mektonorig15.deviantart.net/e8bc/f/2013/189/a/4/mekton_seed_by_yamifire... · 1 let me give special...
TRANSCRIPT
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.