duration: 4 Combat Turns

Description:

Twelve pearls of softly-glowing light enclose the

target in intertwined hexagons

Rank 3

Curaga

Magic Points: 12

Type: Recovery

Duration: Instant

Description:

A brilliant constellation of blue and violet light

encircles the target’s body, restoring 1D6+2 Hits to

one location before fading away.

Elmikia Flame

Magic Points: 15

Type: Astral Attack

Duration: Instant

Description:

An attack spell that channels the casters astral power

in the form of a pillar of blue flame, 25% chance of

inflicting Burn Status Condition. Astral Attacks can

only hit Extra-Planer or Monstrous targets.

Full-Life

Magic Points: 35

Type: Resurrection

Duration: Instant

Description:

Glowing particles of light shower down on the target,

raising up a beam of golden-red life force to revive it

in a shower of fathers. Full-Life restores any target

whose current Head and or Torso Hits are 0 or lower

to 100% of all Hits in all locations. Undead monsters

targeted by Life – as well as combatants affected by

the Status Condition Zombie – will not be revived; if

their current Head and or Torso Hits are greater than

0, they have a 50% chance of being instantly reduced

to 0 Hits. Caster must make a Difficulty 15 skill

check to successfully cast Full-Life.

Reflect

Magic Points: 20

Type: Barrier/ Status Augmentation

Duration: 4 Combat Turns

Description:

A shower of green light splashes over the target,

solidifying into layer after layer of shimmering

magical protection to grant the Status Condition

Reflect

Banish

Magic Points: 16

Type: Attack Spell

Duration: Instant

Description:

Beams of blazing white light saturate the area,

touching off a chain of searing explosions which

tears through all targets in short succession.

Rank 4

Curaja

Magic Points: 18

Type: Recovery

Duration: Instant

Description:

Brilliant blue lights descend onto the target, releasing

a burst of radiant golden energy upon contact to

restore the target’s Hits by 1D8+2 to 1 location.

Ra Tilt

Magic Points: 75

Type: Astral Attack

Duration: Instant

Description:

Most powerful Astral attack spell, channels the

casters astral power in the form of a pillar of blue

flame 20 meters in diameter. Astral Attacks can only

hit Extra-Planer or Monstrous targets.

74

Holy

Magic Points: 97

Type: Attack Spell

Duration: Instant

Description:

Motes of brilliant blue light begin to circle the target,

moving in a deceptively lazy fashion as they gain in

intensity; as the light reaches blinding levels, beams

of holy energy erupt from the ground, blasting the

target in a series of powerful explosions.

Ultima

Magic Points: 91

Type: Attack Spell

Duration: Instant

Description:

An eerie calm falls over the battlefield as the sky

grows dark, shading the combatants in blue and

black. Only one sound breaks the silence; a single

note, gaining in pitch as a dome of purest blue energy

forms underneath the targets, growing outwards in an

unstoppable, destructive rush that engulfs the area

whole. As the sound reaches ear-splitting

frequencies, the dome flashes out of existence, and

all becomes still once more.

Ultima takes 6 actions to Cast.

75

Element: Darkness

Rank: 0 NAME SA RN DAMAGE BV BR MP

CONCEALMENT + 0 0 NA NA NA 1-10

Rank: 1 NAME SA RN DAMAGE BV BR MP

BLIND +1 10 NA NA NA 2

DARK* +1 10 1D4 NA NA 5

POISON +1 10 NA NA NA 2

RASP* +1 10 1D6** NA NA 8

SHADOW SNAP +1 10 NA NA NA 2

SLEEP +1 10 NA NA NA 2

Rank: 2 NAME SA RN DAMAGE BV BR MP

BIO* +1 10 1D4+2 NA 3 21

DEBARRIER +1 10 NA NA NA 10

DRAIN +1 10 1D2 NA NA 10

OSMOSE +1 10 1D6+2*** NA NA 12

PAIN* +1 10 1D4+1 NA NA 6

ZOMBIE +1 10 NA NA NA 5

Rank: 3 NAME SA RN DAMAGE BV BR MP

DEATH +0 10 NA NA NA 30

MELTDOWN* +1 10 1D8+2 NA NA 23

SYPHON +1 10 1D6 NA NA 35

SCOURGE* +1 10 1D6+2 NA 3 24

PAIN+ +1 10 1D8+2 NA NA 18

Rank: 4 NAME SA RN DAMAGE BV CT BR MP

GRAVITY* +1 10 1HIT per10kg NA NA 3 50

DOOMSDAY* +0 100 2D10 NA 4 10 95

SCATHE* +0 100 2D8 NA 2 5 74 *Capable of being amplified via Magi Lens

** MP Drain: Convert Damage into MP Damage

*** MP Leach: Convert Damage into MP theft

76

Rank 0

Concealment

Magic Points: 1-10 Range: 0

Type: Non-Combat Duration: 1 hour

Description:

A Spell that enables the user to hide in shadows

undetected unless a successful Awareness/Notice roll

vs Casters Concealment +MP spent is made.

Rank 1

Blind

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

A blinding cloud of thick black fog surrounds the

target, robbing it of all sight. Inflicts Blind Status

Aliment.

Dark

Magic Points: 5 Range: 10

Type: Attack Spell Duration: Instant

Description:

A sphere of utter blackness launches at the target,

dissipating into a dark mist as it strikes.

Poison

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

A frothing cloud of sickly violet bubbles swarms

over the target with suffocating force. Inflicts Poison

Status Aliment.

Rasp

Magic Points: 8 Range: 10

Type: MP Drain Duration: Instant

Description:

Inexorably drawn by the lure of magical power,

translucent spheres of violet energy spiral in towards

the target, sapping all mana out of the surrounding

area before rushing away.

Shadow Snap

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

Caster attacks and pins opponents shadow with some

form of melee, thrown, or arrow inflicts Immobile

Status Aliment.

.

Sleep

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

Clouds of light mist play around the target as the

apparition of a moon appears overhead to shower soft

starlight upon it. Inflicts Sleep Status Aliment.

Rank 2

Bio

Magic Points: 21 Range: 10

Type: Att./Status Aliment Duration: Instant/10

Combat Rounds

Description:

Virulent green orbs begin to bubble out of the

ground, quickly overwhelming the target with a

deadly shower of toxins. 20% chance of inflicting

Poison Status Aliment

Debarrier

Magic Points: 10 Range: 10

Type: Attack Spell Duration: Instant

Description:

A beam of dazzling blue light strikes the target,

blasting away all protective magics in the blink of an

eye.

Drain

Magic Points: 10 Range: 10

Type: Att/Recovery Duration: Instant

Description:

Blood-red orbs circle the target, growing larger and

more livid as they draw out the very essence of the

target's life; once full, the orbs return to the caster,

releasing their payload of stolen vitality on contact.

Caster regains a number of Hits equal to the amount

lost by the target.

Osmose

Magic Points: 10 Range: 10

Type: MP Drain Duration: Instant

Description:

Orbs of blinding pink energy form around the target,

growing larger and more luminous as they draw MP

from the target; once full, the orbs return to the

caster, transferring the stolen energy upon contact.

Caster regains a number of MP equal to the amount

lost by the target.

77

Pain

Magic Points: 6 Range: 10

Type: Status Aliment Duration: Instant

Description:

A Dark spell that calls up dark energy to cause

excruciating pain, does only non-lethal damage. If the

torso or head reach 0 hits due to this spell the target is

knocked unconscious.

.

Zombie

Magic Points: 2 Range: 10

Type: Status Aliment Duration: 4 Combat

Rounds

Description:

The target disappears, swallowed by a wave of

miasmic green smoke seeking to steal away its life

force. Inflicts Zombie Status Aliment.

Rank 3

Death

Magic Points: 30 Range: 10

Type: Status Aliment Duration: 10 Combat

Rounds

Description:

A decaying, hooded figure emerges from the ground

in a cloud of dark smoke, raising a massive scythe to

cleave the target’s life force in twain before fading

away with a blood-curdling laugh. Inflicts

Condemned Status Aliment.

Meltdown

Magic Points: 23 Range: 10

Type: Attack Spell Duration: Instant

Description:

A high-speed stream of heat and energy assails the

target, immersing it in furious, bone-searing

temperatures.25% Chance of inflicting Meltdown

Status Aliment,

Syphon

Magic Points: 35 Range: 10

Type: Att/Recovery Duration: Instant

Description:

Orbs of golden energy surround the target, growing

larger and more brilliant as they sap at its vital and

magical forces; once large enough, they return to the

caster, dissolving in a shower of pale light. the caster

regains an amount of HP and MP equal to that lost by

the target. If the target has no MP, all damage

defaults to the target’s Hits instead.

Scourge

Magic Points: 24 Range: 10

Type: MP Drain Duration: Instant

Description:

A long shadow creeps over the ground, darkening an

area 12 meters in diameter, as wicked spikes of

unholy energy burst through to skewer all targets.

Pain+

Magic Points: 16 Range: 10

Type: Status Aliment Duration: Instant

Description:

A Dark spell that calls up dark energy to cause

excruciating pain, does only non-lethal damage. If the

torso or head reach 0 hits due to this spell the target is

knocked unconscious.

Rank 4

Gravity

Magic Points: 50 Range: 10

Type: Attack Spell Duration: Instant

Description:

The caster launches a dark bubble of energy 12

meters in diameter , wholly enclosing the target

before subjecting it to a brief burst of crushing

gravitational force.

Doomsday

Magic Points: 95 Range: 100

Type: Attack Spell Duration: Instant

Description:

A wall of dark smoke, 40 meters in diameter, sweeps

across the battlefield, cloaked shadows and glowing

eyes visible through the oily tendrils before the dark

scene fades away.

Doomsday takes 4 actions to cast.

Scathe

Magic Points: 74 Range: 100

Type: Attack Spell Duration: Instant

Description:

A fiery agglomeration of rock flashes into existence

above the battlefield, gathering fragments of onyx

and dark energy to it before beginning its descent to

earth, crackling with malevolent energy as it crashes

down.

Scathe takes 2 actions to cast.

78

Special Arts A highly specialized form of attack, Special Arts are able to be used by swordsmen with

a magical aptitude of eight or more and a skill of six or more in their weapon of choice to

achieve magical effects without the actual use of spells, Special Arts are mechanics wise are

focused spells, but role-play wise are considered to be a mark of a skilled swordsman to be able

to use them.

Firestorm Blade:

Element: Fire

Magic Points: 5 Range: NA

Type: Special Art Type: Sword

Description:

An attack where the users sword is charged

with energy from the elemental plain of fire, deals an

additional 1D4 of damage.

Shocking Strike:

Element: Wind

Magic Points: 8 Range: NA

Type: Special Art Type: Sword

Description:

An attack where the users sword is charged

with energy from the elemental plain of wind, deals

an additional 1D3 of damage. Defender must make a

Stun/Shock Roll

Air Slash:

Element: Wind

Magic Points: 8 Range: NA

Type: Special Art Type: Sword

Description:

An attack that uses wind magic to strike an

opponent at range, however it can only do as much

damage as the user’s weapon

Rough Divide:

Element: Wind

Magic Points: 2 per hex Range: 10

Type: Special Art Type: Sword

Description:

An attack that uses wind magic to dive into

an opponent for 2 additional points of damage per

hex moved, cost is 2 MP per hex moved

Fated Circle:

Element: Fire

Magic Points: 18 Range: NA

Type: Special Art Type: Sword

Description:

An attack that uses fire magic to attack

everything in a 2 meter radius; deals 1D6+1 worth of

damage.

Blasting Zone:

Element: Fire

Magic Points: 18 Range: 3

Type: Special Art Type: Sword

Description:

An attack that uses fire magic to attack

everything for 3 hexes in front of the user; deals 1D6

worth of damage.

Thunder Strike:

Element: Wind

Magic Points: 5 Range: NA

Type: Special Art Type: Dagger/Knife

Description:

An attack where the users blade is charged

with energy from the elemental plain of wind, deals

an additional 1D3. Defender must make a Stun/Shock

Roll

Concealed Strike:

Element: Dark

Magic Points: 10 Range: NA

Type: Special Art Type: Dagger/Knife

Description:

An attack where the users blade is charged

with dark energy, deals an additional 1D3 of damage.

Defender always struck in the torso

Frozen Waste:

Element: Water

Magic Points: 10 Range: NA

Type: Special Art Type: Dagger/Knife

Description:

An attack that uses water magic to attack

everything in a 2 hex radius; deals 1D4+1 damage.

Defenders must make a Stun/Shock Roll or be Frozen

Blaze Kick:

Element: Fire

Magic Points: 5 Range: NA

Type: Special Art Type: Hand-to-Hand

Description:

An attack where the users foot is charged

with energy from the elemental plain of fire, deals an

additional 1D3 of damage

79

Iron Fist:

Element: Earth

Magic Points: 5 Range: NA

Type: Special Art Type: Hand-to-Hand

Description:

An attack where the users fist is charged

with energy from the elemental plain of earth, deals

an additional 1D4 of damage.

Air Punch:

Element: Wind

Magic Points: 8 Range: NA

Type: Special Art Type: Hand-to-Hand

Description:

An attack that uses wind magic to strike an

opponent at range, however it can only do as much

damage as the user’s attack

Waterkick:

Element: Water

Magic Points: 18 Range: NA

Type: Special Art Type: Hand-to-Hand

Description:

An attack where the user’s foot is charged

with energy from the elemental plain of water, deals

an additional 1D6 of damage.

Meteor Palm:

Element: Wind

Magic Points: 10 per lvl Range: NA

Type: Special Art Type: Hand-to-Hand

Description:

An attack that uses wind magic to strike the

opponent with as many attacks as the activated LV of

the art

Firethorn:

Element: Fire

Magic Points: 8 Range: NA

Type: Special Art Type: Bow

Description:

An attack where the users arrow is charged

with energy from the elemental plain of fire, deals an

additional 1D4 of damage

Artic Lance:

Element: Water

Magic Points: 8 Range: NA

Type: Special Art Type: Bow

Description:

An attack where the users arrow is charged

with energy from the elemental plain of water, deals

an additional 1D4 of damage at LV 1, 1D6 at LV 5,

and 1D4+2 at LV 9. Defender must make a

Stun/Shock Roll or be frozen

Heartkiller:

Element: Dark

Magic Points: 10 Range: NA

Type: Special Art Type: Bow

Description:

An attack where the users arrow is charged

with energy from the Negative Astral, deals an

additional 1D4 of damage. Target must make a

Stun/Shock roll or be Poisoned.

Helldarts:

Element: Dark/Fire

Magic Points: 20 Range: 100

Type: Special Art Type: Bow

Description:

An attack where the user’s arrow shatters

into1D6 darts charged with dark energy, each deals

1D3 Hits

Freezing Rain:

Element: Water

Magic Points: 15 Range: 100

Type: Special Art Type: Bow

Description:

An attack where the user fires 1D6 arrows

charged with water energy, each deals an additional

1D3 Hits. Defender must make a Stun/Shock Roll or

be Frozen

80

Summons One of the reoccurring types of

spells in most fantasy games and books is

the summoning spell. Summoning Spells are

spells that call forth creatures from another

realm or plane. In Mekton SeeD there are

two types of summonable monsters,

Guardian Forces, and ESPERs.

Guardian Forces

Guardian Forces, or GF, are a unique form

of life that has both the properties of

corporeal life and energy based life. A GF

can live for years in a corporeal state until it

encounters a life form that is capable of

defeating it and/or is worthy of its power.

Once a suitable person is found the GF

becomes an energy based life form, in its

energy state the GF becomes “Junctioned”

to the one whom they deemed worthy of

their power.

People who are Junctioned can

summon them to the battlefield for a

massive attack. Junctioning has its limits the

longest amount of time anyone can remain

Junctioned is about six months, also while

Junctioned the “Protectorate” must pay an

allotment of MP to maintain the Junction or

it will be lost and the GF will either cause

damage to the brain of the individual or

simply return to being a corporeal life form

and leave. Monsters can also become hosts

to unwilling GF by defeating their

Protectorates or them, GF trapped in this

way can be rescued by using a form of

magic known as Draw Magic. Once rescued

a GF may feel a need to repay a debt to

those who rescued them and form a

Junction.

Draw Magic is one of the benefits

some GFs and ESPERs give to their

partners, it’s a type of magic specifically

meant to pull GF and ESPERs out of

monsters and individuals who have them

trapped or are using them against their will.

ESPERs

ESPERs are an unusual form of life;

they’re a crystalline life form that has

properties of energy based life. ESPERs

come in all shapes and sizes, from dragons

to people and everything in between.

ESPERs are from an astral plane that has

sporadic contact with our own plane so very

little is known about it.

When an ESPER arrives on our

plane is takes on the physical characteristics

of the first creature they come across, and

that fits within their personal style. Once

they find a suitable form they go about their

lives. If and when an ESPER dies they

return to their crystalline form.

When an ESPER feels their powers

are needed an ESPER will search for a

person worthy of their power. When an

ESPER has found a suitable summoner, they

will provide a test for them, this test may be

combat or it may be a test of intellect or

morals. Whatever the test is, once a potential

summoner has passed it the ESPER will

revert to a crystalline form known as a

Summon Gem. An ESPER will remain a

Summon Gem until it feels it is no longer

required or is simply ready to move on.

