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christopher House (order #6660920)

Xandoria Galaxies G-Core Edition

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MORE OF THE xANDORIA gALAXIES WITH THE CORE RULES AND ADAPTATIONS AS WELL AS NEW AND EVEN MORE ALIENS TO READ AND USE IN YOU OWN ROLE PLAYING GAMES

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  • christopher House (order #6660920)

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    Xandoria Galaxies G-CORE

    A fun game of science and fantasy for ages 7-UP!

    Written by Jay Libby

    Art by

    Jay Libby

    Edited by Renee Libby

    G-Core 2010-2012 Dilly Green Bean Games

    Xandoria 2008-2012 Dilly Green Bean Games

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    Nene's Dream 5 What is an RPG? 7 Character Generation 10 -Races 12 --Dolls 13 --Hy-Men 15 --Human 17 -Classes 19 --Draw Cleric 21 --Hunter 23 --Protectorate 25 -Determining Stats 26 -Experience Table 27 -Flaws/Nemesis/Weakness 28 -Special Focus 29 -Extras/Persona/Age 30 Mechanics 32 -Checks and Saves 34 -Penalty/Bonus Tables 35

    -Size Modifier/Healing 36 -Power Bar 36 Materials 37 Armor/Gear/Weapons 40 -Armor 41 -Add-Ons 49 -Weapons 50 -Gear 59 -DRAW Types 60 The Olympus 62 -The Divine and Marbles 63 -Juarez's Fine Foods 64 -Juarez's Office 65 -The Rose 67 -Tolken's Trading Post 71 -BeeBee's 73 -The Clinic 75 -The Armory 77 -Tobin's Pub 79 -Zeek's 81

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    -The Lab 85 -The President's Office 87 -The Burbs 89 -The Works 90 Secret Societies 92 -The Anvil 93 -The Puritans 94 Notable Personalities 96 -Repair Doll Bob 97 -BeTee 99 -Chaz 100 -Mags 101 -Astrina 102 -Ko*C*Ne 103 -Nene 104 -Rolf 105 -Wren 106 Santha Prime Colony Ship108 -Agricultural Dome 111

    -Hydration Dome 113 -Central Dome 115 -Habitat Dome 117 -Atmosphere Control Tower 119 -Mining Dome 121 Monsters 122 -Mystical Beings 123 -Capt. Krust and Peeps 125 -Dr. Gruber and Friends 134 -SHIVA Agenda Uncovered 142 -The Darkness 158 -General Machines 177 -General Encounters 178 -People Encounters 183

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    Nenes Dream

    The moon glistened across the glass. Its beautiful in the simplest of ways. Pitted blue skin with a smile almost etched like a tattoo. A shadow dances on the surface, flowing like water with ripples swim-ming in multiple directions. Peaceful is the only way to describe it. There are no signs of war, no signs of hate, and no signs of life. Untouched and alone out there in the vastness, it floats. And re-flected in the window is a face, young, innocent and feminine. She admires this moon. It has brought her many nights of joy. But reality is cruel. This is not her moon. Not her solar system. Not hers at all, but someone elses. She is a visitor on a long journey. She watches with admi-ration as she runs a brush through her perfectly smooth, crimson hair. Pointed ears are tickled by a light breeze from a

    vent overhead and her hair finds a rest-ing place behind her lobes. Small ends settle on the lower part of her slender neck. She giggles for a moment and then stares back out at the moon. Staring at the moon again? A small digital voice buzzes. Its beautiful, Vincent. The girl turns to her friend, a small ball-shaped machine with a pair of eyes and little wings that almost look like arms. It sits perched on a glimmering chrome desk. Nene, it is only a moon. There are bil-lions of them out there. Vincent chirps. But not like this one. This moon is my moon. I wish I could go there. Nene reaches up with her brush and taps the window, her eyes squinting and her lips curving into a great big smile. Dont be silly, Nene. That moon does not belong to you. Well Ill just have to buy it then. The smile turns to a smirk and Nene stands up. Her uniform is wrinkled behind the legs because of the way she was sitting. She quickly rubs her hands over the creases, trying to make it look ironed and neat. You have such unrealistic goals. That is not the way of the Hunter. Chips me-chanical wings flap. You know, Chip, I liked it better when you were just a thoughtless machine. These days you sound more and more human. Nene scowled at Chip for a mo-ment, but her friend found no humor in the statement.

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    That was mean. You know it is my dream to be human one day. His syn-thetic voice moaned. See, now you know how I feel when you tell me that I cant have my dream come true! Nene plopped on the bed and stretched her arm around Chip. I love you, Chip. The two sat on the bed and before them the large blue moon. A dream. A reality. A distant thing.

    Leading the Way to Survive

    Before the last great battle on Xandoria against the Darkness, the Judges ordered special GENE ships constructed and had them sent into deep space. These ships were manned with a massive contingent of androids. Meanwhile, the Hunters found themselves against everyone after Master Grimlock led a group to kill the Oracle when he discovered that she was responsible for the Shiva Agenda. In the waning hours of Xandoria, Lord Dreggor and Master Grimlock killed the Oracle and released the Darkness, an ancient being of prime evil. Lord Dreggor, mor-tally wounded, opened up the Star Con-denser Power Core in order to prevent the Darkness from escaping while Grim-lock fled. That event caused a black hole to form inside of Xandoria. The hunters gathered up as many civilians as they could and put them on spaceships, send-ing them out into deep space hoping that they could track down the GENE ships. Xandoria died, consumed from within and the Darkness with it.

    The refugees caught up to the GENE ships decades later. In that time the civil-ian ships had been expanded into large cities and linked together. This massive ship was called Olympus. New genera-tions of humans were being born. The sense of safety came to an end when the first Santha Prime colony ship was dis-covered. A dead, derelict ship with no communications. And that is where our game begins.

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    What is a Role-Playing Game?

    A role-playing game is a fantastic social experience. People get together around a table and create their characters. They then use these characters to adventure through whatever story the game master tells. The Game Master: This is the person who runs the game. They create the story that will be lived through the play-ers. The Game Master throws encounters at the players and acts out the roles of non-player characters. They need to know the rules of the game and have a creative streak that is ongoing. The Game Master has to be able to be sponta-neous. Now dont let this scare you. Be-ing the Game Master is lots of fun! Im-prov acting skills are a must! Lots of non-player characters to be and you dont want them sounding all alike! The Players: You are responsible for making the story go forward. Each player has a character that they create and use. The player can even talk like their character, portraying anything from a stutter to a lisp. Players make choices that make the game move along. Victories are celebrated and losses mourned. But at the end of the day its only a game and you are players, much the way Shakespeare wrote. The Objective: At the end of the day, the whole point of the role-playing game is to have fun! Age Level: When play testing Xandoria Galaxies, we used a very energized 7 year old girl. By the end of the first half

    of the campaign, she was designing her own monsters and had mastered the rules. We have also made it a point to keep this game appropriate for ages 7+. You can run the game with more adult tones, but overall, its all about making it fun and enjoyable for all ages at the ta-ble! Things You Need: There are a couple items youll want before starting this game up.: First, you will want scrap paper!!! A cou-ple sheets. Second, you need pencils, NOT PENS!!! Clicky pencils are the best. Third, print up some character sheets. Each player should have one. Forth, 2 ten-sided die per player. Make sure they are different colors. OR, if you are resourceful, get yourself a 100 sided die! But why different colors? Well 1 of those dice represents your 10s and the other your 1s. So if you rolled your 10s and got a 7 and rolled your 1s and got a 3 your number rolled would be a 73. LAST! SNACKS! One must always have a beverage and yummy snack when gam-ing. Be it veggies or chips, a good game has good snacks. Setting up the Game: Alrighty, Game Master. First you need to come up with a plot. What will be the point of the game session? Is it a mission for the President? Maybe a private hunt on the lower decks for Capt. Krust? You need to decide. Then get some non-player char-acters together. The non-player charac-ter or NPC, is someone you control.

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    Maybe a scientist, the President or an-other character. These are people who will interact with the players, offering help, giving orders or maybe the NPC is a bad-guy! Once you have these lined up, get a timeline going. Where will players meet certain people and what might be said? Daydream this out a little. Come up with variables, because players rarely ever stick to the story. Then decide how many players you need. Is it open for anyone who wants to play? Maybe you only have so much room at your table? Pick. Then come up with what monsters will be encountered by the players and what rewards will be given if the mon-sters are defeated. Once you have all this together, you are ready to rock and roll! Playing in the Game: As the player, you are the center of attention. Your choices help move things along. But you are also a character in the game. Think it through. How do they act in times of stress? Are they friendly? Grouchy? Gung-ho? What drives them? Then apply this knowledge to your character in the game. Maybe they dont like non-humans and the group consists of Dolls. The player might hesitate to aid a Doll in need. Then draw a sketch of your charac-ter. Its always good to have artistic rep-resentation. In the game your character might get hurt or even fall to a higher power. Fear not! Xandoria allows for cloning of characters! So if you die, make sure you were nice to your fellow play-ers so that they will bring you back! As a rule of thumb, players also supply snacks. The game master has their work cut out for them just running the game.

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    Character Creation In the world of Xandoria Galaxies play-ers take on the roles of heroes that have set out to explore the unknowns of the Santha Prime colony ship. Do they want to be free roaming Hunters who work for the highest bidder? Are they enlight-ened intellectuals who have mastered the art of DRAW and have become DRAW Clerics? Or is the character a hardened soldier who works for the gov-ernment acting as an enforcer? So when creating characters, players fol-low this flow: 1) Pick Race: Do you want to be an An-droid, Hy-Men or Human? 2) Pick a Class: Do you want to be a DRAW Cleric, Hunter or Protectorate? 3) Determine Primary Stats 4) Determine Secondary Stats 5) Buy Cheats 6) Assign points to Basic Actions 7) *Optional: Pick Flaws 8) Determine Extras 9) Pick a Persona 10) Choose your age

    11) Monetary Exchange, Panz: All play-ers start with 600 panz to buy armor, weapons and gear. For Game Masters who want to start out quickly use the following: Hunter: Sword (L), Hunter Vest (L), Companion, Med Shot LO DRAW Cleric: Dagger (L), Robes (L), Companion, Med Shot LO, Fi Disk or MED Disk Protectorate: Sword (L), Jumper (L), Companion, Med Shot LO

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    Nene here! Time to meet the races of Xandoria Gal-

    axies! Each one is special in their own way! Humans are pretty typical, but the An-droids and Hy-Men really make for an interesting party. Variety is good!

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    Races *GM Note: Some races have classes that they specialize in. This offers them full experience (Full EXP). Other may not be as good at certain classes. All experience gained is subject to penalties like experi-ence halved (Half EXP). There are even cases of quarter experience (Quarter EXP).

    Androids aka Dolls No one is sure who created androids, but they have been around since the dawn of man. These servants require no food or water, just minor maintenance here and there. Santha Prime relied on androids a little too much, but the ones from Xan-doria were much more human friendly. These servants are made of high stress plastics and durable metals. High end androids actually have personality, while standard work machines are as boring as watching paint dry. Players are high end. Most have synthetic skin at least on their faces. Combat models tend to just be all metal. Androids maintain security and peace on Olympus. When humans want a revolt, android forces intervene. This provides a problem for androids because they are cold hearted and dont under-stand emotional judgment. As players, androids are limited to Protectorates and Hunters. They are unable to use raw DRAW, unless its built into one of their weapons. However, they are invulner-able to poisons, toxins and mind control. Not to mention the fact that they dont need to breathe. This makes them ex-tremely useful for dealing with nasty creatures and environmental situations. They also can see the invisible. Instead of healing like humans and Hy-men, an-droids inject Nano-Repair doses into

    ports located across their bodies. Some armor upgrades offer a constant flow of Nano-Repair throughout the body. When an android dies the body turns gray and the eyes go dim. Classes: Protectorate (Full EXP), Hunter (Half EXP)

    Primary MAX Increase Per Level Rumble 50 +2 Agility 30 +2 Might 40 +2 Moxie 40 +2 Smarts 60 +3 Perception 70 +5 Spirit 35 +1 HEALTH: +15 Per Base Level Invulnerable to Poisons, Toxins and Mental Attacks Does not need air MAY NOT USE DRAW DISKS Sees through invisibility unless oth-erwise stated Starts with TECH skill at level 30