81

Name: Quezacotl

Element: Wind

MP per Day: 12

Description:

Some believe that Quezacotl is the

source of the South American myths of

Quetzalcoatl, while others believe that

Quezacotl may be the source of the legend

of the thunderbird. One thing is certain

Quezacotl is a powerful Guardian Force

Attack: Thunder Storm

Stats:

TMP: 6 MA: 7

SIZE: 7 DMG: 2d6

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Thunder Storm +1 2d6 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/13 __/6

2-4 Main Body __/25 __/6

5-6 Left Wing __/19 __/6

7-8 Right Wing __/19 __/6

9-10 Tail __/19 __/6

Abilities:

Ability: Type Lv:

Flight Natural NA

Shock Natural NA

Ranged Attack Natural NA

82

Name: Shiva

Element: Water

MP per Day: 10

Description:

Guardian Force that controls ice, no

relation to the Hindu deity of the same name,

Shiva has shown a great deal of interest in

humans and seems to like them. First

discovered in the Garden courtyard trapped

in a statue, the statue still stands but Shiva’s

whereabouts are unknown.

Attack: Diamond Dust

Stats:

TMP: 8 MA: 4

SIZE: 6 DMG: 1d6+4

REF: 9 Scale: 1:25

Attack AA Damage RN BV CT

Diamond Dust +1 1d6+4 10 NA 2

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/10 __/6

2 Left Arm __/15 __/6

3 Right Arm __/15 __/6

4-5 Left Leg __/15 __/6

6-7 Right Leg __/15 __/6

8-10 Torso __/20 __/6

Abilities:

Ability: Type Lv:

Imobilize Natural NA

Ranged Attack Natural NA

83

Name: Ifrit

Element: Fire

MP per Day: 15

Description:

A Fire Elemental that prefers to

be left alone rather than deal with the

outside world. It is said that if someone

can defeat him in battle Ifrit would lend

them his power. Ifrit is commonly

sighted around volcanic caves, and has

no qualms about killing those who

intrude into his home.

Attack: Hellfire

Stats:

TMP: 8 MA: 4

SIZE: 7 DMG: 2d6

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Hellfire +1 2d6 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/13 __/6

2 Left Arm __/19 __/6

3 Right Arm __/19 __/6

4-5 Left Leg __/19 __/6

6-7 Right Leg __/19 __/6

8-10 Torso __/25 __/6

Abilities:

Ability: Type Lv:

Armor Piercing Natural NA

Ranged Attack Natural NA

84

Name: Siren

Element: Water

MP per Day: 12

Description:

A Water Elemental that seems

to attract trouble to herself. Siren’s

Silent Voice is one of the few Non-

Elemental attacks. Siren is often found

lounging on rocky beaches, playing

her harp, she has been known to lure

people into deep water.

Attack: Silent Voice

Stats:

TMP: 6 MA: 5

SIZE: 6 DMG: 1d6+4

REF: 8 Scale: 1:1

Attack AA Damage RN BV CT

Silent Voice +1 1d6* 10 NA 3 * 45% chance of causing Status Ailment Silence

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/10 __/0

2 Left Arm __/15 __/0

3 Right Arm __/15 __/0

4 Left Leg __/15 __/0

5 Right Leg __/15 __/0

6 Left Wing __/15 __/0

4 Right Wing __/15 __/0

8-10 Torso __/20 __/0

Abilities:

Ability: Type Lv:

Hypnosis Natrual NA

Ranged Attack Natural NA

85

Name: Phoenix

Element: Fire

MP per Day: 15

Description:

A Great Phoenix that protects

the skies and watches over the young.

Phoenix has no known name but is

different from the Monsters of the same

name in that it possesses a grand

intelligence far greater than that of even

the most intelligent High Elf. Phoenix

appears randomly whenever it feels it is

needed often coming to aid children.

Attack: Flames of Rebirth-Gives an one

time only resurrection to the

Protectorate

Stats:

TMP: 6 MA: 7

SIZE: 6 DMG: 1d6+4

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Flames of Rebirth +1 NA 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/10 __/3

2-3 Left Wing __/15 __/3

4-5 Right Wing __/15 __/3

6 Left Leg __/10 __/3

7 Right Leg __/10 __/3

8-10 Torso __/20 __/3

Abilities:

Ability: Type Lv:

Intelligent Natural NA

Flight Natural NA

Ranged Attack Natural NA

86

Name: Carbuncle

Element: Earth

MP per Day: 12

Description:

A helpful little Earth Spirit

that most find to be adorable.

Carbuncle is often found around

statuary, and has been known to

slumber within statues to get away

from would be summoners.

Carbuncle is one of the more

peaceful Guardian Forces often

preferring to flee than to fight.

Attack: Ruby Light-Casts Reflect on

the entire party

Stats:

TMP: 4 MA: 6

SIZE: 3 DMG: 1d4

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Ruby Light +1 NA 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/2 __/0

2 Left Arm __/3 __/0

3 Right Arm __/3 __/0

4-5 Left Leg __/4 __/0

6-7 Right Leg __/4 __/0

8-10 Torso __/5 __/0

Abilities:

Ability: Type Lv:

Smart Natrual NA

87

Name: Leviathan

Element: Water

MP per Day: 20

Description:

A Water Dragon that drifts

throughout the galaxy, no one knows

how Leviathan moves from planet to

planet. Leviathan has been shown to

assist creatures in need but

commonly prefers to be left alone in

deep water trenches.

Attack: Tsunami

Stats:

TMP: 8 MA: 8

SIZE: 9 DMG: 2d6+4

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Tsunami +1 2d6+4 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/17 __/6

2-4 Main Body __/35 __/6

5-6 Left Wing __/27 __/6

7-8 Right Wing __/27 __/6

9-10 Tail __/27 __/6

Abilities:

Ability: Type Lv:

Flight Natural NA

Ranged Attack Natural NA

88

Name: Alexander

Element: Light

MP per Day: 25

Description:

No one knows what

Alexander is just that he is the size

of a small city. Alexander is the

only Guardian Force to not test his

Protectorates with combat rather he

lends his strength to those that need

it. And tests them by indirectly

observing them and viewing their

actions.

Attack: Holy Judgment

Stats:

TMP: 6 MA: 4

SIZE: 10 DMG: 3d6

REF: 10 Scale: 10:1

Attack AA Damage RN BV CT

Holy Judgment +1 3d6 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/20,000 __/750

2 Left Arm __/30,000 __/750

3 Right Arm __/30,000 __/750

4-5 Left MP __/30,000 __/750

6-7 Right MP __/30,000 __/750

8-10 Torso __/40,000 __/750

Abilities:

Ability: Type Lv:

Ranged Attack Natural NA

89

Name: Bahamut

Element: Wind

MP per Day: 25 Description:

The great king of the

dragons, Bahamut has been

guarding a dangerous bioweapon

left over from the Centra. Bahamut

has seen ages come and go and may

indeed have two ESPER forms, that

he uses to keep tabs on the current

events. Bahamut may be convinced

to join if defeated in battle.

Attack: Mega Flare- Deals non-

Elemental Damage in a 3 meter

radius around the target.

Stats:

TMP: 8 MA: 7

SIZE: 8 DMG: 2d6+2

REF: 10 Scale: 1:25

Attack AA Damage RN BV CT

Mega Flare +1 2d6+2 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/15 __/9

2 Left Arm __/23 __/9

3 Right Arm __/23 __/9

4 Left Leg __/23 __/9

5 Right Leg __/23 __/9

6 Left Wing __/23 __/9

7 Right Wing __/23 __/9

8-10 Torso __/30 __/6

Abilities:

Ability: Type Lv:

Armor Piercing Natural NA

Flying Natural NA

Ranged Attack Natural NA

90

Name: Eden

Element: Dark

MP per Day: 30

Description:

An ancient bioweapon that was

mutated by a Dimensional Tear long

ago, Eden contains the soul of a young

woman trapped inside of it. Currently

the whereabouts of Eden are unknown

but it has been theorized that the

Knights of Eden my know more than

they are letting on.

Attack: Eternal Breath

Stats:

TMP: 8 MA: 7

SIZE: 10 DMG: 3d6

REF: 10 Scale: 1:1

Attack AA Damage RN BV CT

Eternal Breath +1 3d6 10 NA 3

Hit Locations/Hits Remaining

Location Hits Armor

1 Head __/2,000 __/300

2 Left Wing __/3,000 __/300

3 Right Wing __/3,000 __/300

4-5 Tail __/3,000 __/300

6-10 Torso __/4,000 __/300

Abilities:

Ability: Type Lv:

Flight Natural NA

Intelligent Natural NA

Ranged Attack Natural NA

91

NAME : BOKO

TYPE : ESPER/BIRD

ELEMENT : WIND

MA : 100m

FLIGHT MA : NA

TEMPERAMENT: ACTIVE (6)

REFLEXES : FAST (8)

MP : __/50

MSP : 3

LIMBS HITS SP HEAD __/10 __/3

TORSO __/20 __/3

RIGHT LEG __/15 __/3

LEFT LEG __/15 __/3

RIGHT WING __/10 __/3

LEFT WING __/10 __/3

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP BITE [H] +0 1D6 NA NA 0 NA

CLAW [RL] +0 1D6+4 NA NA 0 NA

CLAW [LL] +0 1D6+4 NA NA 0 NA

Lv1 CHOCOBO STOMP +1 1D6+2 NA 5m 10 10

Lv4 CHOCOBO THUNDER +1 1D8+2 2 2m 15 15

Lv8 CHOCOBO METEOR +1 1D10+2 NA 10m 25 25

ABILITIES MOUNT: CREATURE IS CAPABLE OF BEING USED AS A MOUNT AND OR CAPABLE OF

BEING USED AS A BEAST OF BURDEN

SUMMON: CAPABLE OF BEING CALLED FORTH FOR AN ATTACK OR TO BE USED AS A

MOUNT

RANGED ATTACK: CAPABLE OF ATTACKING AT RANGE

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 100% 0%

WATER 0% 0%

EARTH 0% 25%

WIND 0% 150%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

A NOBLE ESPER THAT HAS PASSED IN AND OUT OF LEGEND FROM THE DAYS OF THE CENTRA,

BOKO TOOK THE FORM OF A CHOCOBO AND USES HIS FORM TO TRAVEL BETWEEN WORLDS

UNSUSPECTED. BOKO APPEARS WHENEVER HE SENSES TROUBLE AND CHOOSES ONES HE DEEMS

WORTHY TO USE HIS POWER. BOKO HAS A STRICT MORAL CODE AND HAS BEEN KNOWN TO

LEAVE THOSE HE FEELS HAVE VIOLATED IT. BOKO CAN BE CALLED FORTH AS A MOUNT AT A

COST OF 1 MP PER HOUR.

92

NAME : BAHAMUT (ASSAULT)

TYPE : DRAGON/ESPER

ELEMENT : WIND/FIRE

MA : 100m

FLIGHT MA : 200m

TEMPERAMENT: DANGEROUS (8)

REFLEXES : VERY FAST (9)

MP : __/75

MSP : 12

LIMBS HITS SP HEAD __/17 __/12

TORSO __/35 __/12

RIGHT ARM __/27 __/12

LEFT ARM __/27 __/12

RIGHT LEG __/27 __/12

LEFT LEG __/27 __/12

RIGHT WING __/17 __/12

LEFT WING __/17 __/12

TAIL __/17 __/12

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP CLAWS (AP) [RA] +1 1D6+2 NA NA 1 NA

CLAWS (AP) [LA] +1 1D6+2 NA NA 1 NA

BITE [H] +0 2D6 NA NA 1 NA

TALONS (AP) [RL] +0 2D6+2 NA NA 1 NA

TALONS (AP) [LL] +0 2D6+2 NA NA 1 NA

BLADES (AP) [RW] +1 1D6+2 NA NA 1 NA

BLADES (AP) [LW] +1 1D6+2 NA NA 1 NA

Lv:1 ASSAULT FLARE* +1 1D6+4 NA 5m 15 20

Lv:4 STEEL DROP* +0 1D6** NA NA 40 40

Lv:8 MEGA FLARE +1 2D6+2 NA 3m 10 25 * RESOLVED AS A PHYSICAL ATTACK WITH ARMOR PIERCING

** +1 DAMAGE PER EVERY 4m MOVED

ABILITIES INTELIGENT : HAS HUMAN LEVEL OR ABOVE INTELLIGENCE

FLIGHT : IS CAPABLE OF FLYING AT TWICE GROUND MA

RANGED ATTACK : IS CAPABLE OF ATTACKING AT RANGE

SUMMON : IS CAPABLE OF BEING CALLED FORTH TO ATTACK A SET TARGET

93

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 0% 50%

WATER 100% 0%

EARTH 100% 75%

WIND 0% 75%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

ONE OF THE ESPER FORMS OF BAHAMUT, THIS FORM FOCUSES ON PHYSICAL ATTACKS. ABLE TO

ACT INDEPENDENTLY OF THE OTHER FORMS ASSAULT BAHAMUT IS STILL AN AVATAR OF

BAHAMUT AND DEMANDS A MEASURE OF RESPECT. ASSAULT BAHAMUT TENDS TO REMAIN

ALONE IN MOUNTAINOUS REGIONS FAR FROM PRYING EYES, ONLY LEAVING WHEN DISTURBED

OR WHEN CIRCUMSTANCES REQUIRE HIS PERSONAL TOUCH.

94

NAME : BAHAMUT (FURY)

TYPE : DRAGON/ESPER

ELEMENT : LIGHT/FIRE

MA : 100m

FLIGHT MA : 200m

TEMPERAMENT: DANGEROUS (8)

REFLEXES : VERY FAST (9)

MP : __/75

MSP : 12

LIMBS HITS SP HEAD __/17 __/12

TORSO __/35 __/12

RIGHT ARM __/27 __/12

LEFT ARM __/27 __/12

RIGHT LEG __/27 __/12

LEFT LEG __/27 __/12

RIGHT WING __/17 __/12

LEFT WING __/17 __/12

TAIL __/17 __/12

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP CLAWS (AP) [RA] +1 1D6+2 NA NA 1 NA

CLAWS (AP) [LA] +1 1D6+2 NA NA 1 NA

BITE [H] +0 2D6 NA NA 1 NA

TALONS (AP) [RL] +0 2D6+2 NA NA 1 NA

TALONS (AP) [LL] +0 2D6+2 NA NA 1 NA

Lv:1 MEGA FLARE +1 2D6+2 NA 3m 10 25

Lv:4 BIT RAIN* +0 1D6+4 6 NA 40 40

Lv:8 GIGA FLARE +1 3D6+2 NA 6m 20 60 * RESOLVED AS A PHYSICAL ATTACK WITH ARMOR PIERCING

** +1 DAMAGE PER EVERY 4m MOVED

ABILITIES INTELLIGENT : HAS HUMAN LEVEL OR ABOVE INTELLIGENCE

FLIGHT : IS CAPABLE OF FLYING AT TWICE GROUND MA

RANGED ATTACK : IS CAPABLE OF ATTACKING AT RANGE

SUMMON : IS CAPABLE OF BEING CALLED FORTH TO ATTACK A SET TARGET

95

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 0% 50%

WATER 100% 0%

EARTH 0% 0%

WIND 0% 0%

LIGHT 0% 100%

DARK 100% 0%

DESCRIPTION

ONE OF THE ESPER FORMS OF BAHAMUT, THIS FORM FOCUSES ON LONG RANGE ATTACKS. ABLE

TO ACT INDEPENDENTLY OF THE OTHER FORMS FURY BAHAMUT IS STILL AN AVATAR OF

BAHAMUT AND DEMANDS A MEASURE OF RESPECT. FURY BAHAMUT TENDS TO REMAIN ALONE

IN SPACE AND NEBULAS FAR FROM PRYING EYES, ONLY LEAVING WHEN DISTURBED OR WHEN

CIRCUMSTANCES REQUIRE HIS PERSONAL TOUCH.

96

Hikaru’s team paused, something wasn’t right. “Hey Ven, you got any ideas on how we’re

supposed to find the central chamber?” Hikaru asked. Ven sighed and shook his head “If we’re

looking for the central chamber then why not follow those monsters” Arum volunteered, Hikaru

looked, several creatures were heading deeper into the crystal pillar, “I don’t know it could be a

trap.” Arum smirked “That’s why you’re going first”.

Chapter 4: Referee’s Section

Mapping The Duoarma Galaxy is made up of approximately 300 cubic sectors of space each sector

is made up of 100 cubic parsecs of space. Each cubic parsec is about 2.93800656 × 1040

km3. As

you can imagine space is vast to simplify mapping we use a 10x10 grid on a sheet of paper this

represents a 10x10x1 region of space or sector.

The first step is to pick your star density; do you want a sparsely populated sector or a highly

populated sector? Once you figure this out the use the chart below and roll for each square in

your sector

Density Roll

5% 1 on a d20

10% 1 on a d10

12.5% 1 on a d8

16% 1 on a d6

20% 1-2 on a d10 or 1-4 on a d20

25% 1 on a d4 or 1-2 on a d8

33% 1-2 on a d6

40% 1-4 on a d10 or 1-8 on a d20

50% Half the numbers on any die

Example: Leon tries to map out a sector with a 25% star density, the first parsec Leon rolls a 5

on d8, meaning there is no star in that parsec, second parsec Leon rolls a 1 meaning there is a

star in that parsec. Leon continues this until all of the parsecs have been rolled.

System Creation

So you have setup your stellar density and mapped out where the stars are now you need

to know what’s around those stars what types of stars they are. To do this we need to create the

star system itself. To start this process we need to determine the number of stars in the system,

the type of star(s), and how many/what kind of planets are in the system

97

A1. Type of System

Roll 2d6

Result System Type

2-3 Trinary

4-7 Single Star

8-11 Binary

12 Four or more

GO TO A2

A2. Stellar Classification

Roll 2d6

Result Size

2-11 Main Sequence or V

GO TO B1

12 Giant or White Dwarf

GO TO B

B1. Main Sequence Star Types

Roll 2d6

Result Class

2-4 Type M (Red)

5-6 Type K (Orange-Red)

7 Type G (Yellow-White)

8-9 Type F (Blue-White)

10-11 Type A (Blue-White)

12 Type B (Blue)

B2. Giant or White Dwarf Types

Roll 3d6

Result Class

3-9 Type A Subgiant

10 Type D White Dwarf

11 Type F Giant

12 Type A Giant

13 Type B Giant

14 Type O Giant

15 Type B Supergiant

16-18 Type M Giant

GO TO C

C. Basic Stellar Data

This chart gives the basic Stellar Data about

your system’s Star(s) also given is the stars

Yellow, Green, Blue, and Black Zones,

given in AU, these zone indicate the types of

planets that can exist there and the distance

from the star.

Red Zone: this zone it too hot and too close

to the star to have planets

Yellow Zone: Planets can form in this zone,

but in most cases liquid water is unable to

form tidally locked planets may have water

either in liquid form or ice.

Green Zone: The zone that is most capable

of supporting M class planets. Not all

planets in this zone are class M. This is also

known as the “Biozone” or “Habitable

Zone”

Blue Zone: This zone is too cold for liquid

water. Life here is unlikely except on the

moons of class J planets.

Black Zone: In this zone water can me

mined like a mineral; even Methane and

Ammonia are liquid or solid. In this zone the

system’s primary looks like a really bright

star in the sky.

98

Type Brightness Mass Yellow Green Blue Black Boundry

Main Sequence Stars

Type B (Bright) 13,000 17.5 20 108 148 2220 12,250

Type B (Dim) 830 8.2 5.5 27.4 37.4 555 2,690

Type A (Bright) 50 2.7 1.8 5.5 9.3 140 292

Type A (Dim) 10 1.8 0.8 5.5 8.2 60 130

Type F (Bright) 7.0 1.6 0.66 2.1 3.5 50 102

Type F (Dim) 2.5 1.3 0.4 1.2 2.1 32 68

Type G (Bright) 1.0 1.0 0.25 0.78 1.3 20 40

Type G (Dim) 0.6 0.9 0.2 0.6 1.0 15 32.4

Type K (Bright) 0.4 0.8 0.16 0.49 0.83 13 25.6

Type K (Dim) 0.1 0.6 0.08 0.25 0.42 6.0 14.4

Type M (Bright) 0.01 0.3 0.03 0.08 0.13 2.0 3.6

Type M (Dim) 0.001 0.2 0.0 0.025 0.042 0.63 1.6

White Dwarf Stars

Type D 0.1 0.8 0.08 0.25 0.42 6.0 25.6

Giants & Subgiants

F II-IV 10-500 2.0-5.0 0.3 2.5-13 3.0-19 45-285 160-1,000

A II-IV 100-1,500 3.0-6.0 0.4 4-20 6.0-30 90-450 360-1,440

B II-IV 200-8,000 4.0-10 4.0 180-250 270-375 640-2,000 640-2,000

Type O 10,000-20,000 10-12 13 630-790 950-1,190 14,000-17,000 4,000-5,760

Supergiant 7,000-100,000 9.0-18 5.0 50-200 75-300 1,125-4,500 3,240-12,960

M I-IV 4,000 2.0-10 5.0 60 67 1,200 160-4,000

GO TO D

D. System Dynamics

Now that we know about the star(s) in the system we need data on the planets. The planets are the locations where most of your adventures will take place. But

first things first we need to find out how many planets you system has.

D1. Number of Planets by Stellar Type

Stellar Type Number of Planets

A Ia, F Ia, G Ia 3d6+1

A Ib, A II, F Ib, G Ib, K I 3d6

A III, B II-IV, F II, K II 3d6-1

A IV, B V, F III-IV, G III, K III, M I-III 3d6-2

A V, F V, G IV, K IV 3d6+3

G V, K V, M V 3d6+2

D 1d6+2

O, B 0

GO TO D2

99

D2. Orbital Distance

It is important to generate the

average orbital distance between your

planets, this way they don’t all wind up in

your red zone. In order to find the orbital

distance roll a die it doesn’t matter what

type, then starting at 0 run a doubling series

(i.e. 0, 1, 2, 4, 8, 16, etc.), after this is done

roll the die again and add the number from

your sequence (Example: Leon’s first roll is

a one getting the sequence above his next

roll gets him a constant of 3 thus his

sequence becomes 0, 4, 6, 8, 12, 20, etc.),

After this is done divide the sequence by 10

to find the average Distance in AUs (i.e. 0,

0.4, 0.6, 0.8, 1.2, 2.0 etc.) After you have

found the orbital distances remove any

planets that fall within the Red Zone, and

any that fall outside the system’s boundary.

GO TO D3

D3 Belts

Belts come in two different types,

there is the Ort Cloud on the outside of

almost every system, and the asteroid belts

that occupy every system. An Ort Cloud is a

belt on the outside of a system’s primary’s

gravitation well made up of trillions of ice

comets and chunks, and is a good source of

water for terraforming and ships.

Asteroid belts are either planets that

have been broken up or the leftovers from a

systems planetary evolution. Asteroid belts

should be placed on the next innermost orbit

from a Class J Gas Giant. If your innermost

orbital is a Class J planet then move it in by

one and place the asteroid belt between it

and the system’s primary.

GO TO E

E. Planets

Planets are assigned a letter designation

depending on the climate, terrain, an

atmosphere of the planet. The Designations

are

Class D: Rocky planetoids, barren with little

to no atmosphere

Class F: Dry, airless planets basically big

rocks in space

Class G: Low to medium gravity,

unbreathable atmosphere, basic ice balls

Class H: Dry, Thin atmosphere, but

terraformable

Class J: Gas Giant

Class K: Earthlike gravity, extreme

temperatures, poisonous atmospheres

Class L: Earthlike gravity and temperature,

oxygen-noble gas atmosphere

Class M: Earthlike gravity and temperature,

carbon-water chemistry, oxygen-nitrogen

atmosphere

Class T: Gas Giant with considerable ring

system

Class Y: High temperature and pressure,

corrosive atmosphere, deadly radiation

levels.

100

E1. Planetary Class

Roll 2d6 cross-reference with Orbital Zone

Result Yellow Green Blue Black

2 Y G D D

3 D F F D

4 D H J J

5-6 F M D G

7 K H H J

8-9 K M L T

10 F J G F

11 J D T G

12 H L K J

GO TO E2

E2. Planetary Masses

Type Mass (Earth=1.0)

D 3d6*0.00005

F 3d6*0.005

G 3d6*0.01

H 2d6*0.5

J GO TO E3

K, Y 2d6*0.1

L, M (2d6+5)*0.1

E3. Class J and Class T Planetary Masses

Roll 2d6

Result Type and Mass

2-5 Subjovian 3d6+10

6-8 Jovian 3d6*20

9-10 Superjovian (2d6-1)*300

11-12 Brown Dwarf 2d6*1,500

GO TO E4

E4. Gravity and Atmosphere and Other Factors

When it comes to gravity I

recommend that the GM use their discretion,

as long as they keep it reasonable.

Remember that the higher the mass of a

planet the higher the gravity, and the higher

the gravity the thicker the atmosphere

should get. Also use your discretion when it

comes to the climate and hydrosphere of

your planets. Remember this is your world,

but try to keep things believable.

101

Optional Rules These are rules you may want to implement within your Champaign to help balance the

game out for players who are new, overpowered/underpowered, and/or really over the top with

their weapon choses (i.e. I’m gonnna use Cloud Strife’s Buster Sword).

Weapon Speed Got a player abusing 2 handed weapons, or one that always seems to win the dice off for

initiative, or the one who does both meaning that no one else gets to play? Well then I

recommend using a Weapon Speed rule. Weapon Speed is an initiative modifier used to indicate

the time it taken to swing or use the weapon, of course the bigger the weapon the longer it takes

to attack.

To find Weapon Speed, or WS, there are two methods: the first method is to take the

weight of the weapon and round it to the nearest whole number, this only applies to melee

weapons ranged weapons always have a WS of 2. The second method is to use the chart below to

construct your WS.

WS cannot be negative and does not affect reflex checks; it only affects a character’s

initiative. WS has a cap set a four, though you can modify it as you see fit. Other factors also

influence WS, Weapons of Elven make are designed to be faster than most other cultures,

Gunblade type weapons house complex components and have are weighted towards the blade

and their for slower than average swords.

Weapon Speed Chart

Type/Modifiers WS

Weapon Types

One-Handed sword 1

Two-Handed sword 2

Staff Pole-Arm 2

Anything below 45cm 0

Pistol 1

Rifle 3

Bow 2

Crossbow 3

Modifiers

Elven -1

Gunblade +1

2.0+kg +1

3.0+kg +2

102

Limit Breaks Limit Breaks are desperation effects,

in essence a Limit Break is a last ditch effort

to defeat the enemy using all the strength the

user has in a single attack. This leaves the

user in an extreme state of exhaustion,

leaving them with no MP and forcing them

to make a Stun/Shock roll to stay conscious.

Limit Breaks must be chosen during

Character Generation and characters cannot

learn new Limit Breaks, without a reason for

it, but they can learn new “Finishers” via the

Special Arts. If they choose a Special Art as

a Finisher the character cannot use it in

standard battle.

Entering a Limit Break is almost as

devastating as the Limit Breaks themselves.

To enter a Limit Break a character must be

reduced to below approximately 40% of

their total Hits and still have all their limbs

(limbs reduced to 0 hits but not severed or

shredded). The character must then state that

they are going to use a Limit Break. Upon

declaration the character enters EX Mode,

while in EX Mode a character is considered

to be under the effects of Regen as well as

having all their Hits are replenished with

“Phantom Hits” that go away after the

character exits EX Mode. Limit Breaks last

for 1 round or 1 attack depending on the

situation.

A GM must consider a lot of things

before deciding to allow this system into his

or her game first off, will all PC have access

to it or will only certain ones, secondly will

then NPCs and enemies have access to this,

and third, will the GM allow characters to

use this if they’re in over their heads (like

for example, a party ran into a dragon which

proceeded to stop all over them leaving

them all but dead before the dragon was

even getting warmed up). Finally a GM

must decide that they like this system before

allowing it.

The Limit Breaks are:

Renzokuken: (Gunblade Only) User makes

attack rolls until the gunblade runs out of

ammo or the attacker misses. Has a %

chance of executing a finisher equal to the

number of attacks *5

Fusillade: (Magic Only) Pick Three Spells,

user casts these back to back alternating

between the first and second spells for 2-5

attacks before finishing with the third, spells

deal their full damage.

Steel Rain: (Bow Only) User fires upwards

2-12 times, arrows fall in a 2 meter radius

around the target dealing full damage has a

25% chance of using a Finisher.

Knights Honor: (Swords Only) User

preforms 2-7 attacks to the target’s weapons

and torso; attacks are at -1 accuracy,

regardless of the accuracy of the weapon,

and deal 150% max damage.

Duality Strike: (Twin Weapons) Attacker

strikes with both weapons simultaneously,

each charged with different elemental

energies, weapons deal their full damage

plus 2.

Elemental Overdrive: (Vynifacus Only) the

elemental energies within the attacker burst

forth shattering the reality around the caster

and the target and revealing a set of wings

made up of elemental energy (type and color

depend on the caster), Elemental Overdrive

deals 1d10 and hits 2-12 times before reality

fades in and the wings fade out.

103

The Magic Creation System The magic creation system is for Game Master use only, it is the system that enables the

creation of new magic spells. The system is setup like the old MTS from Mekton 2 but has a

maximum and minimum amount of damage chart in order to build a spell that deals damage you

must use both of these charts to “build” your die roll. The costs are given in MP which will be

used to cast the spell later when a character or NPC learns it. Example: Terra wants to build a

new spell that deals a d6+2 worth of damage to build it she must buy a maximum damage of 8

which costs 12 MP and a minimum damage of 3 which costs1.2 MP the total not counting any

other modifiers is 13.2 or 13 MP.

Damage:

Max 1 2 3 4 5 6 7 8 9 10 11 12

Cost 1 2 3 4 6 8 10 12 15 18 21 24

Min. 1 2 3 4 5 6 7 8 9 10 11 12

Cost 0 .2 .3 .4 .6 .8 1.0 1.2 1.5 1.8 2.1 2.4

Accuracy:

SA -2 -1 0 +1 +2 +3

Cost *0.6 *0.8 *0.9 *1.0 *1.5 *2.0

Range:

Range 0 3 4 5 6 7 8 9 10 11 12

Cost (HH) *0.35 *0.4 *0.45 *0.5 *0.6 *0.7 *0.8 *0.9 *1.0 *1.4 *1.8

Cost (MH) NA *1.2 *1.3 *1.4 *1.6 *1.8 *2.0 *2.2 *2.4 *2.8 *3.6

Casting Time:

Actions: 0 1 2 3 4 5 6

Cost *1.0 *.9 *.7 *.6 *.5 *.4 *.3

Blast Radius:

Hexes 0 1 2 3 4 5 10 20

Cost *1.0 *1.5 *1.8 *2.0 *2.3 *2.5 *3.0 *6.0

Cost (w/o Center) *1.0 *1.7 *2.0 *2.2 *2.5 *2.7 *3.2 *6.2

Element:

Element Cost

Earth *1.0

Wind *1.0

Fire *1.0

Water *1.0

Light *1.0

Dark *1.0

Combo(2) *1.5

Combo(3) *2.0

Type

Type Cost

Standard *1.00

Astral *0.50

Card/Scroll *0.60

Focused *0.75

Status Ailment *1.00

Healing *1.00

+Status Ailment *1.25

Status Cure *1.25

104

Other

What Cost:

Multi Dice *1.5 per Die

Multiple Hits *1.5 per hit

Non-Combat *1.0 to *0.5

Summon *1.0

Defensive *1.0

Flight/Levitation *1.5

Damage Association Max Min

1-4 1

5 2

6 1 7 2 8 1 9 2 10 1 11 2 12 1

Damage: This is the amount of damage a spell can

do, divided into minimum and maximum damage. A

spell at most can deal 15 hits of damage and at

minimum 1 hit of damage. Each set damage has a

minimum associated with it in the Damage

Association Chart

Cost: How many Magic Points or MP it takes to Cast

that particular spell

Accuracy: This is the spells accuracy (SA) or ability

to hit its intended target,

Range: This is the spells range in hexes, available in

both Human Hexes (HH) which are 2m across, and

Mecha Hexes (MH) which are 50m

Casting Time: How long a spell takes to cast in

actions (5 sec), the longer it takes to cast the less MP

it costs but the downside is you have to spend that

time focused completely on casting the spell

Blast Radius: The radius of area affect spells,

essentially how big a spell is. Available with and

without the center hex for different effects.

Element: Decides the spells Element, important as

some Monsters have Elemental Resistances and

Elemental Weaknesses as determined by the

Elemental Attribute of the Monster.

Earth: Earth pollutes Water. Earth spells

tend to be defensive. Earth offensive magic tends to

focus around Gravity or Stone spells but can yield

Lightning spells.

Wind: Wind whips over Earth. Wind spells

tend to be more offensively based, with spells like

Thunder and Aero. Wind magic can also be non-

combat oriented with spells like Levitation and

Flight.

Fire: Fire consumes Wind. Fire has the most

offensive spells of all elements. Fire based spells tend

to center around flames and explosions as well as

heat conduction.

Water: Water douses Fire. Water spells are

versatile having detecting spells, defensive magic,

healing magic, and offensive magic.

Light: Light dispels the Dark. Light magic

is used mostly for support or astral spells. Light has

the most Healing spells but very few attack spells.

Dark: Darkness shrouds Light. Dark has

mostly Status Ailment magic. Dark spells focus on

hitting in vital locations or inflicting Blind, Poison,

Zombie, and Paralysis.

Type: Determines the type of spell your constructing,

spells can be of the following types

Standard: Standard spells can be cast

straight off your magic or reflex stat. standard spells

require only MP and their casing time.

Astral: Astral spells are attacks on the

Astral plane, they don’t effect humans or other races

but can strike Monsters straight though their armor

Card/Scroll: Spell has been cast onto a

Card or Scroll, to activate the Card or Scroll one must

pay the MP cost, after activation the Card or Scroll is

consumed.

Focused: Spell works though a focusing

point like a wand or staff. A focused spell cannot be

cast without a focus.

Status Ailment: Status Ailment spells are

spells that inflict an ailment like Blind, Sleep, Poison,

Frozen, Paralysis, and Zombie. Built as a one point

spell in terms of damage, they don’t do any damage.

+ Status Ailment: Status Ailment spells are

spells that inflict an ailment like Blind, Sleep, Poison,

ect. Built as standard spells in terms of damage, they

do damage and then add status ailments.

105

Healing: Healing spells are spells that are

built as normal spells but reverse the damage to give

back hits instead of taking them away

Status Healing: Status Healing spells are

spells that reverse Status Ailments, Status Healing

spells must buy a maximum damage equal to the

number of ailments they reverse.

Other: Other little things that spells can do that don’t

really fit anywhere else

Multi Dice: The ability to throw multiple

damage dice, each one identical to the one that is set

for the base damage. Cost is by the die

Multiple Hits: The ability for a spell to hit

you multiple times, determined like burst value, each

hit does its own damage.

Non-Combat: Non-Combat spells are spells

that don’t do any damage or Status Ailment, spells

like Lighting and Detect Magic are examples of Non-

Combat Spells

Summons: In terms of construction

Summoning Spells are just really big attack spells,

with wicked cool special effects

Defensive: Defensive Magic is a branch of

magic that covers Barriers and protective items,

defensive magic is built like offensive magic but

instead of dealing damage it blocks it instead.