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    Hy-Men The greatest thing about cloning is the ability to make improvements on the old model. The GENE ships offered humans this chance. They took the best DNA from the humans on Xandoria and other creatures like Dogpas and the Oracle herself, to grow the Hy-Men. Unlike hu-mans, the Hy-Men have a natural ability to pull DRAW energies from any source, not just a single planet. This provides them with strong mental abilities. Its hard to get a jump on a Hy-Men. They also look almost human, except for a pair of pointed ears. In order to keep these genetic wonders from becoming aggres-sive, the human government placed the Hy-Men in monasteries where they were taught to pray and meditate peacefully. Some wanted to be like normal humans and started to mingle with them. As players the Hy-Men are DRAW power-houses. They are DRAW Cleric masters, but can be intimidating Protectorates. As a Hunter, the Hy-Men is swift and agile, dancing around a target and dealing dev-astating blows. When it comes to dealing with humans, the Hy-Men act superior and arrogant. They arent too kind to an-droids either. Classes: DRAW Cleric (Full EXP), Protec-torate (Half EXP), Hunter (Quarter EXP)

    Primary MAX Increase Per Level Rumble 20 +1 Agility 40 +2 Might 25 +1 Moxie 25 +1 Smarts 50 +3 Perception 50 +3 Spirit 60 +4 HEALTH: +10 Per Base Level +10 to all DRAW attack Damage per level

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    Human The most common life-form in the uni-verse is the human. They have spread across time and space like locusts, con-quering, populating and killing each other into almost total extinction, only to rebound. On Xandoria they were jail-keepers and rulers. On Santha Prime they were the dominant species that was corrupted by the Darkness. While not everyone suffered from the influence of the evil, most did. The humans who es-caped Xandoria are resilient and have done well for themselves given current events. Those who were hunters trained new hunters with new weapons. Others formed merchant unions and small po-litical parties. A larger population took to religion, praying their way through the days to the Lightness, their salvation from the Darkness. A small handful joined the Protectorate in hopes to keep the peace. Humans may be tough, but they are vulnerable to a lot of things. Their ability to use DRAW has slowly di-minished because of their distance from Xandoria. Some have learned how to tap new DRAW sources through cosmic enlightenment, much like the Hy-Men. But overall they rely on DRAW boosters to use raw DRAW abilities. Humans are very adaptable and learn quickly. This makes them ideal for any players who are just starting out with no gaming ex-perience. Classes: ALL (Full EXP)

    Primary MAX Increase Per Level Rumble 30 +2 Agility 30 +2 Might 30 +2 Moxie 30 +2 Smarts 30 +2 Perception 30 +2 Spirit 30 +2 HEALTH: +10 Per Base Level

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    Classes The days of the Engineers, Judges and Medics are long dead; their knowledge lost in the chaos of war. Now players are thrust into the front lines. DRAW Clerics seek the truth. Hunters try to protect everyday life. The Protectorate are carrying out their own hidden agenda. All forced to work together for the greater good. If they were to fail, all life from Xandoria would be gone.

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    Every class has its strong point. You just need to

    pick what works for you!

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    Draw Cleric When the Seers were wiped out by the death of the Oracle, many of their follow-ers began looking for new ways to tap into DRAW energies. They discovered a source of light energy, much like the raw DRAW power from Xandoria. This power became known as the Lightness. From there the DRAW Cleric was born. These masters of DRAW can summon the raw powers of light and use them to their ad-vantage. Some DRAW Clerics can even tap into dark energy which is dangerous; because anytime one uses it they run risk of alerting the Darkness to the loca-tion of the colony. The life of a DRAW Cleric is one of servitude to the Light-ness. They pray daily and preach nightly. On missions they are the first ones to try and find a peaceful ending and the first to unleash almighty power upon any-thing they deem evil. DRAW Clerics arent fighters, but can hold their own in combat. Some even choose to learn to use different weapons outside of their teachings.

    Weapons: Companions (M), Bow (M), Daggers (M), Moonblade (Special), SMG (M), Pistol (M), Staff (Special), Sword (1 Handed, M), Sword (Twin Blades), Sword (Double-Blade, Special), Wands (Special), Whip (H)

    Primary Increase Per Level Rumble +0 Agility +1 Might +0 Moxie +1 Smarts +2 Perception +3 Spirit +3 HEALTH: +20 Per Class Level Starting Special Focus: Draw Use +10 Draw Religion +10 Wands +10 *Special: DRAW points used are cut in half.

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    Hunter The life of a Hunter is one of adventure and danger. They act as enforcement for the Protectorate during peacetime. Most Hunters are battle hardened individuals who act as solo operatives. When the situation is grave they will team up for the greater good. A starting Hunter is given a mentor to show them the ropes. They train day and night with this men-tor until they are ready to go out on their own. Most Hunters start at the age of seventeen. In order to be granted a full Hunter membership, a trainee must prove themselves through a series of tri-als. These consist of missions that are just dangerous enough to make the trainee think they might not succeed. After they graduate, the new Hunter may carry out missions offered by the Protec-torate. The Hunter is a skilled melee weapon master. While trainees are equipped with a pistol and a sword, full Hunters arm themselves with the best melee weapons money can buy. The DRAW powers of the Hunter weapons are designed for maximum damage to individuals and groups at close range. The headquarters for the Hunters is lo-cated in the government quarters of Olympus. This way the Hunters can de-ploy quickly without having to call staff in. Hunters are given free room and board.

    Weapons: All Melee (Special), Assault Rifle (L), Burst Gun (L), Companion (L), Dual Pistols (L), Moonblade (Special), Pistol (M), SMG (M), Wand (M)

    Primary Increase Per Level Rumble +2 Agility +0 Might +3 Movement +1 Intelligence +0 Perception +1 Spirit +1 HEALTH: +30 Per Class Level Starting Special Focus: Swords +10 Defend +10 Security Clearance (Low) *Special

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    Protectorate The Protectorate is a military character. Most are androids, but there is a nice va-riety of humans and Hy-Men too. The mission of the Protectorate is to carry out military operations against any threats that arise against the Xandorian refugees. Each member is trained in dif-ferent combat techniques in order to make them more adaptable to the grow-ing changes. Most are trained to use ranged weapons in order to prevent casualties on their side. Over the last few years the Protectorate itself has taken up residency in the manufacturing district. With the recent discovery of a Santha Prime colony ship the Protectorate has stepped up production of androids in order to explore without spreading themselves too thin. The biggest prob-lem with Protectorate characters is their egos. Because the Protectorate organiza-tion is the law onboard Olympus, they tend to be bullies and are demanding of anyone who is not one of them.