Levitation/ Flight: Built like Offensive

Magic but instead of having damage it has Flight

MA, all Flight/Levitation spells are Wind based and

deal no damage.

Finishing Up:

Now you’ve got your spell, but

you’ve got a decimal at the end. The final

step is to round all decimals to the nearest

whole number.

Creature Creation Alright we’ve got the spells, we’ve got the star maps, we’ve got the mecha (or can get the

mecha), so what are we missing? The monsters! We need monsters and animals fast. To do this

we need a Creature Creation system.

Okay what is a Monster and how does it differ from a standard animal. Well in Role

Playing terms a monster is a lifeform released or mutated by the Dimensional Tear incident. In

game terms a monster is a creature with an Elemental Attribute and there for more than a simple

animal. Now don’t get me wrong animals are still deadly in a fight. A cornered wolf is still going

to take the path of least resistance, namely you. Monsters are also immune to energy weapons

that are smaller than Mecha Scale. Monsters are not immune to projectiles however, thus an

auto-pistol will still hurt most monsters, or at least annoy them.

If you want to build animals using this system just omit the Elemental Attribute, or look

on pgs.130-132 in Mekton Zeta Plus.

Monster/Animal Temperament Table

Value Temperament

1 Cowardly

2 Very Timid

3 Timid

4 Quiet

5 Neutral

6 Active

7 Aggressive

8 Dangerous

9 Very Dangerous

10 Vicious

Monster/Animal MA Table MA Meters per Turn

1 1m

2 5m

3 15m

4 22m

5 30m

6 50m

7 75m

8 100m

9 200m

10 300m

106

Monster/Animal Size Table

Size Head Limb Body SP/MSP Damage Hit Mod Lift/Weight

1 1 1 1 0 1 -2 0

2 1 2 3 0 1d6/3 -1 3kg

3 2 3 5 0 1d6/2 0 10kg

4 5 7 10 0 1d6 0 40kg

5 7 11 15 1 1d6+2 0 120kg

6 10 15 20 3 1d6+4 0 250kg

7 13 19 25 6 2d6 +1 500kg

8 15 23 30 9 2d6+2 +1 666kg

9 17 27 35 12 2d6+4 +2 825kg

10 20 30 40 15 3d6 +2 1000kg

Monster/Animal Reflexes Table

Stat Description

2 Torpid

3 Very Slow

4 Slow

5 Below Average

6 Average

7 Above Average

8 Fast

9 Very Fast

10 Lightning

Monster/Animal Scale

Scale Hits SP/MSP Damage Hit Mod Lift/Wt.

Human *1 *1 *1 +0 *1

Roadstriker *4 *4 (Max)*4 +3 *4

Mekton *10 *10 (Max)*10 +6 *10

Corvette *100 *20 (Max)*100 +9 *100

Starship *1000 *50 (Max)*1000 +12 *1000

Elemental Attributes:

Value Element Weakness Resists

1 Light 50% Dark 25% Light

2 Light 100% Dark 50% Light

3 Fire 50% Water 50% Fire, 25% Wind

4 Fire 100% Water 100% Fire, 75% Wind

5 Water 50% Earth 50% Water, 25% Fire

6 Water 100% Earth 100% Water, 75% Fire

7 Earth 50% Wind 50% Earth, 25% Water

8 Earth 100% Wind 100% Earth, 75% Water

9 Wind 50% Fire 50% Wind, 25% Earth

10 Wind 100% Fire 100% Wind, 75% Earth

11 Dark 50% Light 25% Dark

12 Dark 100% Light 75% Dark

107

Abilities: Some creatures have unusual

abilities, a Creature can only have three

abilities, not to be confused has three

abilities, a creature may have as few as it

requires but it may not exseed three total

abilities. For a complete list of abilities turn

to pg.131 of Mekton Zeta Plus.

Armored: the Creature has an armored hide

+10sp

Armor Piercing: Creature’s claws and

Fangs are extremely sharp and can pierce

armor (treat armor as 1/2 SP)

Camouflaged: Creature can make itself

very hard to detect subtract creatures

reflexes from Awareness/Notice Checks

Entangle: The creature can perform

entangling attacks, successful entangles do

1/2 damage every action until victim escapes

Flying: Creature is capable of moving a

twice the speed determined by its MA

Hypnotic: The creature can hypnotize

others of its size or smaller requiring a Cool

or Temperament check of difficulty 15.

Keen Senses: This creature has exceptional

senses; A difficulty 25 Shadow/Avoid

Pursuit check must be made to avoid

detection

Phasing: Creature can shift their density to

allow solid matter to pass through them or to

allow them to pass through solid matter.

Creature can phase every 10 Turns.

Ranged Attack: The creature can attack

with some sort of ranged attack, deals

damage determined by its size rating has a

weapon accuracy of 0 and its range is equal

to its MA.

Regeneration: The creature can regenerate

at a rate of 1 hit every 12 terns.

108

Mekton Technical System Mekton SeeD is designed to be used with the standard Mekton Zeta Plus with one or two

exceptions. The weapon creation systems have had a slight overhaul, to bring them into the

realm of easier to build and control. Power Plants have had a slight addition and a slight overhaul

for playability and game balance. Finaly a new system has been addes called a Magi Lense,

which operates as a ESPer Lens for magic.

Ranges In Standard Mekton Zeta long range weapons are limited based on their Kill value. For

example a 1Kill laser only has a range of 4 hexes, a 1K Missile has a 4 hex range, and a 1K

projectile weapon has a range of 3 hexes. Now the above ranges are stock ranges without

modification. The point of changing the system is to create a more cost effective and easy to use

system without creating weapons that cost in the hundreds of CP not counting Space Efficiency.

For building weapons in Mekton SeeD ignore the weapon range based on the kill value of the

weapon and use the chart below for weapon range and how much it costs.

Beam Weapons Projectile Weapon Missile Weapons Range Cost Cost Cost

0 *0.0 *0.0 *0.2

1 *0.3 *0.2 *0.3

2 *0.4 *0.4 *0.4

3 *0.5 *0.5 *0.5

4 *0.6 *0.6 *0.6

5 *0.7 *0.8 *0.7

6 *0.8 *1.0 *0.8

7 *0.9 *1.2 *0.9

8 *1.0 *1.4 *1.0

9 *1.1 *1.6 *1.3

10 *1.2 *1.8 *1.5

11 *1.3 *2.0 *1.8

12 *1.4 *2.2 *2.0

13 *1.5 *2.4 *2.5

14 *1.6 *2.6 *3.0

15 *1.7 *2.8 *3.5

16 *1.8 *3.0 *4.0

17 *1.9 *3.2 *4.5

18 *2.0 *3.4 *5.0

19 *2.3 *3.6 *5.5

20 *2.5 *3.8 *6.0

109

Power Plants As stated in this Book several

Nations use a form of power not standardly

available in Mekton Zeta Plus. They are

Crystal Power Plants. Crystal Power plants

use a Magicite Crystal to provide power to

the Mecha without the dangers of fuel or

radioactive waste storage. Crystal Power

Plants can over-pressurize the crystal to

provide short bursts of incredible power but

this can lead to either the distruction of the

mecha, or the crystal fracturing rendering

the mecha without power.

Mechanics wise Crystal Power

Plants are almost identical to Bioenergy

Power Plants except that they cannot change

the level in which they were built (i.e. an

under charged power plant cannot raise to a

standard or super charged no matter how

heightened the pilots emotional state is). All

Crystal Power Plants are considered to have

a V-Max System installed but the results

vary with the state of the power plant, Hot

Power Plants tend to explode at the end of

the V-Max effect with only a 15% chance of

the crystal just fracturing, whereas a Cool

Power Plant has a 15% chance of exploding

or the Crystal fractures rendering the mecha

powerless.

Another change is some definition

on Power Cells or Batteries. Mecha with a

Power Cell is bound by a six hour time limit

on operation time, not counting use of beam

weapons. Each Power Cell has 360 Power

Points to be used for actions Every round of

full movement is 1 Power Point, use of

beam weapons is 1 point per kill of damage,

and sensors use 1 point per Kilometers in an

active scan, 2 points for recon systems

(except ASP which costs 4).

Cool Power Cells are big capacitors

that hold energy from the mecha’s base or

carrier, these if struck, lose Power Points

Equal to the Damage dealt and are rendered

useless if they Fail their XS. Hot Power

Cells are giant thermonuclear or plasma

based batteries, these also lose Power Points

equal to the Damage dealt if they are hit but

release heavy long lasting radiation that

renders the mecha irrecoverable and deals 2

hits of damage per action to each hit location

without special protection.

Power Cell Power Plants do not gain

more Power Points the more they are

Charged but they gain the other benefits of

being Overcharged. Individual Power Cells

Cost one tenth of what they save in CP. (i.e.

a Power Cell Power Plant that costs -25 CP

costs 2.5 CP beyond the first Power Cell)

Power Plants

Type XS(H) Undercharged Standard(H) Over Super

Crystal 1(5) *-0.2 *0.0(-0.13) *0.19 *0.38

Power Cell 1(5) *-0.02 *0.0(-0.015) *-0.02 *-0.05

Other types found Pg. 67 Mekton Zeta Plus

110

Magi Lenses In standard MTS there are rules for

ESPer Lenses, in Duoarma magic exists side

by side with Psionics. Do to that fact, some

organizations have been working on a

similar system for magic use.

The Magi Lens takes a magic user’s

natural abilities and amplifies them to the

scale of the unit. Magi Lenses can only be

used in units that use Crystal Power Plants,

and reflexive cockpits, this is because it

requires magical energy to function. Game

wise magi lenses use the same construction

and costs as ESPer Lenses.

The spells that are able be amplified

are primarily attack spells, healing spells,

and most support spells. Status affecting

spells and all special arts are incompatible

with Magi Lens technology. Most healing

spells do not heal mecha but rather are

amplified to cover an area-of-effect of 1 hex

per rank of spell.

To use Magi Lenses take the average

damage of the spell and deals that as damage

on the scale that the Lens is built at. Unlike

1:25, or human scale, spells do not use MSP

but use standard attack rules and armor

ablation. This is to maintain play balance

across the board due to the fact that magic is

more common than Psychics.

Magi Lenses scale the same as ESPer

Lenses and suffer from backlash like ESPer

Lenses. Magi Lenses suffer from backlash

because of the nature of channeling magical

energies direct from the pilot and amplifying

it across the mecha. Because of the nature of

magic the backlash deals damage to the

equivalent location on the pilot.

111

Hikaru stared up into the lifeless face of the unit in front him, ”Two eyes? Really, two eyes went

the way of the dodo twenty years ago.” The old designer just stared at him, “Just because it

looks dated doesn’t mean that it can’t keep up, besides Esthar just released its newest MS so you

might want to rethink your statement”. Hikaru climbed into the cockpit and began preflight

“Hey old man, this unit have a name?” The old man turned “Freedom”

Appendix A: Mecha

The different peoples of the Duoarma galaxy have developed robotic weapons that have taken

the battlefields by storm. First usage of mecha dates back to the first Esthar/Galbadia war, the

suits used were little more than walking tanks that shelled and devastated the battlefield. Today’s

mecha are more refined and more agile, often being as fast as a human SOLDIER, also today’s

mecha power plants are much more stable than those 500 years ago. The different peoples of

Duoarma place different design values on their mecha, for instance Galbadia values heavy armor

and sturdy construction, whereas Esthar values balanced light weight mecha.

Astral Kingdom: The Astral Kingdoms

utilize a form of mecha known as beast

mecha, beast mecha gain a bonus to their

maneuverability because it is faster to turn

(stably) on 4 legs than 2 legs.

Crystal Empire: The elves value speed and

melee combat over all else, often sacrificing

armor and ranged capacities. The elves often

design there mecha to look like knights or at

least suits of armor, Elven Mecha use a

magicite core for power.

Estharian Technocracy: The people of

Esthar value balanced performance and low

weight often using projectile weapons rather

than beam due to versatility and cost.

Estharian Mecha often use internal

automation systems to alleviate the strain on

the pilot.

Armies of the Estharian Magiocracy: A

terrorist band that uses any mecha that they

can get their hands on. AEM mecha tend to

be discarded Galbadian or Etharian mecha

that are considered out of date.

Knights Of Eden: This splinter Group of

SeeD uses mostly Transforming Mecha and

has been experimenting with Lens

Technology.

Centra Coalition: The Centra are the

masters of Multi-Function Beam Weapons.

Centra Mecha use a Crystal Core for power

and incorporates a self-destruct system tied

directly to the pilot’s vitals. Centra Mecha

have their cockpits located in their head and

don’t take kindly to head hunters.

Aggendi Empire: The Aggendi use

Biological Monsters as Mecha, as such the

Aggendi never fully mastered built in beam

weapons. Aggendi Techno-Organic mecha

utilize Claws and Blades over built in long

range weapon they do often carry large

projectile weapons and use external

weapons mounts. Due to their Techno-

Organic nature all Aggendi Mecha are Able

to Regenerate.

112

NAME : M-09 DRAGOON FACTION : ESTHAR TYPE : GROUND COMBAT SUIT WEIGHT : 29.1 tons

MANUFACTURER : MITHRIL MECHAWORKS COST : 106.8CP (1,068,100gil)

STATS

MV: -2 MR: APT: 2 +ADD: +0/+1 MA: 5 FLIGHT MA: NA

SENSORS: 4 SENSOR RANGE: 15km COMM RANGE: 1,500km XS: 01

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/3 3.0 __/3 2 3.8

MAIN BODY __/6 6.0 __/3 2 3.8

RIGHT ARM __/4 4.0 __/3 2 3.8

LEFT ARM __/4 4.0 __/3 2 3.8

RIGHT LEG w/FOOT __/4 4.0 __/3 2 3.8

LEFT LEG w/FOOT __/4 4.0 __/3 2 3.8

TOTAL: 39.8

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE

“MW” SENSORS HEAD __/2 15km 1,500km

BACKUP SENSORS MAIN BODY __/2 1km 300km

TOTAL: 11.0

113

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

TWIN PHALANX SYSTEM* [H] +0 3 1K per hit NA 3 NA 1.9

TWIN PHALANX AMMO [H] NA NA NA 20 NA NA 0.4

HAND [RA] +0 1 1K+ NA NA NA 2.0

HAND [LA] +0 1 1K+ NA NA NA 2.0

MONO-CUTTER (AP) [1H] +0 1 2K+ INF NA NA 2.0

M-36 ASSAULT RIFLE [2H] +0 6 3K per hit NA 3 NA 6.0

M-36 AMMO [GUN] NA NA NA 15 NA NA 0.9

M-36 AMMO [RL] NA NA NA 15 NA NA 0.9

M-36 AMMO [LL] NA NA NA 15 NA NA 0.9 *VARIABLE PHALANX/ANTI-PERSONNEL

TOTAL: 17.0

OPTIONS

WHAT/WHERE SPACE CP

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

NIGHTLIGHTS [H] NA 1.0

P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

EJECTION SEAT NA 1.0

TOTAL: 27.3

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: TWIN PHALANX SYSTEM 0.5

SPACE EFFICIENCY: RES. INTENSIFIERS 0.5

SPACE EFFICIENCY: ECM SUITE 1.0

TOTAL: 2.0

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWER PLANT (COOL) NA *0.00

ENV. PRO. (ARTIC, DESERT & UNDERWATER) NA *0.10

INTERNAL AUTOMATION (LV:4, PROTFOLIO: 4) 1 *1.10

TOTAL: *1.1

INTERNAL AUTOMATION

STATS

INT: 4 COOL: 4 REF: 4 TECH: 4 LUCK: 4

SKILLS

SKILL STAT Lv

COMMUNICATIONS OPERATIONS INT 4

E. WARFARE SKILL INT 4

GENERAL KNOWLEDGE INT 4

SENSOR OPERATIONS INT 4

114

NAME : M-110 STRIKE DAGGER

TYPE : “STRIKER” MULITI-ROLE MECHA

MANUFACTURER: MITHRIL MECHAWORKS

FACTION : ESTHAR

STATS

WEIGHT : 35.5 tons

COST : 248.5CP (2,485,000gil)

MV : -2

MR :

APT : 2

XS : 05

+ADD : +0/+1

MA : 6

FLIGHT MA : 12

OTHER MA : 2

SENSORS : __/2

SENSOR RANGE: 11km

COMMO RANGE: 1,300km

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/3 3.0 __/4 NA 4.0

MAIN BODY __/8 8.0 __/4 NA 4.0

RIGHT ARM __/4 4.0 __/4 NA 4.0

LEFT ARM __/4 4.0 __/4 NA 4.0

RIGHT LEG __/5 5.0 __/4 NA 4.0

LEFT LEG __/5 5.0 __/4 NA 4.0

TOTAL: 53.0CP

FLIGHT SYSTEMS

TYPE LOCATION SPACE COST

THRUSTERS MAIN BODY 5.3 5.3

THRUSTERS RIGHT LEG 5.3 5.3

THRUSTERS LEFT LEG 5.3 5.3

TOTAL: 15.9CP

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE COST

“HS” SENSOR SUITE HEAD __/2 11km 1,300km 6.0

BACKUP SENSORS MAIN BODY __/2 1km 300km 2.0

TOTAL: 8.0CP

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

RIGHT HAND (Q, H) [RA] +0 0 1K+ INF NA NA 2.0

LEFT HAND (Q, H) [LA] +0 0 1K+ INF NA NA 2.0

TWIN PHALANX SYSTEM* [H] +0 3 1K per hit NA 3 NA 1.9

TWIN PHALANX AMMO [H] NA NA NA 20 NA NA 0.4

M-48 BEAM RIFLE [1H] +1 8 4K INF NA NA 6.0

XM-30 BEAM SABER [1H] +1 0 3K INF NA NA 3.0 *VARIABLE PHALANX/ANTI-PERSONNEL

TOTAL: 15.3CP

115

SHIELDS

TYPE LOCATION SP DA SPACE: COST

“LW” SHIELD ONE HAND __/6 -2 1 6.0

TOTAL: 6.0CP

OPTIONS

WHAT/WHERE SPACE CP

COCKPIT [MB] 1.0 0.0

IA COMPUTER [MB] 1.0 0.0

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

SPOTLIGHTS [H] NA 1.0

P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

ESCAPE POD [MB] 1.0 2.0

TOTAL: 28.3CP

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: THRUSTERS [MB] 1.5

SPACE EFFICIENCY: THRUSTERS [RL] 2.0

SPACE EFFICIENCY: THRUSTERS [LL] 2.0

SPACE EFFICIENCY: TWIN PHALANX SYSTEM [H] 0.8

SPACE EFFICIENCY: RECON SYSTEMS [H] 0.5

SPACE EFFICIENCY: RECON SYSTEMS [MB] 0.5

SPACE EFFICIENCY: ECM SUITE [MB] 1.5

SPACE EFFICIENCY: ESCAPE POD [MB] 0.5

SPACE EFFICIENCY: IA COMPUTER 0.5

SPACE EFFICIENCY: M-48 BEAM RIFLE 1.0

TOTAL: 10.8CP

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWERPLANT (HOT, OC) NA *0.15

ENVIRONMENTAL PROTECTION (ARTIC, DESERT, SPACE, EM, UNDERWATER) *0.30

IA COMPUTER (Lv:4 PORTFOLIO:4) [MB] 1 *0.36

TOTAL: *0.81

INTERNAL AUTOMATION

STATS

INT: 4 COOL: 4 REF: 4 TECH: 4 LUCK: 4

SKILLS

SKILL STAT Lv

COMMUNICATIONS OPERATIONS INT 4

E. WARFARE SKILL INT 4

GENERAL KNOWLEDGE INT 4

SENSOR OPERATIONS INT 4

116

NAME : TYPE 02a GOLEM FACTION : GALBADIA

TYPE : GROUND COMBAT MS WEIGHT : 46.7 tons

MANUFACTURER : KINGDOM MECHAWORKS COST : 129.5 (1,295,000gil)

STATS

MV: -4 MR: APT: 2 +ADD: +1/+2 MA: 4 FLIGHT MA: NA

SENSORS: 4 SENSOR RANGE: 15km COMM RANGE: 1,500km XS: 05

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/5 5.0 __/6 1 6.0

MAIN BODY __/12 12.0 __/6 1 6.0

RIGHT ARM __/6 6.0 __/6 1 6.0

LEFT ARM __/6 6.0 __/6 1 6.0

RIGHT LEG w/FOOT __/7 7.0 __/6 1 6.0

LEFT LEG w/FOOT __/7 7.0 __/6 1 6.0

TOTAL: 79.0

SENSORS TYPE LOCATION KILLS RANGE COMM. RANGE

“MW” SENSOR SUITE HEAD __/2 15km 1,500km

BACKUP SENSORS HEAD __/2 1km 300km

TOTAL: 11.0

117

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

HAND [RA] +0 1 1K+ NA NA NA 2.0

HAND [LA] +0 1 1K+ NA NA NA 2.0

M-26 ASSAULT RIFLE [2H] +0 6 2K NA 3 NA 10.4

M-26 AMMO [GUN] NA NA NA 20 NA NA 2.1

M-26 AMMO [RL] NA NA NA 20 NA NA 2.1

M-26 AMMO [LL] NA NA NA 20 NA NA 2.1

TOTAL: 20.7

OPTIONS

WHAT/WHERE SPACE CP

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

NIGHTLIGHTS [H] NA 1.0

P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

EJECTION SEAT NA 1.0

TOTAL: 27.2

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: M-26 AMMO [ALL] 1.5

TOTAL: 1.5

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWER PLANT (HOT) NA *-0.10

TOTAL: *-0.10

118

NAME : GMX-305 JEGAN

TYPE : MEDUM STRIKER MS

MANUFACTURER : KINGDOM MECHAWORKS

FACTION : GALBADIA

STATS

WEIGHT : 40 tons

COST : 175.9 CP (1,759,000gil)

MV : -4

MR :

APT : 2

XS : 01

+ADD : +1/+2

MA : 4

FLIGHT MA : 12

OTHER MA : 2

SENSORS : __/2

SENSOR RANGE: 15km

COMMO RANGE: 1,500km

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/4 4.0 4K 1 4.0

MAIN BODY __/8 8.0 4K 1 4.0

RIGHT ARM __/5 5.0 4K 1 4.0

LEFT ARM __/5 5.0 4K 1 4.0

RIGHT LEG __/5 5.0 4K 1 4.0

LEFT LEG __/5 5.0 4K 1 4.0

THRUSTER POD NA 3.0 4K 1 4.0

TOTAL: 63.0

FLIGHT SYSTEMS

TYPE LOCATION SPACE COST

THRUSTERS THRUSTER POD 6 6.0

THRUSTERS RIGHT LEG 6 6.0

THRUSTERS LEFT LEG 6 6.0

TOTAL: 18.0

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE

“MW” SENSOR SUITE HEAD __/2 15km 1,500km

BACKUP SENSORS HEAD __/2 1km 300km

TOTAL: 11.0

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

HAND [RA] +0 1 1K+ NA NA NA 2.0

HAND [LA] +0 1 1K+ NA NA NA 2.0

M-38 MISSILES [RA] +1 8 3K 2 NA NA 1.2

M-38 MISSILES [LA] +1 8 3K 2 NA NA 1.2

M-28 BEAM RIFLE [1H] +1 8 2K INF 3 NA 6.0

TOTAL: 12.4

119

SHIELDS

TYPE LOCATION SP DA SPACE: COST

“LW” SHIELD LEFT HAND __/6 -2 1 6.0

TOTAL: 6.0

OPTIONS

WHAT/WHERE SPACE CP

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

NIGHTLIGHTS [H] NA 1.0

P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

EJECTION SEAT NA 1.0

TOTAL: 27.3

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: X-28 BEAM RIFLE 1.0

SPACE EFFICIENCY: THRUSTERS [RL] 1.0

SPACE EFFICIENCY: THRUSTERS [LL] 1.0

TOTAL: 3.0

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWER PLANT (COOL) NA *0.00

IA COMPUTER (LV: 4, PORTFOLIO 3) 1 *1.10

ENV. PRO. (ARTIC, DESERT, SPACE, & UNDERWATER) NA *0.15

TOTAL: *1.25

INTERNAL AUTOMATION

STATS

INT: 4 COOL: 4 REF: 4 TECH: 4 LUCK: 4

SKILLS

SKILL STAT Lv

E. WARFARE SKILL INT 4

COMMUNICATIONS OPERATIONS INT 4

SENSOR OPERATIONS INT 4

120

NAME : GAT-101 RANGER

TYPE : STRIKER MS

MANUFACTURER : GARDEN FACTORIES 1&2

FACTION : SeeD

STATS

WEIGHT : 32.5 tons

COST : 256.4 CP (2,564,000gil)

MV : -1

MR :

APT : 2

XS : 1

+ADD : +0/+1

MA : 7

FLIGHT MA : 16

OTHER MA : 2

SENSORS : __/4

SENSOR RANGE: 20km

COMMO RANGE: 2,000km

POWER POINTS: ___/360

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/3 3.0 __/4 1 4.0

MAIN BODY __/6 6.0 __/4 1 4.0

RIGHT ARM __/4 4.0 __/4 1 4.0

LEFT ARM __/4 4.0 __/4 1 4.0

RIGHT LEG __/5 5.0 __/4 1 4.0

LEFT LEG __/5 5.0 __/4 1 4.0

TOTAL: 51.0

FLIGHT SYSTEMS

TYPE LOCATION SPACE COST

THRUSTERS MAIN BODY 6.5

THRUSTERS RIGHT LEG 6.5

THRUSTERS LEFT LEG 6.5

TOTAL: 19.5

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE

“LH” SENSOR SUITE HEAD __/2 20km 2,000km

BACKUP SENSORS HEAD __/2 1km 300km

TOTAL: 14.0

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

HAND [RA] +0 1 1K+ NA NA NA 2.0

HAND [LA] +0 1 1K+ NA NA NA 2.0

X-38 BEAM RIFLE [1H] +1 8 3K NA NA NA 3.7

X-38 CLIP [GUN] NA NA NA 10 NA NA 1.0

X-38 CLIP [RL] NA NA NA 10 NA NA 1.0

X-38 CLIP [LL] NA NA NA 10 NA NA 1.0

X-04 BEAM SABRE [1H] +1 1 4K INF NA NA 4.0

121

ARMAMENTS CONT.

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

X-04 BEAM SABRE [1H] +1 1 4K INF NA NA 4.0

TOTAL: 18.7

SHIELDS

TYPE LOCATION SP DA SPACE: COST

“MS” SHIELD LEFT HAND __/8 -2 1 8.0

TOTAL: 8.0

OPTIONS

WHAT/WHERE SPACE CP

ANTI-THEFT CODE LOCK NA 0.2

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

NIGHTLIGHTS [H] NA 1.0

SOUND/P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

ESCAPE POD 1.0 2.0

STORAGE MODULE [MB] 1.0 1.0

TOTAL: 29.5

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: THRUSTERS [MB] 2.8

SPACE EFFICIENCY: THRUSTERS [RL] 2.3

SPACE EFFICIENCY: THRUSTERS [LL] 2.3

SPACE EFFICIENCY: X-38 BEAM RIFLE [1H] 0.5

SPACE EFFICIENCY: RECON SYSTEMS [MB] 1.0

SPACE EFFICIENCY: ECM SUITE [MB] 1.5

SPACE EFFICIENCY: ESCAPE POD [MB] 0.5

TOTAL: 10.1

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWER PLANT (COOL, SC, POWER CELL) NA *0.15

IA COMPUTER (LV: 4, PORTFOLIO 5) 1 *1.40

ENV. PRO. (ARTIC, DESERT, SPACE, & UNDERWATER) NA *0.15

TOTAL: *1.70

INTERNAL AUTOMATION

STATS

INT: 4 COOL: 4 REF: 4 TECH: 4 LUCK: 4

SKILLS

SKILL STAT Lv

AUTO PILOT REF 4

COMMUNICATIONS OPERATIONS INT 4

E. WARFARE SKILL INT 4

GENERAL KNOWLEDGE INT 4

SENSOR OPERATIONS INT 4

122

NAME : GAT-000-0a G.U.N.D.A.M.

TYPE : HEAVY STRIKER MECHASUIT

MANUFACTURER: GARDEN FACTORY 01

FACTION : SeeD

STATS

WEIGHT : 45.5tons

BASE COST : 242.4

COST : 557.29

MV : +0

MR :

APT : 2

XS : 01

+ADD : +1/+2

MA : 6

FLIGHT MA : 16

OTHER MA : 3

SENSOR RANGE: 30km

COMM RANGE: 3,000km

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/4 4.0 __/5 4 7.5

MAIN BODY __/10 10.0 __/5 4 7.5

RIGHT ARM __/5 5.0 __/5 4 7.5

LEFT ARM __/5 5.0 __/5 4 7.5

RIGHT LEG W/FOOT __/6 6.0 __/5 4 7.5

LEFT LEG W/FOOT __/6 6.0 __/5 4 7.5

BACK POD 0/0 4.0 __/5 4 7.5

TOTAL: 92.5

FLIGHT SYSTEMS

TYPE LOCATION SPACE COST

THRUSTERS BACK POD 9.1 9.1

THRUSTERS RIGHT LEG 9.1 9.1

THRUSTERS LEFT LEG 9.1 9.1

TOTAL: 27.3

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE

“AH” SENSOR SUITE HEAD __/3 30km 3,000km

BACK UP SENSORS MAIN BODY __/2 1km 300km

TOTAL: 24.0

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

HAND [RA] (QUICK) +1 1 1K+ INF NA NA 2.3

HAND [LA] (QUICK) +1 1 1K+ INF NA NA 2.3

MW-51 BEAM SABRE [1H] +1 1 5K INF NA NA 5.0

BW-48 BEAM RIFLE [1H] +1 8 4K INF NA NA 6.0

TOTAL: 15.6

123

SHIELDS

TYPE LOCATION SP DA SPACE COST

“MW” BINDER LEFT ARM __/7K -1 1.0 15.0

MW-55 BEAM SHIELD BINDER 5K -2 7.5 7.5

TOTAL: 22.5

OPTIONS

WHAT/WHERE SPACE CP

ANTI-THEFT CODELOCK [MB] NA 0.2

ECM: MISSILE JAMMING Lv: 4 [MB] 6.0 6.0

ECM: RADAR JAMMING Lv: 4 [MB] NA 6.0

ECM: SENSOR JAMMING Lv: 4 [MB] NA 6.0

ESCAPE POD [MB] 1.0 2.0

LIFTWIRE [MB] NA 0.2

LOGIC PROCESSORS (+2 INT) [MB] 1.0 5.0

RADIO/RADAR ANALYZER [H] 1.0 5.0

RESOLUTION INTENSIFIERS *1034 [H] 1.0 5.0

SOUND/PA SYSTEM [MB] NA 0.1

SPOTLIGHTS x5 [H] NA 1.0

STORAGE MODULE [MB] 1.0 1.0

TECH ANALYZERS (+2 TECH) [MB] 1.0 5.0

TOTAL: 42.5

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: THRUSTERS [BP] 1.0

SPACE EFFICIENCY: THRUSTERS [RL] 2.0

SPACE EFFICIENCY: THRUSTERS [LL] 2.0

SPACE EFFICIENCY: RECON SYSTEMS [H] 1.0

SPACE EFFICIENCY: ECM SUITE [MB] 1.5

SPACE EFFICIENCY: ESCAPE POD [MB] 0.5

SPACE EFFICIENCY: MANEUVER VERNIERS [MB, RA, LA, RL, LL] 10.0

TOTAL: 18.0

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWERPLANT (SC, COOL) NA *0.30

ENVIRO. PROTECTION (DESERT, ARTIC, SPACE, UNDERWATER) NA *0.20

MANEUVER VERNIERS (+4 MV) [MB, RA, LA, RL, LL] 20.0 *0.40

INTERNAL AUTOMATION (Lv: 4 PORTFOLIO 5) [MB] 1.0 *0.40

TOTAL: *1.30

INTERNAL AUTOMATION

STATS

INT: 6 COOL: 4 REF: 4 TECH: 6 LUCK: 4

SKILLS

SKILL STAT Lv

AUTO PILOT REF 4

COMMUNICATIONS OPERATIONS INT 4

E. WARFARE SKILL INT 4

INTERNAL DIAGNOSTICS TECH 4

SENSOR OPERATIONS INT 4

124

NAME : VF-2ss VALKYRIE FACTION : KNIGHTS OF EDEN

TYPE : “MS” VARIABLE BATTLEMECHA WEIGHT : 44.0 tons

MANUFACTURER : VOIGHT FAIRCHILD MECHAWORKS COST : 557.2CP (5,572,000gil)

STATS:

MV: -1/-2/-3 MR: +ADD: +0/+1 MA: 5 FLIGHT MA: 16/20, 24/28, 32/36

SENSORS: __/2 SENSOR RANGE: 15km COMM RANGE: 1,500km XS: 01

SERVOS & ARMOR

WHAT KILLS COST ARMOR DC COST

HEAD __/3 4.0 __/4 2 5.0

MAIN BODY __/8 8.0 __/4 2 5.0

RIGHT ARM __/4 4.0 __/4 2 5.0

LEFT ARM __/4 4.0 __/4 2 5.0

RIGHT LEG __/5 5.0 __/4 2 5.0

LEFT LEG __/5 5.0 __/4 2 5.0

RIGHT WING __/3 3.0 __/3 2 3.8

LEFT WING __/3 3.0 __/3 2 3.8

WEAPON MOUNT [MB] 2.0

WEAPON MOUNT [RW] 2.0

WEAPON MOUNT [LW] 2.0

TOTAL: 79.6CP

FLIGHT SYSTEMS

TYPE LOCATION SPACE COST

THRUSTERS MAIN BODY 8.8 8.8

THRUSTERS RIGHT LEG 8.8 8.8

THRUSTERS LEFT LEG 8.8 8.8

TOTAL: 26.4CP

SENSORS

TYPE LOCATION KILLS RANGE COMM. RANGE COST

“MW” SENSOR SUITE HEAD __/2 15km 1,500km 9.0

BACK UP SUITE MAIN BODY __/2 1km 300km 2.0

TOTAL: 11.0CP

125

ARMAMENTS

WHAT/WHERE WA RN DAMAGE SH BV ANGLE COST

RIGHT HAND (Q, H) [RA] +0 0 1K+ INF NA NA 2.0

LEFT HAND (Q, H) [LA] +0 0 1K+ INF NA NA 2.0

BW-18* VRF LASER [H] +0 8 1K per hit INF 5 NA 10.5

BW-18* VRF LASER [H] +0 8 1K per hit INF 5 NA 10.5

EMW-55 BEAM SABRE (ReChrg) [1H] +0 0 5K 5** NA NA 3.5

EMW-55 BEAM SABRE (ReChrg) [1H] +0 0 5K 5** NA NA 3.5

M-510 SHRIKE MISSILES [RWM] +0 10 5K per hit 4 1-2 NA 3.0

M-510 SHRIKE MISSILES [LWM] +0 10 5K per hit 4 1-2 NA 3.0

PW-36 GUNPOD** [2H] +0 6 3K per hit NA 5 NA 12.6

PW-36 GUNPOD AMMO [GUN] +0 NA NA 10 NA NA 1.3

PW-36 GUNPOD AMMO [RL] +0 NA NA 10 NA NA 1.3

PW-36 GUNPOD AMMO [LL] +0 NA NA 10 NA NA 1.3 *VARIABLE: ALL PURPOSE **TURNS IN USE

*** VARIABLE: PHALANX-STANDARD

TOTAL: 54.5CP

SHIELDS

TYPE LOCATION SP DA SPACE: COST

XS-52 BEAM SHIELD LEFT ARM 5 -2 7.5 7.5

TOTAL: 7.5CP

OPTIONS

WHAT/WHERE SPACE CP

ANTI-THEFT CODE LOCK NA 0.2

RADIO/RADAR ANALYZER [MB] 1.0 5.0

TARGET ANALYZER [MB] 1.0 5.0

RES. INTENSIFIERS *1034 (VIDEO) [H] 1.0 5.0

ECM: SENSOR JAMMING LV: 3 [MB] 4.0 4.0

ECM: MISSILE JAMMING LV: 3 [MB] 0.0 2.0

ECM: RADAR JAMMING LV: 3 [MB] 0.0 2.0

ECM: ECCM LV: 3 [MB] 0.0 2.0

SPOTLIGHTS [MB] NA 1.0

SOUND/P.A. SYSTEM NA 0.1

LIFT WIRE NA 0.2

ESCAPE POD [MB] 1.0 2.0

RECHARGE RACK [RA] 3.0 2.0

RECHARGE RACK [LA] 3.0 2.0

TOTAL: 29.5CP

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY: BW-18 (x2) [H] 10.0

SPACE EFFICIENCY: EMW-55(x2)[1H] 2.6

SPACE EFFICIENCY: XS-52 BEAM SHIELD 4.8

SPACE EFFICIENCY: THRUSTERS [MB] 2.4

SPACE EFFICIENCY: THRUSTERS [RL] 2.4

SPACE EFFICIENCY: THRUSTERS [LL] 2.4

SPACE EFFICIENCY: PW-38 GUNPOD [2H/MWM] 2.3

SPACE EFFICIENCY: RECON SYSTEMS [MB] 1.0

SPACE EFFICIENCY: ECM SUITE [MB] 1.5

SPACE EFFICIENCY: ESCAPE POD [MB] 0.5

SPACE EFFICIENCY: MANEUVER VERNIERS [MB, RA, LA, RL, LL] 5.0

TOTAL: 34.8CP

126

MULTIPLIER SYSTEMS

WHAT SPACE MULTIPLIER

POWER PLANT (COOL, OC, CRYSTAL) NA *0.19

ENVIRONMENTAL PROTECTION (ARTIC, DESERT, SPACE, RE-ENTRY) NA *0.25

MANEUVER VERNIERS +2 MV [MB, RA, LA, RL, LL] 10 *0.20

TRANSFORMATION: MECHA, GERWALK, FIGHTER NA *0.65

TOTAL: *1.29

127

NAME : KI-101 CLAYMORE XS : 1

TYPE : HEAVY STRIKER MECHABIKE WEIGHT : 3.7 tons

MANUFACTURER : KNIGHT INDUSTRIES MOTORWORKS COST : 660,000gil (66.0 CP)

STATS

CONFIG: MECHA +ADD: 5/10 MV: -1 MR: MA: 70mpt FLIGHT MA: NA

CONFIG: CYCLE +ADD: NA MV: -1 MR: MA: 14hpt FLIGHT MA: NA

POWER POINTS: ___/360

SERVOS & ARMOR

WHAT HITS COST ARMOR COST

HEAD 20 1.3 10 HITS 0.7

TORSO 60 4.0 20 HITS 1.3

RIGHT ARM 25 1.7 10 HITS 0.7

LEFT ARM 25 1.7 10 HITS 0.7

RIGHT LEG W/FOOT 35 2.3 10 HITS 0.7

LEFT LEG W/FOOT 35 2.3 10 HITS 0.7

TOTAL: 18.1

MOVEMENT SYSTEMS

TYPE LOCATION SPACE COST HITS

FRONT WHEEL MB NA 1.0 15

REAR WHEEL MB NA 1.0 15

TOTAL: 2.0

SENSORS

TYPE LOCATION HITS RANGE COMM. RANGE

MAIN SENSORS HEAD 10 7km 100km

BACKUP SENSORS TORSO 10 1km 33km

TOTAL:

128

SUBASSEMBLIES

WHAT/WHERE SPACE CP HITS

COCKPIT [TORSO] 10 0.0 NA

SPOTLIGHTS [TORSO] NA 0.3 NA

RADIO [TORSO] NA 0.1 NA

ANTI-THEFT CODELOCK NA 0.4 NA

TOTAL: 0.8

ARMAMENT

WHAT/WHERE WA RN DAMAGE HITS SH SPACE COST

RIGHT HAND [RA] +0 1 5 HITS 5 INF 1 0.7

LEFT HAND [LA] +0 1 5 HITS 5 INF 1 0.7

BEAM RIFLE [1H] +1 8 20 HITS 20 10/CLIP 4.9 1.6

MICRO SCHNEIDER* [1H] +0 1 10 HITS 10 INF 3.0 1.6

MICRO SCHNEIDER* [1H] +0 1 10 HITS 10 INF 3.0 1.6

BR CLIP [GUN] 10 1 0.4

BR CLIP [LL] 10 1 0.4

BR CLIP [RL] 10 1 0.4 *ARMOR PIERCING, QUICK, AND THROWN

TOTAL: 7.4

MULTIPLIER SYSTEMS

WHAT MULTIPLIER SPACE

TRANSFORMATION (CYCLE) *0.35 NA

IA COMPUTER *0.5 1

POWERPLANT C, SC, PC *0.05 NA

ARCTIC & DESERT PROTECTION *0.1 NA

TOTAL: *1.0

OTHER ADDITIVE SYSTEMS

WHAT COST

SPACE EFFICIENCY (MICRO SCHNEIDER) 0.9

SPACE EFFICIENCY (MICRO SCHNEIDER) 0.9

SPACE EFFICIENCY (IA COMPUTER) 0.5

TOTAL: 2.3

INTERNAL AUTOMATION

STATS

INT: 5 COOL: 5 REF: 5 TECH: 5 LUCK: 5

SKILL STAT Lv

NAVIGATION: STREET INT 5

COMMUNICATIONS OPERATIONS INT 5

SENSOR OPERATIONS INT 5

LANGUAGE: STANDARD INT 5

MECHA TECH TECH 5

129

As the Lunatic Pandora’s glow pierced through the night like a blade, Instructor Lionheart

looked over the bridge crew of the Archangel, “This is our mission, our duty, and our burden.

SeeD was founded to protect people from this monstrosity, so bring particle cannons to bare and

let’s go down fighting” The crew responded with an almost unanimous clamor of activity,

“Logengrin Cannons online” “Igelstellon PD System online” Instructor Lionheart brought his

hand to his chin, “Now let’s hope those boys can stop that thing.”

Appendix B: Characters

Every universe is populated with people Duoarma is no different. While the people in

Duoarma are split into different factions each trying to further their own agenda, they are none

the less important. The listed characters here are the important NPCs for Mekton SeeD from the

differing factions in Duoarma, including Instructors for Garden and SeeD, heads of state for all

the governments of Duoarma, the heroes that were involved in the events of this book. Also

included are the average foot soldiers and pilots for the different governments, as well as

celebrities and government officials that can be encountered in Duoarma.

Armies of the Esthar Mageocracy: A

terrorist organization that claims to fight for

the freedom of Esthar’s people by attacking

the people behind what they claim to be an

oppressive and cruel government. The truth

is they intend to place people with magical

abilities over the common people, and they

don’t care who they hurt to get their way.

Astral Kingdom: The people in the Astral

Kingdoms are simple and hardy. Due to the

culture most entertainment is in the form of

theater and music. Often entertainers travel

from place to place sometimes even planet

to planet never settling in any one particular

place. Musicians gather a larger following

than most actors because it’s easier to hide

music players than vid screens.

The Astral Kingdoms have a multi-

branch military with Army, Navy, Space

Navy, and Mecha Corps divisions. The

Commander of the military is an appointed

official by the Monarchy of Roak. The Elite

military forces of the Astral Kingdoms are

the Knights of the Steel Dragons, stationed

aboard the carrier AKS Shieldwing.

Crystal Empire: The culture of the Crystal

Empire is very complex and multifaceted

with artists and entertainers. The nation’s

pride is the crystal weavers of the capital

city of Beinost. The Crystal Weavers are the

only people who are able to get magicite

crystals to grow into usable forms for both

industry and sculpture.

The military of the Crystal Empire is

a single command that divides into sub-

commands for planet side and space. Planet

side command is charged with the defense

of planets within the Empire. The Space

command is in charge of maintaining the

borders of the Empire and transporting

Planet Side troops to their destinations.

130

Estharian Technocracy: Engineers,

scientists, and other technical workers are

the core of the Estharian populace. Esthar

has placed more emphasis on technical

growth than entertainment to the point that

the arts and sports are almost nonexistent.

The few sports they have are centered on

mechanics and mental prowess rather than

physical prowess.

The Estharian military is divided into

three braches the Ground Forces, Navy, and

Star Navy. Each has their own mecha and

each has been fighting a guerrilla war with

the Armies of the Esthar Mageocracy.

Kingdom of Galbadia: Galbadians tend to

be a self-expressive lot, with wild fashion

and the occasional sports riot.

Galbadia is a monarchy with a King

that has absolute power over the masses

through his dukes, barons, baronets, and

knights. The Kingdom of Galbadia has an

expansionistic culture and always seeks to

achieve its goals even if it means bending a

few conventions.

The Galbadian military is divided

into four Branches, A Ground forces branch,

a Space Fleet Branch, A Mecha Corps, and

an Aero-Space Corps.

Centra Coalition: The Centra Coalition is

the Centra’s Monarchy; Centra strive for a

Meritocracy within the confines of a

monarchy. While this may seem counter

intuitive the Centra manage to make it work,

via promotion to lower ranking nobility via

service and through implementing very few

hereditary titles.

Centra civilians are a quiet group

that tends to prefer the arts and to try make a

living, but typically give full support of their

military. Overall Centra prefer exploration

over fighting, and their literature and arts

reflects this.

Aggendi Empire: Violent and hungry, the

Aggendi have no concept of a civilian. This

is because all Aggendi are in some way

involved in the military from the lowest

technician to the Emperor.

Aggendi are a blood thirsty race that

Seeeks to conquer the Galaxy and beyond.

To this end they give no quarter, and take no

prisoners. The few Slaves the Aggendi take

are used a Cattle to feed their population

.

131

NAME: AVERAGE MECHA PILOT

RACE: ANY

FACTION: ANY

RANK: ANY LOWER RANK

ATTRIBUTES

INT 7 COOL 8 ATT 7 BODY 8 MA 8 MAG 6

REF 9 TECH 7 LUCK 7 EDU 8 EMP 6 MP __/12

BODY TYPE STUN/SHOCK: 7 THROW: 23 +ADD: +1 RUN: 24 JUMP: 2

LIFT/DRAG: 90kg ENC VAL: 6 LEAP: 6 STABILITY: 20

HIT LOCATIONS

1 HEAD __/8 2 R. ARM __/12 3 L. ARM __/12

4-5 R. LEG __/12 6-7 L. LEG __/12 8-10 TORSO __/16

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 RIGHT ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 LEFT ARM/JACKET 0.2kg

__/8 HEAD/FLIGHT HELMET 1.0kg

TOTAL: 1.6kg

SKILL STAT LEVEL/10

MECHA PILOT REF 3/0

MECHA BEAM REF 2/0

MECHA PROJECTILE REF 2/0

MECHA MISSILE REF 2/0

MECHA MELEE REF 2/0

MECHA FIGHTING REF 2/0

HTH: AKIDO REF 1/0

SENSOR OPS INT 2/0

DODGE & ESCAPE REF 2/0

COMMUNICATIONS OPS INT 1/0

ATHLETICS REF 2/0

132

NAME: VETEREN MECHA PILOT

RACE: ANY

FACTION: ANY

RANK: ANY MIDDLE RANK

ATTRIBUTES

INT 7 COOL 8 ATT 7 BODY 8 MA 8 MAG 6

REF 9 TECH 7 LUCK 7 EDU 8 EMP 6 MP __/12

BODY TYPE STUN/SHOCK: 7 THROW: 23 +ADD: +1 RUN: 24 JUMP: 2

LIFT/DRAG: 90kg ENC VAL: 6 LEAP: 6 STABILITY: 20

HIT LOCATIONS

1 HEAD __/8 2 R. ARM __/12 3 L. ARM __/12

4-5 R. LEG __/12 6-7 L. LEG __/12 8-10 TORSO __/16

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 RIGHT ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 LEFT ARM/JACKET 0.2kg

__/8 HEAD/FLIGHT HELMET 1.0kg

TOTAL: 1.6kg

SKILL STAT LEVEL/10

MECHA PILOT REF 6/0

MECHA BEAM REF 4/0

MECHA PROJECTILE REF 4/0

MECHA MISSILE REF 4/0

MECHA MELEE REF 4/0

MECHA FIGHTING REF 4/0

HTH: AKIDO REF 2/0

SENSOR OPS INT 3/0

DODGE & ESCAPE REF 3/0

COMMUNICATIONS OPS INT 2/0

COMPUTER OPS INT 2/0

ATHLETICS REF 3/0

133

NAME: ELITE MECHA PILOT

RACE: ANY

FACTION: ANY

RANK: UPPER MIDDLE RANK

ATTRIBUTES

INT 7 COOL 8 ATT 7 BODY 8 MA 8 MAG 6

REF 9 TECH 7 LUCK 7 EDU 8 EMP 6 MP __/12

BODY TYPE STUN/SHOCK: 7 THROW: 23 +ADD: +1 RUN: 24 JUMP: 2

LIFT/DRAG: 90kg ENC VAL: 6 LEAP: 6 STABILITY: 20

HIT LOCATIONS

1 HEAD __/8 2 R. ARM __/12 3 L. ARM __/12

4-5 R. LEG __/12 6-7 L. LEG __/12 8-10 TORSO __/16

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 RIGHT ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 LEFT ARM/JACKET 0.2kg

__/8 HEAD/FLIGHT HELMET 1.0kg

TOTAL: 1.6kg

SKILL STAT LEVEL/10

MECHA PILOT REF 8/0

MECHA BEAM REF 6/0

MECHA PROJECTILE REF 6/0

MECHA MISSILE REF 6/0

MECHA MELEE REF 6/0

MECHA FIGHTING REF 6/0

HTH: AKIDO REF 4/0

SENSOR OPS INT 5/0

DODGE & ESCAPE REF 5/0

COMMUNICATIONS OPS INT 4/0

COMPUTER OPS INT 4/0

ATHLETICS REF 5/0

134

NAME: IGNUS FYRAN

RACE: HUMAN

FACTION: SeeD

RANK: SeeD RANK 15

ATTRIBUTES

INT 8 REF 10

COOL 9 TECH 9

ATT 8 LUCK 8

BODY 10 EDU 10

MA 10 EMP 7

MAG 8 MP __/36

BODY TYPE STABILITY 22

STUN/SHOCK: 8

LIFT/DRAG: 120kg

ENC VAL: 8

THROW: 30m

+ADD: +2

RUN: 30m

JUMP 2.5m

LEAP: 7.5m

HIT LOCATIONS

1 HEAD __/8 2 R. ARM __/12 3 L. ARM __/12

4-5 R. LEG __/12 6-7 L. LEG __/12 8-10 TORSO __/16

ARMOR

SP MSP LOCATION/OBJECT TYPE WEIGHT

__/3 NA TORSO/SHIRT MESH 0.1kg

__/3 NA L. ARM/SHIRT MESH 0.1kg

__/3 NA R. ARM/SHIRT MESH 0.1kg

__/4 NA TORSO/JACKET MESH 0.2kg

__/4 NA L. ARM/JACKET MESH 0.2kg

__/4 NA R. ARM/JACKET MESH 0.2kg

__/4 NA L. LEG/JACKET MESH 0.2kg

__/4 NA R. LEG/JACKET MESH 0.2kg

__/3 NA L. LEG/PANTS MESH 0.1kg

__/3 NA R. LEG/PANTS MESH 0.1kg

4/4 6/6 PROTECTARA CHAIN ACC. NA

0/0 2/2 SNIPER’S BANGLE* ACC. NA

*+1 TO ALL WEAPONS ACCURACY

SKILL STAT LEVEL/10

MECHA PILOT REF 6/0

MECHA FIGHTING REF 4/0

MECHA MELEE WEAPONS REF 5/0

M. BEAM WEAPONS REF 5/0

M. MISSILE WEAPONS REF 4/0

M. PROJECTILE WEAPONS REF 4/0

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 4/0

BLADE COMBAT (GUNBLADE) REF 6/0

COMM OPS INT 2/0

135

SKILL STAT LEVEL/10

DODGE & ESCAPE REF 6/0

DANCING REF 3/0

DRIVING REF 3/0

DUAL WIELD REF 3/0

GUN CBT - LASERS REF 4/0

HTH - AKIDO REF 3/0

INVENT/DESIGN TECH 2/0

LEADERSHIP COOL 2/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 3/0

SP. ART (FIRESTORM BLADE) REF 3/0

SP. ART (FATED CIRCLE) REF 3/0

TACTICS INT 2/0

TEACHING INT 2/0

WEAPON WA RN FA BV DAMAGE SH WT

GUNBLADE “EXIA” [AP] +1 1 NA NA 1D6+1 NA 4.5kg

ENERGY PISTOL +1 100 SS NA 1-8* 10

SHEILD SP:5 +1 1 NA NA 1D2 NA

PHYSICAL DESCRIPTION

HEIGHT: 182.8cm EYES: RUBY HOME-WORLD: GRYPHTON

WEIGHT: 81.8kg HAIR: SILVER RACE: HUMAN

AGE: 19 COIF: SHORT W/ BANG BLOOD TYPE: A+

SEX: MALE VOICE: DAVID GALLAGHER BODY TYPE: V. STRONG

BIOGRAPHY: IGNUS FYRAN WAS BORN ON THE PLANET GRYPHTON IN THE UNALIGNED

WORLDS. FROM A YOUNG AGE IGNUS HAS SHOWN SURPRISING PHYSICAL APTITUDE FOR

SOMEONE OF HIS BUILD, BEING BOTH STRONGER AND FASTER THAN THE AVERAGE HUMAN OF

HIS AGE. ENROLLED AT GARDEN AT AGE 10, IGNUS SHOWED A HIGH APTITUDE FOR PERSONAL

WEAPONS DESIGN, MECHA PILOTING, AND MARTIAL ARTS WHEN HE DEVELOPED THE EXIA TYPE

GUNBLADE. IGNUS IS CURRENTLY THE ONLY PERSON TO BE ABLE TO DUAL-WIELD HIS EXIA

TYPE GUNBLADES. IGNUS CURRENTLY ACTS AS A FIELD INSTRUCTOR AND A TUTOR FOR MECHA

PILOTS.