    Weapons: Assault Rifle (Special), Bow (Special), Burst Rifle (Special), Cannon (Special), Dagger (M), Dual Pistols (Special), Pistol (Special), Rifle (Special), Spear (M), Sword (1-Handed, M), Sword (Long, M), Wand (M)

    Primary Increase Per Level Rumble +2 Agility +2 Might +1 Moxie +2 Smarts +0 Perception +1 Spirit +0 HEALTH: +20 Per Class Level Starting Special Focus: Pistols +10 Demolitions +10 Security Clearance (Medium)

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    Determining Primary Stats Roll 2d10 (2 ten-sided dice) for each Pri-mary plus one additional time. This extra roll may be used to replace a bad roll. The Average person has stats that are around 10 points. There are no bonuses in this game, because the system is based on rolling under a ceiling and not rolling above.

    Stats RUMBLE: The fighting ability of a char-acter. Used for hand to hand combat and melee rolls. Agility: How agile a character is. Used for dodge and agility rolls. Includes pro-jectile powers, throwing and shooting rolls. Might: The physical strength of a char-acter. Used for strength rolls including bending, crushing and lifting. Moxie: How physically fit a character is. Used for checks against atmosphere, poisons, toxins, and physical exhaustion. Also is how much Health characters gain per day while resting. Smarts: The intelligence of a character. Used for roles that involve the brain like understanding how something works. Perception: How aware the character is of their surroundings. Used for obser-vation and spot rolls. Spirit: The mental willpower of the character. Used for checks of the mind and magic.

    Health: How much damage a character can take. Equal to their:

    RUMBLE +AGILITY+MIGHT+MOXIE WILD: A pool used to add to rolls. De-termined by adding:

    SMARTS+PERCEPTION+SPIRIT Power Bar (PB): This is your experi-ence pool. For every ten points of experi-ence you check off one box. After you check off ten boxes your character goes up one base level. Dont forget that as Primary Stats increase, so do your Sec-ondary. See Experience Table for quick reference. DRAW: This is your base Spirit score. When using DRAW powers from special abilities add this number to your attack roll in order to increase your chance of success. DRAW is used to: *Increase DRAW attack damage *Use Special Abilities from weapons Any time DRAW is used, subtract it from this DRAW pool. DRAW is restored at an amount equal to the players level each turn. Popularity: Your status with the gen-eral public. Players want to keep a good reputation or end up black listed from certain missions or hated by the general public. Resources: How much money you usually have. This all depends on how well players do on missions.

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    EXPERIENCE TABLE

    Understanding Movement Players take their Might and divide it by 10. This is how many yards a player may move in a single action. Players with jacked up speed from technology follow this formula:

    Might+ Speed Rank divided by 10= Number of yards player can move

    per action When using hex or square maps, then a yard is represented by a single hex or square.

    Cheats Cheats are used to increase your luck in a game. This can be anything from in-crease Primaries to adjusting dice under the right conditions. Take all your Pri-mary stats and add them together. This is the number of points you have to spend on Cheats. Cheats cost 20 points a piece. Special Focus UP: Increase 1 Special Focus by 10 Full View: +10 to all Perception rolls. God Mode: Subtract MOXIE from any damage Lucky: You may re-roll up to 4 failed rolls. Power UP: Increase 1 Stat by 10. Resistance: +10 to ALL save rolls

    Level Base Class 1 100 1000 2 300 3000 3 600 6000 4 1000 10000 5 1500 15000 6 2100 21000 7 2800 28000 8 3600 36000 9 4500 45000

    10 5500 55000 11 6600 66000 12 7800 78000 13 9100 91000 14 10500 105000 15 12000 120000 16 13600 136000 17 15300 153000 18 17100 171000 19 19000 190000 20 39000 390000

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    The Flaw, The Nemesis, The Weakness

    Some characters are just loaded with is-sues. From battle worn with Post Trau-matic Stress Disorder to missing a limb for whatever the reason, people tend to suffer. And that is where FLAWs, NEME-SIS, and WEAKNESS come into play. The FLAW is a physical condition that hinders the character. This can be any-thing from distinct scars to the afore mentioned missing limbs. Maybe they have an unstable personality. Either way it's noticeable. The NEMESIS is an arch-enemy that is always there in the player's life looking to mess with them. Or maybe it's some-one the player is obsessed with bringing down once and for all. Whenever the game is going, this person is always in the background making trouble. From interfering with a mission to going after the player's family, this is the worst per-son in the player's life. The WEAKNESS is a mental or physical issue that can cripple the player. It could be an obsession or it could be a wound that has never healed, causing the player to flinch when someone takes a shot at that spot. But if hit there, the player is going to know it and suffer for it in a bad way. -MAJOR Flaw: Examples include: disfig-urement, drug addiction, homicidal streak, missing limbs, paralysis, severe medical condition that limits the players activities. Major Flaws offer 1d10 Wild Points to use on Stats, BUT may only be taken once.

    -Minor Flaw: Players who have bad breath or gambling habits fall into this category. Other examples include: bad memory, body odor, depression, lisp and scars. Minor Flaws offer +1 Wild Points to use on Stats. Players may take 2 Minor Flaws. -MAJOR Weakness: This is the worst possible weakness. Anyone with a physi-cal weakness like this will instantly hit the floor if hit here. Player's with a men-tal weakness at this level won't be able to function normally. They will become detached from people around them and generally spook everyone nearby. They will also suffer -50 to all rolls afterwards. Players gain +5d10 Wild Points to use on their Stats. The Major Weakness can also cause fatality (Double damage to player when hit here, if physical). -MINOR Weakness: This acts just like the Major Weakness, but on a smaller scale. Players will instead suffer -20 to all rolls. A minor weakness can't kill a player. Players gain +2d10 Wild Points to use on Stats.

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    Special Focus Xandoria has a variety of weapons that require different skills in order to use them. All non-classed characters use their RUMBLE for basic weapons. But a player may choose a weapon to train on for special bonuses. Special Focuses work like this: *Players add the Rank of the Special Fo-cus to all rolls involving it. *Players add the Special Focus Rank to weapon damage related to that Special Focus. Example: Max has a Special Focus of Sword +10. So he adds 10 damage to the damage of the weapon.

    Increasing a Special Focus For every time a player successfully uses a Special Focus they put a mark next to it. When they reach ten marks they roll 1d100 and subtract 10 from the roll. If the player rolls UNDER their current Rank that Special Focus goes up by 10. If a player is trying to use a new weapon that means a player would need to roll 1-9 in order for that Special Focus to in-crease. Advanced Fight (RUM): Choose or cre-ate an unarmed fighting skill. Are you a kicking master or a brick crushing brute? When creating your own un-armed combat skills make sure you de-scribe it to the rest of the players. Melee/Shooting (RUM/AGI): Pick a melee weapon (claws, glaives, swords ect) or a shooting weapon (bow, cannon, pistol, rifle ect). See the Weapons list for ideas.

    Physical (AGI/MGT): This is a physical activity that you are good at. It could be something as simple as rock climbing to something complex like cliff diving. Advanced Education (SM): These skills are your academic trades. They include scientific skills and medical skills. A lot of DRAW based characters have Ad-vanced Education skills to offset their poor combat skills. Operation (SM/AGI): Pick a skill to op-erate a vehicle. Are you an All-Terrain character or maybe a shuttle pilot? These skills are great for characters that are always on the move without having to rely on others to get them there. Social Interaction (SM): Choose skills that help you in the social arena. This includes: Leadership, Conversation, Streetwise, Interrogation and other re-lated skills. Artistic (SM/AGI): Is there a skill that makes your character stick out? Maybe painting or singing? Many good warriors have a domestic skill that keeps them sane. TECH (SM/AGI): This skill allows play-ers to use and repair technology. It is the engineering skill for Xandoria Galaxies. Dolls start with it, but players can also gain the skill like they would any other learned skill.

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    EXTRAS As a player progresses through the game they are likely to make allies or gain memberships into organizations. On your character sheet you will see a slot for EXTRAS. Write down any EXTRAS you earn throughout the game. These include: Ally: Be it a former enemy or a fellow hero, these are people who you can call on when you might need help with a mission. Contacts: People you have talked to who might provide you with intelligence later on. Friends: If you are a people person, then you are likely to have friends. These are people who you hang out with when not on missions. This also includes fam-ily. License: If you are a Hunter you carry a license to do business. This also allows you to travel freely from world to world. Maybe you manufacture goods, so youd have a license to sell your goods or deal arms. Membership: Anyone who is a DRAW Cleric, Hunter or Judicator has a mem-bership in these organizations. If a player breaks away from these groups they lose their membership privileges. This isnt to say they cant join cults and other groups. Sidekick: Someone really likes you and they want to be like you. Its flatter-ing and you need the ego boost. So youve taken this person as a sidekick.

    The only problem is that they get into trouble a lot.

    Persona How does your character act? Are they real heroes or are they people that walk the line? When creating your character a player should determine what side they will take in tough times. There are three solid types of persona: Good: This is the character that follows the rules and makes sure other do as well. They love to save the day and will take on missions that follow this trend. The only time the Good character will break the law is when the law is corrupt. Neutral: This character walks the line. The will do what is right as long as its done in their own way. Evil: Self-centered is the best way to describe this type of persona. They do everything for themselves and the hell with anyone else.

    Age Rule As you get older you gain more experi-ence. For every 10 years AFTER age 20, add +10 to one Special Focus. Any player OVER the age of 40 must sub-tract 2 per year over 40 from one Stat.

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    Mechanics The standard mechanic is:

    Roll 1d10+Stat+Skill=Result

    The 1d10 rolled represents 10s. So if a player rolls a 4 it would be 40.

    Stat+Special Focus+1d10=Result Against another player or an opposing force: Player rolls:

    Stat+Special Focus+1d10=Result *Opposition rolls:

    Stat+Special Focus+1d10=Result *Most of the time players are likely try-ing to dodge when rolling against an op-posing force. That applies Agility as the stat and any Special Focus that might ap-ply. Winner: The player with the highest re-sult Teamwork: Any time more than one player work together they gain a +10 per person involved in the action to their roll.

    WILD Being a hero means surviving the odds. To represent this players are given WILD at character creation. Each game session their WILD is restored to full value. WILD can be used to adjust rolls, soak damage, or pull the occasional miracle. WILD MUST be used in multi-

    ples of 10. So when can a player declare they are using WILD? That would be at any point during a turn unless it is being used to adjust a roll. Then you must de-clare that you are using some of your WILD.

    Actions and Turns -Players have a number of actions equal to their Agility divided by 10. This is how many actions the player has during a turn. -During a turn, the player with the highest Agility goes first and does 1 action. Then the next person until each player has gone once. Then you go back to the first person until everyone has used up all their actions. Once ALL actions are used up, that represents a single turn. -Dodges/Defend use 1 action. A player that dodges uses up their action for the next round. If they dont have any left they cannot dodge. If a player doesnt have any Actions left, attacker must roll above the players AGILITY. But this ONLY applies to heroes who are facing a head-on attack. Otherwise its an auto-matic hit.

    Static Difficulties Target # (Game Masters must roll 1d10 and add this #

    to see what the Target # is) Easy tasks 25 -Tasks that require little effort Medium Tasks 50 -Tasks that require some effort Hard Tasks 75 -Tasks that require a lot of effort Super Task 100 -Tasks that require that super touch Ultra-Task 150 -Tasks for those who are that darn lucky!

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    Checks and Saves If you need to make a check to see if something else beats you out, players usually need to roll OVER the opposing forces rank. This is done by adding the players Stat+1d10. In other cases players are making checks that involve their Moxie or Spirit. Those saves work like this: Roll 1d10. Add your Stat (Moxie or Spirit) to the number rolled. The 1d10 is in multiples of 10. The Game Master rolls 1d10 and adds the Rank of the intensity together. If your end result is higher than the Game Masters combined roll (Moxie or Spirit) then you make the save.

    Detection Players use their PERCEPTION to detect oddities including traps. In order to de-tect use the following formula:

    Players PERCEPTION +1d10

    Game Master rolls 1d10 and adds Rank of hidden item (or camouflage) If the players total is GREATER than the Opposing Rank the player succeeds. If it is not, then the player doesnt. Here are some sample saves players might need to make: Moxie: Choking, hold breath, poison, toxins, vacuum Perception: Detecting an ambush or trap, seeing invisibility Spirit: Fear, mental domination

    Damage Types There are two different types of damage: lethal and stun. Lethal Damage is re-served for blades, guns and things that can kill. Anyone who is knocked to ZERO Health by lethal damage dies. Stun Dam-age is reserved for blunt and energy damage. Players who are knocked to ZERO Health by these forms of damage are knocked out until they receive medi-cal attention. Please note that the person knocked to ZERO Health by stun damage is out cold even if the damage was more than the Health they had. If they take any more stun damage, the player dies. Stunned for how long? If a player fails a Moxie save, they are usually stunned for 1 turn for ever multi-ple of 10 they failed their roll by. So if a player were to fail a Moxie roll by 30 points, then they would be stunned for 3 turns.