IGNUS IS ACTUALLY A CENTRA PRINCE WHO’S CRYO-STASIS CHAMBER MALFUNCTIONED

AND RELEASED HIM PREMATURELY. HE WAS FOUND ON THE PLANET GRYPHTON AND RAISED

AS A HUMAN BEING. IGNUS HOLDS THE GENETIC MEMORY OF THE CENTRA BUT CURRENTLY

HAS NO MEANS OF ACCESSING IT.

PERSONALITY: IGNUS HAS A STRICT NO NON-SENSE POLICY AND CAN BE DESCRIBED AS A BIT

OF A HARD-HEAD. HE REFUSES TO ALLOW ANYONE TO GET CLOSE TO HIM AND OFTEN TRIES TO

ENCOURAGE DISTANCE BETWEEN STUDENTS. IGNUS ALSO IS KNOWN FOR FOLLOWING HIS

PERSONAL HONOR CODE TO THE LETTER, WHICH HAS LEAD TO SOME DISCIPLINARY MEASURES

IN THE PAST

136

NAME: GALBADIAN “RANGER”

RACE: HUMAN

FACTION: GALBADIA

RANK: PRIVET-SARGENT

ATTRIBUTES

INT 7 REF 8

COOL 6 TECH 6

ATT 4 LUCK 6

BODY 8 EDU 7

MA 7 EMP 7

MAG 6 MP __/36

BODY TYPE STABILITY 15

STUN/SHOCK 7

+ADD +1

LIFT/DRAG 90kg

ENC VAL 6

THROW 26

RUN 21

JUMP 1.75

LEAP 5.25

HIT LOCATIONS

1 HEAD __/7 2 R. ARM __/10 3 L. ARM __/10

4-5 R. LEG __/10 6-7 L. LEG __/10 8-10 TORSO __/14

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 R. ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 L. ARM/JACKET 0.2kg

__/4 R. LEG/PANTS 0.2kg

__/4 L. LEG/PANTS 0.2kg

__/6 HEAD/HELMET 0.8kg

__/5 RIGHT ARM/ARMGUARD 0.5kg

__/5 TORSO/CHESTPLATE 0.5kg

__/5 LEFT ARM/ARMGUARD 0.5kg

TOTAL: 3.3kg

SKILL STAT LEVEL/10

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 4/0

BLADE COMBAT (SHORT SWORD) REF 3/0

COMM OPS INT 2/0

DODGE & ESCAPE REF 3/0

DRIVING REF 3/0

GENERAL KNOWLEDGE INT 3/0

GUN CBT - RIFLES REF 5/0

HTH - BACIC REF 2/0

LEADERSHIP COOL 2/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 2/0

TACTICS INT 2/0

137

DESCRIPTION:

GALBADIAN “RANGERS” ARE THE RANGED COMBAT SPECIALISTS OF THE GALBADIAN

WAR MACHINE. RANGERS ARE TRAINED TO BE PROFICIENT IN BOTH MELEE AND RANGED

COMBAT, BUT PREFER RANGED COMBAT OVER MELEE. GALBADIAN SOLDIERS WEAR A SP 5

MULTI-POLYMER BREASTPLATE AND ARMGUARDS IN ADDITION TO THEIR SP 4 JACKET AND

PANTS AS STANDARD ISSUE. RANGERS ALSO CARRY A STANDARD SHORT SWORD, AND ASSAULT

RIFLE AS STANDARD WEAPONS, RANGERS CARRY 1D10*15 WORTH OF GIL AND SOME ASSORTED

ITEMS.

WEAPONS

WEAPON WA RN FA BV DAMAGE SH WT

SHORTSWORD +0 1 NA NA 1D6 NA 0.5kg

GM-63 ASSAULT RIFLE +0 200 NA 3 1D6+2 NA 4.1kg

ITEMS

ITEM % WT

POTION 25 0.25kg

ETHER 10 0.25kg

SYMBOLOGICAL CARDS (FIRE X5) 05 0.01kg

SYMBOLOGICAL CARDS (WATER X5) 05 0.01kg

SYMBOLOGICAL CARDS (THUNDER X5) 05 0.01kg

TRIPLE TRIAD CARDS (ASSORTED) 25 0.01kg

138

NAME: GALBADIAN “GRUNT”

RACE: HUMAN

FACTION: GALBADIA

RANK: PRIVET-SARGENT

ATTRIBUTES

INT 7 REF 8

COOL 6 TECH 6

ATT 4 LUCK 6

BODY 8 EDU 7

MA 7 EMP 7

MAG 6 MP __/10

BODY TYPE STABILITY 15

STUN/SHOCK 7

+ADD +1

LIFT/DRAG 90kg

ENC VAL 6

THROW 26

RUN 21

JUMP 1.75

LEAP 5.25

HIT LOCATIONS

1 HEAD __/7 2 R. ARM __/10 3 L. ARM __/10

4-5 R. LEG __/10 6-7 L. LEG __/10 8-10 TORSO __/14

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 R. ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 L. ARM/JACKET 0.2kg

__/4 R. LEG/PANTS 0.2kg

__/4 L. LEG/PANTS 0.2kg

__/6 HEAD/HELMET 0.8kg

__/5 RIGHT ARM/ARMGUARD 0.5kg

__/5 TORSO/CHESTPLATE 0.5kg

__/5 LEFT ARM/ARMGUARD 0.5kg

TOTAL: 3.3kg

SKILL STAT LEVEL/10

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 2/0

BLADE COMBAT (LONGSWORD) REF 4/0

COMM OPS INT 2/0

DODGE & ESCAPE REF 3/0

DRIVING REF 3/0

GENERAL KNOWLEDGE INT 3/0

GUN CBT - HANDGUNS REF 3/0

HTH - BACIC REF 2/0

LEADERSHIP COOL 2/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 2/0

TACTICS INT 2/0

139

DESCRIPTION:

GALBADIAN “GRUNTS” ARE THE BASIC SOLDIERS OF THE GALBADIAN WAR MACHINE.

GRUNTS ARE TRAINED TO BE PROFICIENT IN BOTH MELEE AND RANGED COMBAT, BUT PREFER

MELEE COMBAT OVER RANGED. GALBADIAN SOLDIERS WEAR A SP 5 MULTI-POLYMER

BREASTPLATE AND ARMGUARDS IN ADDITION TO THEIR SP 4 JACKET AND PANTS AS STANDARD

ISSUE. GRUNTS ALSO CARRY A STANDARD LONG SWORD, AND ASSAULT RIFLE AS STANDARD

WEAPONS, GRUNTS CARRY 1D10*10 WROTH OF GIL AND SOME ASSORTED ITEMS.

WEAPONS

WEAPON WA RN FA BV DAMAGE SH WT

LONG SWORD [AP] +1 1 NA NA 1D6+1 NA 0.5kg

.45 AUTOMATIC +1 24 NA NA 1D6+2 11 0.8kg

ITEMS

ITEM % WT

POTION 25 0.25kg

ETHER 10 0.25kg

SYMBOLOGICAL CARDS (FIRE X5) 05 0.05kg

SYMBOLOGICAL CARDS (BLIZZARD X5) 05 0.05kg

SYMBOLOGICAL CARDS (THUNDER X5) 05 0.05kg

TRIPLE TRIAD CARDS (ASSORTED) 25 0.01kg

140

NAME: GALBADIAN OFFICER

RACE: HUMAN

FACTION: GALBADIA

RANK: LIEUTENANT-LT. COLONEL

ATTRIBUTES

INT 7 REF 9

COOL 6 TECH 6

ATT 7 LUCK 6

BODY 8 EDU 7

MA 7 EMP 7

MAG 6 MP __/12

BODY TYPE STABILITY 15

STUN/SHOCK 7

+ADD +1

LIFT/DRAG 90kg

ENC VAL 6

THROW 26

RUN 21

JUMP 1.75

LEAP 5.25

HIT LOCATIONS

1 HEAD __/7 2 R. ARM __/10 3 L. ARM __/10

4-5 R. LEG __/10 6-7 L. LEG __/10 8-10 TORSO __/14

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 R. ARM/JACKET 0.2kg

__/4 TORSO/JACKET 0.2kg

__/4 L. ARM/JACKET 0.2kg

__/4 R. LEG/PANTS 0.2kg

__/4 L. LEG/PANTS 0.2kg

__/6 HEAD/HELMET 0.8kg

__/5 RIGHT ARM/ARMGUARD 0.5kg

__/5 TORSO/CHESTPLATE 0.5kg

__/5 LEFT ARM/ARMGUARD 0.5kg

TOTAL: 3.3kg

SKILL STAT LEVEL/10

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 4/0

BLADE COMBAT (LONG SWORD) REF 6/0

COMM OPS INT 3/0

DODGE & ESCAPE REF 4/0

DRIVING REF 3/0

GENERAL KNOWLEDGE INT 3/0

GUN CBT - HANDGUNS REF 4/0

HTH - BACIC REF 3/0

LEADERSHIP COOL 4/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 3/0

TACTICS INT 3/0

141

DESCRIPTION: GALBADIAN OFFICERS ARE THE LEADERS OF THE GALBADIAN MILITARY.

HIGHLY TRAINED, OFFICERS LEAD GROUPS OF 4 SQUADS WITH A COMMAND GROUP. OFFICERS

ARE TRAINED IN LEADERSHIP AS WELL AS RANGED AND MELEE COMBAT. OFFICERS ARE

TRAINED IN THE LONG SWORD AND IN HANDGUNS, WITH A FAMILIARIZATION CORSE IN RIFLES.

GALBADIAN OFFICERS ARE NOT TRAINED IN MECHA COMBAT BUT ARE FAMILIARIZED IN

CURRENT MECHA MODELS. GALBADIAN SOLDIERS WEAR A SP 5 MULTI-POLYMER BREASTPLATE

AND ARMGUARDS IN ADDITION TO THEIR SP 4 JACKET AND PANTS AS STANDARD ISSUE.

OFFICERS ALSO CARRY A STANDARD LONG SWORD, AND .45 AUTOMATIC AS STANDARD

WEAPONS, OFFICERS CARRY 1D10*20 WORTH OF GIL AND SOME ASSORTED ITEMS.

WEAPONS

WEAPON WA RN FA BV DAMAGE SH WT

LONG SWORD [AP] +1 1 NA NA 1D6+1 NA 0.5kg

.45 AUTOMATIC +1 24 NA NA 1D6+2 11 0.8kg

ITEMS

ITEM % WT

POTION 25 0.25kg

ETHER 10 0.25kg

SYMBOLOGICAL CARDS (FIRE X5) 05 0.05kg

SYMBOLOGICAL CARDS (BLIZZARD X5) 05 0.05kg

SYMBOLOGICAL CARDS (THUNDER X5) 05 0.05kg

142

NAME: ESTHAR SOLDIER

RACE: HUMAN

FACTION: ESTHAR

RANK: PRIVET-SGT. 1ST

CLASS

ATTRIBUTES

INT 7 REF 9

COOL 6 TECH 6

ATT 7 LUCK 6

BODY 8 EDU 7

MA 7 EMP 7

MAG 6 MP __/12

BODY TYPE STABILITY 15

STUN/SHOCK 7

+ADD +1

LIFT/DRAG 90kg

ENC VAL 6

THROW 26

RUN 21

JUMP 1.75

LEAP 5.25

HIT LOCATIONS

1 HEAD __/7 2 R. ARM __/10 3 L. ARM __/10

4-5 R. LEG __/10 6-7 L. LEG __/10 8-10 TORSO __/14

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 R. ARM/UNIFORM 0.2kg

__/4 TORSO/UNIFORM 0.2kg

__/4 L. ARM/UNIFORM 0.2kg

__/4 R. LEG/UNIFORM 0.2kg

__/4 L. LEG/UNIFORM 0.2kg

__/6 HEAD/HELMET 0.8kg

TOTAL: 1.8kg

SKILL STAT LEVEL/10

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 3/0

BLADE COMBAT (SHORT SWORD) REF 3/0

COMM OPS INT 2/0

DODGE & ESCAPE REF 4/0

DRIVING REF 3/0

GENERAL KNOWLEDGE INT 3/0

GUN CBT - SHOTGUNS REF 4/0

HTH - BACIC REF 2/0

LEADERSHIP COOL 2/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 2/0

TACTICS INT 2/0

143

DESCRIPTION: ESTHARIAN SOLDERS ARE THE BASIC TROOPS OF THE ESTHAR MILITARY.

TRAINED IN THE USE OF BOTH SHORT SWORDS AND SHOTGUNS, THESE TROOPS ARE DEADLY ON

THE BATTLE FIELD BECAUSE OF THEIR AMBUSH TACTICS AND URBAN WARFARE TRAINING.

ETHARIAN SOLDIERS WEAR A SP 4 UNIFORM AS STANDARD ISSUE. OFFICERS ALSO CARRY A

STANDARD SHORT SWORD AND A M23 SHOTGUN AS STANDARD WEAPONS, AS WELL AS 1D10*20

WORTH OF GIL AND SOME ASSORTED ITEMS.

WEAPONS

WEAPON WA RN FA BV DAMAGE SH WT

SHORT SWORD [AP] +1 1 NA NA 1D6 NA 0.5kg

M23 SHOTGUN +1 24 NA NA 1D6+1 12 0.8kg

ITEMS

ITEM % WT

POTION 25 0.25kg

ETHER 10 0.25kg

SYMBOLOGICAL CARDS (FIRE X5) 05 0.05kg

SYMBOLOGICAL CARDS (BLIZZARD X5) 05 0.05kg

SYMBOLOGICAL CARDS (THUNDER X5) 05 0.05kg

144

NAME: ESTHAR OFFICER

RACE: HUMAN

FACTION: ESTHAR

RANK: LIEUTENANT-LT. COLONEL

ATTRIBUTES

INT 7 REF 9

COOL 6 TECH 6

ATT 7 LUCK 6

BODY 8 EDU 7

MA 7 EMP 7

MAG 6 MP __/12

BODY TYPE STABILITY 15

STUN/SHOCK 7

+ADD +1

LIFT/DRAG 90kg

ENC VAL 6

THROW 26

RUN 21

JUMP 1.75

LEAP 5.25

HIT LOCATIONS

1 HEAD __/7 2 R. ARM __/10 3 L. ARM __/10

4-5 R. LEG __/10 6-7 L. LEG __/10 8-10 TORSO __/14

ARMOR

SP LOCATION/OBJECT WEIGHT

__/4 R. ARM/UNIFORM 0.2kg

__/4 TORSO/UNIFORM 0.2kg

__/4 L. ARM/UNIFORM 0.2kg

__/4 R. LEG/UNIFORM 0.2kg

__/4 L. LEG/UNIFORM 0.2kg

__/6 HEAD/HELMET 0.8kg

TOTAL: 1.8kg

SKILL STAT LEVEL/10

ATHLETICS REF 3/0

AWARENESS/NOTICE INT 3/0

BLADE COMBAT (SHORTSWORD) REF 4/0

COMM OPS INT 3/0

DODGE & ESCAPE REF 5/0

DRIVING REF 3/0

GENERAL KNOWLEDGE INT 3/0

GUN CBT - SHOTGUNS REF 4/0

HTH - BACIC REF 3/0

LEADERSHIP COOL 3/0

SHOWMANSHIP COOL 3/0

SENSOR OPS INT 2/0

TACTICS INT 3/0

145

DESCRIPTION: ESTHARIAN OFFICERS ARE THE LEADERS OF THE ESTHAR MILITARY. TRAINED IN

THE USE OF BOTH SHORT SWORDS AND SHOTGUNS, ESTHAR OFFICERS HAVE HAD EXSTENSIVE

TRAINING IN URBAN WARFARE AND LEADERSHIP. ETHARIAN SOLDIERS WEAR A SP 4 UNIFORM

AS STANDARD ISSUE THEY ALSO CARRY A STANDARD SHORT SWORD, AND A M23 SHOTGUN AS

STANDARD WEAPONS, AS WELL AS 1D10*20 WORTH OF GIL AND SOME ASSORTED ITEMS.