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    Penalty Why? -5 For a slightly complicated action. Maybe turning a door han-

    dle covered in baby oil. -10 For more complicated actions. This works for

    distance attacks. -15 Doing something a bit more than you are used to, like lifting

    something double your size. -20 An action against moving targets or trying to hit something

    under cover. -25 A task that requires real training that you dont have. Dis-

    arming a bomb with only TV training. -30 Extreme situations. Walking across thin ice is a good exam-

    ple or grabbing an arrow as it flies by you. -40 Super heroic actions. Catching a victim falling from a plane.

    Bonus Why? +10 Slight advantage: Catching someone off guard while facing

    you. +20 Small advantage: Catching someone off guard while they are

    looking the other way. +30 Advantage: Catching someone off guard while they have

    their back to you. +40 Major Advantage: Hitting someone sitting.

    +50 Super advantage: Hitting someone while they are sleeping.

    +60 Godly Advantage: Hitting someone while six thugs hold them down.

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    Size Modifiers Sometimes creatures might be really small or really large. This can be good or bad, depending on how you look at it. Apply the following rule when doing combat with sized creatures: SMALL: 1 inch to 3 feet tall +10 to attackers roll to hit Medium: 4 feet to 7 feet tall No bonus or penalty LARGE: 8 feet and up -10 to attackers roll to hit

    Healing Players heal their MOXIE per day (unless poisoned). With medical attention (meaning in hospital stay) they gain their MOXIE times two per day. Anytime a player takes more than 30 LETHAL damage, they must take a cosmetic FLAW. This Flaw may be fixed with cos-metic surgery.

    The Power Bar As players succeed in their games they gain points to be placed in their power bar. These Power Bar points may be used to raise Primaries, increase Base or Class Levels or buy CHEATS. Below are some other ways and what costs what. Gaining Power Bar points: - Divide the foes Health by 2 = # of XP - Scale XP with awesome actions with values 10 to 50. Award 10 to 50 XP. - Award XP for teamwork. Hand out any-where from 10 to 20 XP. - Everyone who games really well and is not disruptive, hand out 10 XP. - You can pretty much hand out XP for anything. It is always up to the GM.

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    Material Strengths Everything has a material strength. Even paper (which is 0). When busting up something a player MUST have a Might stronger than the material strength or they will not be able to affect it. Material also has an Armor Class. This is how much damage it may take before it suf-fers deterioration. If your Might is stronger than the AC than you can easily do damage to the material. Material ranks work like this:

    *Every time you do damage over the AC the material takes the remaining dam-age. But this also means the AC is now less too. AC is always equal to the Mate-rial Strength.

    Rank AC Material Below Average 5 Cloth, glass, paper, ice, crystal, rubber, soft metals

    Average 10 Mortared brick, aluminum, light machinery Above Average 15 Some types of armors, meshes

    Excellent 20 Concrete, iron, bullet proof glass Extraordinary 30 Reinforced concrete, steel

    Incredible 40 Solid stone, advanced metals Awesome 50 Steel alloys, granite

    Mighty 70 Diamond and heavy, super alloys Supreme 90 Alien metals, magical material Cosmic 1 150 Light star matter Cosmic 2 500 Medium star matter Cosmic 3 1,000 Super heavy star matter Infinity 2,000

    + Duh.Why bother?

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    President Xiro wants you to report to his office, Nene!!

    Nene! Thank you for coming! I have an urgent mission for you and your

    friends!

    I am always here to serve President Xiro. What can the Hunters do for you this time?

    Two weeks ago I sent a scout team into the Santha Prime colony ship. They

    never returned. Considering how things are going, I need you to investigate for me. I need to know what is going on!

    I trust you, Nene. Please dont let me

    down.

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    Ko*C*Ne here! Nene, I hear youre going shopping! I know all

    the hip places to get good stuff! Armor, swords, CANNONS! YES!

    Decker is the Protectorate Arms Master. He has all the govern-ment issued stuff! Of course he moonlights as an adventurer!

    Tolkin carries really weird things. He also buys oddities. So when on a mission, always col-

    lect stuff for him to look at.

    For good INTEL hit up BeeBop! Hes a little loose in the proces-sor, but his knowledge is valu-

    able. Not to mention his smoking dance moves!!! Yo Bee! Tell us a

    story about Olympus!

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    Armor Name: As it says; the name of the ar-mor. Just because a name is eccentric doesnt mean thats a good thing. Type: Some armor is made out of unique materials. Common armor types are: Ceramic, Cystal and Protoplastic. Add-On: There are four different clas-sifications of armor: Arms, Body (Boosters), Boots and Booster. The Booster type describes special additions to armor that offer special abilities. Grade: The quality of the armor. High, Medium, Low and Special. Location: Where does the armor fit? Is it head, body, arms or legs? Booster Slots (BS): How many spaces the armor has for Add-ons. Defense Points (DP): How much exact protection the armor gives. Defense Bonus (DB): This is the # you add to Defense rolls. Evade Bonus (EB): This is the # you add to Evade rolls. Resistance: What type of special re-sistances it has against DRAW powers. Summed up as: FiR: Fi Resistance, ICR: IC Resistance, FLR: Flash Resistance, CrR: Crack Resistance, LiR: Light Resis-tance, DkR: Darkness Resistance Might Prerequisite: This is how strong you need to be to use the armor.

    Armors & Accessories Base Armors Ceramic: This is the most common ar-mor out there. Its designed from hard plastics and lined with a ceramic glaze to offer extra protection against energy based attacks. This armor type allows for Arm and Leg add-ons. Extra add-ons will not fit. Cystal: Created from space matter, the Cystal armors are well known for their adaptability to DRAW energy. DRAW Clerics love this armor the most, but other classes enjoy the ability to use Ex-tra add-ons. Cystal is a mesh of DRAW resistant crystal particles and hard plas-tics. This armor type allows for Arm, Leg, and Extra add-ons. Protoplastic: Androids love Proto-plastic armor because it fits their frames the best. This super-alloy metal armor with ultra-durable plastic casing makes the Protoplastic armor one of the best man-made armors to date. This armor type allows for Arm, Leg, Head and Extra add-ons. Armor Standards Jumper: This is a basic under-suit worn by adventurers. It is light and flexi-ble. Higher grades of this armor have special plates inside offering additional protection. Hunter Vest: The standard vest worn by all hunters that offers great protec-tion against common creatures. Not so great for bigger more dangerous mon-sters.

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    Combat Armor: One of the standard armors for the Protectorates. Hunters also enjoy the benefits from this armor. Cyber-Suit (Dolls ONLY): This is the jumper equivalent for Dolls. Cyber-Armor (Dolls ONLY): Some Dolls enjoy tank-like armor because it looks scary and it provides fantastic pro-tection against common creatures. It can even hold its own against more devastat-ing monsters.

    Plate: When it comes to the best pro-tection that money can buy, the Plate ar-mor is the best. Some plate even has spe-cial qualities that can withstand the toughest attacks. Robes: By choice, DRAW Clerics love to wear robes. They allow for easy maneu-vering and are comfortable. While they arent great for combat, they do protect against DRAW based attacks quite well.

    Jumpers

    Hunter Vests

    Cyber Armor

    Plate

    Robe

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    ARMOR Type Grade Location BS DP DB EB FiR ICR FLR CrR LiR DkR MP Panz Jumper Ceramic L Body 0 5 5 5 0 0 0 0 0 0 8 250

    H-Jumper Ceramic M Body 1 10 10 5 5 5 5 5 0 0 10 275

    C-Jumper Ceramic H Body 2 15 10 5 10 10 10 10 0 0 12 300

    Hunter

    Vest Ceramic L Body 1 10 10 15 5 0 0 0 0 0 10 250

    H-Hunter Vest Ceramic M Body 1 15 10 15 10 0 0 0 0 0 12 275

    C-Hunter Vest Ceramic H Body 1 20 15 20 15 0 0 0 0 0 15 300

    Combat Armor Ceramic L Body 2 25 15 10 10 10 10 10 10 10 20 800

    Combat Armor Ceramic M Body 2 30 20 10 15 15 15 15 15 15 22 1000

    Combat Armor Ceramic H Body 3 35 25 10 20 20 20 20 20 20 25 1500

    ARMOR Type Grade Location BS DP DB EB FiR ICR FLR CrR LiR DkR MP Panz Combat Armor Cystal L Body 2 40 30 10 0 0 0 0 30 30 25 2500

    Combat Armor Cystal M Body 2 45 35 10 0 0 0 0 35 35 28 3000

    Combat Armor Cystal H Body 3 50 40 10 0 0 0 0 40 40 30 3500

    Combat Armor

    Protoplastic L Body 3 55 45 20 20 20 20 20 20 0 25 5000

    Combat Armor

    Protoplastic M Body 3 60 50 25 25 25 25 25 25 0 30 5500

    Combat Armor

    Protoplastic H Body 3 65 55 30 30 30 30 30 30 0 35 6000

    Cyber-

    Suit Protoplastic L Body 1 15 15 10 10 10 0 10 0 0 10 500

    Cyber-Suit

    Protoplastic M Body 1 20 20 15 15 15 0 15 0 0 15 1000

    Cyber-Suit

    Protoplastic H Body 2 25 25 20 20 20 0 20 0 0 20 1500

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    ARMOR Type Grade Location BS DP DB EB FiR ICR FLR CrR LiR DkR MP Panz Cyber-Armor

    Protoplastic L Body 3 50 25 15 15 15 10 15 0 0 25 5000

    Cyber-Armor

    Protoplastic M Body 3 55 30 20 20 20 15 20 0 0 28 6000

    Cyber-Armor

    Protoplastic H Body 3 60 35 25 25 25 20 25 0 0 30 7000

    Plate Ceramic L Body 1 45 45 20 25 25 25 25 25 0 25 3200 Plate Ceramic M Body 2 50 50 25 30 30 30 30 30 0 28 4000 Plate Ceramic H Body 3 55 55 30 35 35 35 35 35 0 30 5000

    Plate Cystal L Body 2 55 55 25 0 0 0 0 0 35 25 4500

    Plate Cystal M Body 2 60 60 30 0 0 0 0 0 40 28 6000

    Plate Cystal H Body 3 65 65 30 0 0 0 0 0 45 30 8000

    ARMOR Type Grade Location BS DP DB EB FiR ICR FLR CrR LiR DkR MP Panz Plate Protoplastic L Body 2 65 50 35 30 30 30 30 0 0 28 7500

    Plate Protoplastic M Body 2 70 55 40 35 35 35 35 0 0 30 8000

    Plate Protoplastic H Body 3 75 60 40 40 40 40 40 0 0 30 9000

    Robes Ceramic L Body 1 15 10 15 5 5 5 5 0 0 10 150

    Robes Ceramic M Body 1 20 10 20 10 10 10 10 0 0 12 200

    Robes Ceramic H Body 1 25 10 25 15 15 15 15 0 0 14 300

    Robes Cystal L Body 2 30 15 30 20 20 20 20 0 30 16 500

    Robes Cystal M Body 2 35 15 35 25 25 25 25 0 35 18 1000

    Robes Cystal H Body 2 40 15 40 30 30 30 30 0 40 20 2000

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    Add-Ons Type Grade Location DP DB EB FiR ICR FLR CrR LiR DkR Special MP Panz S-Guard Gauntlet L Arm 5 5 5 0 0 0 0 0 0 --- 10 100 S-Guard Gauntlet M Arm 10 10 5 0 0 0 0 0 0 --- 12 130

    S-Guard Gauntlet H Arm 15 15 5 0 0 0 0 0 0 --- 14 160

    H-Guard Gauntlet L Arm 20 20 5 5 5 5 5 5 5 --- 16 800

    H-Guard Gauntlet M Arm 25 25 5 10 10 10 10 10 10 --- 18 1200

    H-Guard Gauntlet H Arm 30 30 5 15 15 15 15 15 15 --- 20 2500

    D-Guard Gauntlet L Arm 35 35 5 0 0 0 0 0 30 --- 20 3000

    D-Guard Gauntlet M Arm 40 40 5 0 0 0 0 0 35 --- 25 4000

    D-Guard Gauntlet H Arm 45 45 5 0 0 0 0 0 40 --- 30 7000

    Add-Ons Type Grade Location DP DB EB FiR ICR FLR CrR LiR DkR Special MP Panz

    Omni-Guard

    Gauntlet L Arm 50 50 5 50 50 50 50 50 50 --- 30 10000

    Omni-Guard

    Gauntlet M Arm 55 55 5 55 55 55 55 55 55 --- 30 30000

    Omni-Guard

    Gauntlet H Arm 60 60 5 60 60 60 60 60 60 --- 30 50000

    Trekkers Boot L Leg 5 5 10 0 0 0 0 0 0 +3 Move-

    ment 10 75

    Trekkers Boot M Leg 10 5 15 0 0 0 0 0 0 +4 Move-ment

    12 150

    Trekkers Boot H Leg 15 5 20 0 0 0 0 0 0 +5 Move-ment

    14 300

    Combat Boots

    Boot L Leg 10 15 5 0 0 0 0 0 0 +5 Defense 15 500

    Combat Boots

    Boot M Leg 15 20 5 0 0 0 0 0 0 +8 Defense 18 1000

    Combat Boots

    Boot H Leg 20 25 5 0 0 0 0 0 0 +10 Defense 20 1500

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    Add-Ons Type Grade Location DP DB EB FiR ICR FLR CrR LiR DkR Special MP Panz Bell Toes Boot L Leg 5 5 20 0 0 0 0 0 0 +5