WEAPONS

WEAPON WA RN FA BV DAMAGE SH WT

SHORT SWORD [AP] +1 1 NA NA 1D6 NA 0.5kg

M23 SHOTGUN +1 24 NA NA 1D6+1 11 0.8kg

ITEMS

ITEM % WT

POTION 25 0.25kg

ETHER 10 0.25kg

SYMBOLOGICAL CARDS (FIRE X5) 05 0.05kg

SYMBOLOGICAL CARDS (BLIZZARD X5) 05 0.05kg

SYMBOLOGICAL CARDS (THUNDER X5) 05 0.05kg

146

Hikaru woke on a sandy beach his head spinning, ‘where am I, what happened, where are Ven

and Rize’. Hikaru shook his head to clear it “no point just sitting here” he muttered to himself

standing up. Just then a blood freezing howl cut through the night air, Hikaru froze in fear “Sh-

Shadow Hounds” he muttered reaching for his gunblade.

Appendix C: Bestiary

Every universe has it animals, in Duoarma it’s not just the standard wild life you have to

worry about. Due to magical energies escaping during the Dimensional Tear, true monsters roam

the worlds, monsters that range from the size of cats to the size of a starship. Of course there is

no book that could hold all the information on even a sector of biodiversity let alone a whole

galaxy, so the beasts listed here are the universals. Creatures that are found on multiple worlds

not just on one or two, but rather creatures that for some unknown reason have apperared on

multiple worlds or have been used as some form of work animal.

Monsters: Monsters are creatures that have

magical abilities. Monsters don’t necessarily

follow the rules of standard biology, in fact

some creatures, like the undead monsters,

outright ignore the rules of biology all

together. Not every monster uses magical

attacks in fact some use magical defenses or

simply are able to resist and absorb magical

attacks. All monsters have an elemental

affinity, this can determine it disposition but

just as often can be entirely unrelated to the

creature’s nature, remember just because the

monster is light element doesn’t mean it

won’t kill and eat you.

Examples of monsters include: Shadow

Hounds, dragons, Forbidden, Cockatrice

Animals: Creatures without magical

properties, animals can be every bit as

deadly as monsters and tend to be so.

Animals are the products of nature, or

genetic engineering and have no magical

properties but can have some amazing

abilities. Animals follow standard biological

laws and tend to have an environmental

niche.

Examples of animals are: dogs, cats,

chocobos, parrots, tribbles, ants, etc.

Mekton

147

NAME : SHADOW HOUND

TYPE : FIEND

ELEMENT : DARK

MA : 100m

FLIGHT MA : NA

TEMPERAMENT: DANGEROUS (9)

REFLEXES : FAST (9)

MSP : 4

LIMBS HITS SP

HEAD __/7 __/1

TORSO __/15 __/1

RIGHT F. LEG __/11 __/1

LEFT F. LEG __/11 __/1

RIGHT LEG __/11 __/1

LEFT LEG __/11 __/1

ATTACKS

WHAT/WHERE WA DAMAGE BV RN

BITE [HEAD] +0 1D6 NA 1

CLAWS [RIGHT F. LEG] +1 1D6+2 NA 1

CLAWS [LEFT F. LEG] +1 1D6+2 NA 1

CLAWS [RIGHT LEG] +1 1D6+2 NA 1

CLAWS [LEFT LEG] +1 1D6+2 NA 1

CHARGE* -1 1D6+2+ NA 50 * +1 PER 2 HEXES MOVED

ABILITIES

DARK CONCEALMENT -ABLE TO HIDE IN SHADOWS DIFFICULTY 25 AWARENESS/NOTICE NEEDED

TO SPOT

REGENERATION -ABLE TO HEAL 1 HIT PER 12 ROUNDS (120 SECONDS)

KEEN SENSES -DIFFICULTY 25 SHADOW/AVOID PURSUIT NEEDED TO NOT BE DETECTED

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 0% 0%

WATER 0% 0%

EARTH 0% 0%

WIND 0% 0%

LIGHT 0% 100%

DARK 100% 0%

DESCRIPTION

CREATURE OF PURE DARKNESS THAT FEEDS ON THE NEGATIVE ENERGY OF DEATH, SHADOW

HOUNDS ARE COMPLETELY PREDATORY AND QUITE CUNNING. SHADOW HOUNDS TRAVEL IN

PACKS OF 4-12, AND ONLY HUNT AT NIGHT. SUNLIGHT IS LETHAL TO SHADOW HOUNDS AND

STANDARD LIGHT IS EXTREMELY IRRITATING.

Mekton

148

NAME : GRAT

TYPE : PLANT

ELEMENT : NA

MA : 15m

FLIGHT MA : NA

TEMPERAMENT: AGGRESSIVE (7)

REFLEXES : AVERAGE (6)

MSP : 2

LIMBS HITS SP

HEAD __/5 0

TORSO __/10 0

RIGHT VINE __/7 0

RIGHT VINE __/7 0

LEFT VINE __/7 0

LEFT VINE __/7 0

ATTACKS

WHAT/WHERE WA DAMAGE BV RN

THORN VINE +1 1D6+1 NA 1

THORN VINE +1 1D6+1 NA 1

THORN VINE +1 1D6+1 NA 1

THORN VINE +1 1D6+1 NA 1

ABILITIES

ANESTHETIC POWDER -TARGET MUST MAKE A STUN/SHOCK ROLL OR LOSE

CONCISENESS, USES ONE ACTION

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 50% 0%

WATER 25% 0%

EARTH 0% 50%

WIND 0% 0%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR 500 YEARS AGO. A PLANT TYPE MONSTER

THAT USES ANESTHETIC POWDER TO RENDER ITS PREY UNCONSCIOUS BEFORE SPRAYING THEM

WITH GASTRIC JUICES, ACCORDING TO RUMORS GRAT ARE ACTUALLY SEEDLINGS FOR A

LARGER FORM OF PLANT MONSTER.

Mekton

149

NAME : DOOM BUG

TYPE : INSECT

ELEMENT : EARTH

MA : 15m

FLIGHT MA : NA

TEMPERAMENT: AGGRESSIVE (7)

REFLEXES : SLOW (4)

MSP : 4

LIMBS HITS SP

HEAD __/13 __/6

TORSO __/25 __/6

RIGHT LEG __/4 0

RIGHT LEG __/4 0

RIGHT LEG __/4 0

RIGHT LEG __/4 0

LEFT LEG __/4 0

LEFT LEG __/4 0

LEFT LEG __/4 0

LEFT LEG __/4 0

ATTACKS

WHAT/WHERE WA DAMAGE BV RN

BITE [HEAD] +0 2D6 NA 1

SPIKE [TORSO] +1 1D6+4 NA 1

SONIC WAVES* +1 1D6+2 NA 10 * BURST RADIUS 5M

ABILITIES

RANGED ATTACK -ABLE TO ATTACK A RANGE

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 0% 0%

WATER 0% 25%

EARTH 0% 50%

WIND 50% 0%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR 500 YEARS AGO. DOOM BUGS ARE A FORM OF

INSECT THAT RESEMBLES A GIANT CATERPILLAR. IT IS UNKNOWN WEATHER OR NOT THESE

MONSTERS UNDER GO A FORM OF METAMORPHOSIS INTO A MORE ADVANCED STATE, BUT

WHAT IS KNOWN IT WHEN THREATENED THEY GIVE A LOW-FREQUENCY CRY THAT DEALS

DAMAGE VIA AIR REVERBERATIONS .

Mekton

150

NAME : COCKATRICE

TYPE : BIRD

ELEMENT : WIND

MA : 75m

FLIGHT MA : NA

TEMPERAMENT: VERY DANGEROUS (9)

REFLEXES : FAST (8)

MSP : 4

LIMBS HITS SP

HEAD __/7 __/3

TORSO __/15 __/3

RIGHT LEG __/11 __/3

LEFT LEG __/11 __/3

RIGHT WING __/7 __/3

RIGHT WING __/11 __/3

LEFT WING __/7 __/3

LEFT WING __/11 __/3

TAIL __/11 __/3

ATTACKS

WHAT/WHERE WA DAMAGE BV RN

CLAWS [RIGHT LEG] +1 1D6 NA 1

CLAWS [LEFT LEG] +1 1D6 NA 1

BEAK [HEAD] +0 1D4 NA 1

TAIL SWIPE +0 1D6+2 NA 1

THUNDARA +1 1D4+2 NA 10

ABILITIES

RANGED ATTACK -ABLE TO ATTACK AT RANGE

STONE STARE -TARGET MAKES A DIFFICULTY 15 CHECK TO AVOID THE STONE STATUS

ALIMENT, USES ONE ACTION

ARMOR PIERCING -CREATURES CLAWS AND BEAK ARE TREATED AS ARMOR PIERCING

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 50% 0%

WATER 50% 0%

EARTH 0% 50%

WIND 0% 125%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR 500 YEARS AGO. COCKATRICE ARE APEX

PREDATORS WITH ELECTRICAL ABILITIES AND THE ABILITY TO TURN THEIR ENEMIES STONE.

COCKATRICE ARE HIGHLY AGGRESSIVE AND TEND TO TRAVEL ALONE OR IN GROUPS OF TWO OR

THREE.

Mekton

151

NAME : THRUSTEAVIS

TYPE : BIRD

ELEMENT : WIND

MA : 22m PER TURN

FLIGHT MA : 44m PER TURN

TEMPERAMENT: ACTIVE (6)

REFLEXES : FAST (8)

MP : __/30

MSP : 0

LIMBS HITS SP

HEAD __/5 __/3

TORSO __/10 __/3

RIGHT LEG __/7 __/3

LEFT LEG __/7 __/3

RIGHT WING __/5 __/3

LEFT WING __/5 __/3

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP BEAK [H] +0 1D3+1 NA NA NA NA

CLAWS [RL] +0 1D6 NA NA NA NA

CLAWS [LL] +0 1D6 NA NA NA NA

SKY DIVE -1 1D6+X* NA NA 44 10

WIND BLAST +0 1D6 NA 3 22 5

*X IS EQUAL TO THE NUMBER OF HEXES MOVED DIVIDED BY 2

ABILITIES FLIGHT: HAS THE ABILITY TO FLY AT TWICE GROUND MA

LIGHT ARMOR: SP 5 ARMOR ON ALL LOCATIONS

RANGED ATTACK: DEALS DAMAGE DETERMINED BY SIZE, WITH A RANGE OF MA AND A WA

OF +0

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 50% 0%

WATER 0% 0%

EARTH 0% 25%

WIND 0% 50%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR 500 YEARS AGO. THRUSTAEVIS TRAVEL IN

FLOCKS OF 4-10 AND ARE FIERCELY TERRITORIAL, IF THREATENED THEY WILL UNLEASH THEIR

WIND BLAST ATTACK OR WILL DIVE FROM VERY HIGH ALTITUDES TO KILL THEIR PRAY.

Mekton

152

NAME : RUBY DRAGON

TYPE : DRAGON

ELEMENT : FIRE

MA : 75m

FLIGHT MA : 150m

TEMPERAMENT: VERY DANGEROUS (9)

REFLEXES : FAST (8)

MP : __/50

MSP : 9

LIMBS HITS SP HEAD __/15 __/9

TORSO __/30 __/9

RIGHT ARM __/23 __/9

LEFT ARM __/23 __/9

RIGHT LEG __/23 __/9

LEFT LEG __/23 __/9

RIGHT WING __/15 __/9

LEFT WING __/15 __/9

TAIL __/15 __/9

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP CLAWS [RA] +1 1D6+2 NA NA 1 NA

CLAWS [LA] +1 1D6+2 NA NA 1 NA

BITE [H] +0 2D6 NA NA 1 NA

TALONS [RL] +0 2D6+2 NA NA 1 NA

TALONS [LL] +0 2D6+2 NA NA 1 NA

FLAME BREATH* +0 2D6 NA NA 15 NA *60 DEGREE ARC

ABILITIES FLIGHT: ABLE TO FLY AT TWICE GROUND MA

RANGED ATTACK: ABLE TO ATTACK AT RANGE

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 0% 100%

WATER 100% 0%

EARTH 0% 0%

WIND 0% 75%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR, RUBY DRAGONS LIVE HIGH IN THE

MOUNTAINS AWAY FROM PRYING EYES. RUBY DRAGONS ARE PRIMARILY A CARNIVORE

FEEDING OFF ANY LARGE ANIMALS INCLUDING HUMANS AND CATTLE. RUBY DRAGONS ARE

COMPULSIVE HOARDERS AND USE THEIR HOARDS TO ATTRACT MATES. LIKE ALL DRAGOND

RUBY DRAGONS ARE HIGHLY TERRITORIAL AND WILL ATTACK ANYONE INTRUDING INTO THEIR

TERRITORY.

Mekton

153

NAME : BLUE DRAGON

TYPE : DRAGON

ELEMENT : WATER

MA : 50

FLIGHT MA : NA

TEMPERAMENT: VERY DANGEROUS (9)

REFLEXES : AVERAGE (6)

MP : NA

MSP : 9

LIMBS HITS SP HEAD __/15 __/9

TORSO __/30 __/9

RIGHT ARM __/23 __/9

LEFT ARM __/23 __/9

RIGHT LEG __/23 __/9

LEFT LEG __/23 __/9

RIGHT WING __/23 __/9

LEFT WING __/23 __/9

TAIL __/15 __/9

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP CLAWS [RA] +1 1D6+1 NA NA 1 NA

CLAWS [LA] +1 1D6+1 NA NA 1 NA

BITE [H] +0 2D6 NA NA 1 NA

TALONS [RL] +0 2D6+1 NA NA 1 NA

TALONS [LL] +0 2D6+1 NA NA 1 NA

AQUA BREATH* +0 2D6 NA NA 15 NA *60 DEGREE ARC

ABILITIES KEEN SENSES : DIFFICULTY 25 SHADOW/AVOID PURSIT NEEDED TO AVOID

DETECTION

RANGED ATTACK : ABLE TO ATTACK AT RANGE

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 0% 0%

WATER 0% 0%

EARTH 0% 0%

WIND 0% 0%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

MONSTER RELEASED BY THE DIMENSIONAL TEAR, BLUE DRAGONS IN THE WATER AROUND

ARCHIPELAGOS AND ISLAND CHAINS. BLUE DRAGONS ARE PRIMARILY A CARNIVORE THAT

FEEDS ON FISH AND LARGE MARINE ANIMALS. LIKE ALL DRAGONS, BLUE DRAGONS ARE

COMPULSIVE HOARDERS AND USE THEIR HOARDS TO ATTRACT MATES, AND ARE HIGHLY

TERRITORIAL.

Mekton

154

NAME : ANACONDAUR

TYPE : SNAKE

MA : 50m

FLIGHT MA : NA

TEMPERAMENT: DANGEROUS (9)

REFLEXES : AVERAGE (6) TO FAST (8)

MSP : 4

LIMBS HITS SP

HEAD __/13 __/6

TORSO __/25 __/6

TAIL __/13 __/6

ATTACKS

WHAT/WHERE WA DAMAGE BV RN

BITE +0 1D6 NA 1

SPIKES [TAIL] +1 1D6+2 NA 1

SPIKES [TORSO] +1 1D6+2 NA 1

CONSTRICT +0 2D6 NA 1

ABILITIES

ENTANGLE -ABLE TO PREFORM ENTANGLING ATTACKS

CAMOUFLAGED -SUBTRACT REFLEXES FROM AWARENESS/NOTICE CHECKS

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE

FIRE 0% 0%

WATER 0% 0%

EARTH 0% 0%

WIND 0% 0%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

LARGE SNAKE-LIKE CREATURE FOUND ON MULTIPLE WORLDS. ANACONDAR ARE

COLDBLOODED AND COLD BASED ATTACKS SLOW THEIR REFLEXES DOWN. ANACONDAR ARE

HIGHLY TERRITORIAL AND ONLY CROSS INTO OTHER TERRITORY DURING BREEDING SEASON.

BEING COLDBLOODED COLD BASED ATTACKS SLOW THEIR REFLEXES.

Mekton

155

NAME : CHOCOBO

TYPE : BIRD

ELEMENT : NA

MA : 100m

FLIGHT MA : NA

TEMPERAMENT: ACTIVE (6)

REFLEXES : FAST (8)

MP :

MSP : 3

LIMBS HITS SP HEAD __/10 __/3

TORSO __/20 __/3

RIGHT LEG __/15 __/3

LEFT LEG __/15 __/3

RIGHT WING __/10 __/3

LEFT WING __/10 __/3

ATTACKS WHAT/WHERE WA DAMAGE BV BR RN MP

BITE [H] +0 1D6 NA NA 0 NA

CLAW [RL] +0 1D6+4 NA NA 0 NA

CLAW [LL] +0 1D6+4 NA NA 0 NA

ABILITIES MOUNT: CREATURE IS CAPPABLE OF BEING USED AS A MOUNT AND OR

CAPABLE OF BEING USED AS A BEAST OF BURDEN

ELEMENTAL WEAKNESS/RESISTANCE

ELEMENT WEAKNESS RESISTANCE FIRE 0% 0%

WATER 0% 0%

EARTH 0% 0%

WIND 0% 0%

LIGHT 0% 0%

DARK 0% 0%

DESCRIPTION

A TYPE OF LARGE FLIGHTLESS BIRD THAT IS COMMONLY USED AS EITHER A BEAST OF BURDEN

OR A MOUNT, CHOCOBOS ARE TIMID AND ONLY FIGHT WHEN THEIR NESTS ARE THREATENED OR

WHEN THEY ARE CORNERED. BABY CHOCOBOS ARE CALLED CHICKABOS AND FOLLOW THEIR

MOTHER UNTIL THEY REACH ADOLESCENCE.