    Move-ment

    10 1000

    Bell Toes Boot M Leg 5 5 25 0 0 0 0 0 0 +8 Move-ment

    12 1200

    Bell Toes Boot H Leg 5 5 30 0 0 0 0 0 0 +10 Move-ment

    14 1500

    Lady

    Slippers Boot L Leg 5 5 40 0 0 0 0 0 0 +15

    Move-ment

    15 10000

    Lady Slippers Boot M Leg 5 5 45 0 0 0 0 0 0

    +20 Move-ment

    16 20000

    Lady Slippers Boot H Leg 5 5 50 0 0 0 0 0 0

    +25 Move-ment

    17 30000

    Kurbers Boot L Leg 15 20 10 0 0 0 0 0 0 +5 to

    MGT 15 15000

    Kurbers Boot M Leg 20 25 15 0 0 0 0 0 0 +10 to MGT

    20 25000

    Kurbers Boot H Leg 25 30 20 0 0 0 0 0 0 +15 to MGT

    25 35000

    Add-Ons Type Grade Location DP DB EB FiR ICR FLR CrR LiR DkR Special MP Panz Idol Boots Boot L Leg 30 30 30 30 30 30 30 30 30 --- 20 25000 Idol Boots Boot M Leg 35 35 35 35 35 35 35 35 35 --- 25 30000 Idol Boots Boot H Leg 40 40 40 40 40 40 40 40 40 --- 30 35000

    Guard

    Combat Boots

    Idol Boots

    Bell Toes

    Lady Slippers

    Trekkers Kurbers

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    Booster Type Grade Special Panz Target Booster AGI Booster L +4 to AGI 500

    Target Booster AGI Booster M +6 to AGI 700

    Target Booster AGI Booster H +8 to AGI 900

    Bulls Eye DAA Booster L +10 to AGI 1000

    Bulls Eye DAA Booster M +12 to AGI 1300

    Bulls Eye DAA Booster H +14 to AGI 1500

    Lively Booster Health Booster L +10 to Health 1200

    Lively Booster Health Booster M +15 to Health 1600

    Lively Booster Health Booster H +20 to Health 2000

    Magi Booster DRAW Booster L +20 to DRAW 2500

    Magi Booster DRAW Booster M +30 to DRAW 3000

    Magi Booster DRAW Booster H +40 to DRAW 4000

    Titan Booster MGT Booster L +5 to MGT 800

    Titan Booster MGT Booster M +10 to MGT 1200

    Titan Booster MGT Booster H +15 to MGT 1500

    Speed Booster MVT Booster L +5 to MVT 800

    Speed Booster MVT Booster M +10 to MVT 1200

    Speed Booster MVT Booster H +15 to MVT 1600

    Love Booster Health Restore L +2 per turn to

    Health 25000

    Love Booster Health Restore M +5 per turn to Health

    30000

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    Booster Type Grade Special Panz

    Love Booster Health Restore H +10 per turn to Health

    40000

    Magi-4ver DRAW Recover L +2 per turn to

    DRAW 25000

    Magi-4ver DRAW Recover M +5 per turn to DRAW

    30000

    Magi-4ver DRAW Recover H +10 per turn to DRAW

    40000

    Badge of Good Dark Defense L +10 to Dark

    Resistance 15000

    Badge of Good Dark Defense M +20 to Dark Resistance

    25000

    Badge of Good Dark Defense H +30 to Dark Resistance

    35000

    Sinners Badge Light Defense L +10 to Light

    Resistance 15000

    Sinners Badge Light Defense M +20 to Light Resistance

    25000

    Sinners Badge Light Defense H +30 to Light Resistance

    35000

    Rainbow Badge Defense Booster L +10 to all

    Resistances 15000

    Rainbow Badge Defense Booster M +20 to all Resistances

    25000

    Rainbow Badge Defense Booster H +30 to all Resistance

    35000

    Bender DC Booster L +10 to Damage

    Ceiling (DC) 15000

    Bender DC Booster M +20 to Damage Ceiling (DC)

    25000

    Bender DC Booster H +30 to Damage Ceiling (DC)

    35000

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    Base Add-Ons Gauntlets: These arm guards protect from the hands to the shoulders. They offer excellent protection for melee weapon characters that get right into the thick of a fight. Boots: These leg guards protect from the feet to the knees. In addition to extra protection, boots can also offer bonuses to a players Evade. Helmets: Offering great protection for the head, the helmet covers from the neck up. Some helmets can even provide a boost to different Primary and Secon-dary Stats. Boosters: These are small disks that slide into an armor data-port. Different ones offer different bonuses. Some in-crease Primary and Secondary Stats. Others boost DRAW. The best boosters are ones that offer constant healing or DRAW recovery each turn. Dont forget to adjust Primary and Secondary when needed. Guards and Boots Detailed Guards: These arm gauntlets that offer basic protection. The S-Guard is the stan-dard that has no bells and whistles. It can be used to parry attacks. The higher

    versions like the High-Guard, Demi-Guard and Omni-Guard project energy shields, much like an archaic shield from ancient times. Trekkers: Favored by Hunters, these boots offer good traction in the field. They even offer a Movement bonus. Combat Boots: When it comes to du-rability, the combat boot is the choice for all combat ready adventurers. If you want to move into combat quickly, the Combat boot is for you. Bell Toes: DRAW Clerics love the Bell Toe boots. They are light-weight and dont hinder the cleric when they are running out of harms way. Lady Slippers: The preferred foot-wear for female characters. They feel like you are wearing nothing and offer amazing evade capabilities. In addition, they increase the users Movement dras-tically. The downside, men dont look too manly when wearing these. Kurbers: When adventurers want to look tough and rough, they sport the Kurber. This boot actually increases MIGHT and makes for a mean combo with other MIGHT boosters.

    Booster Type Grade Special Panz Orga-Flow Companion Booster L +5 DRAW per

    turn to Companion

    25000

    Orga-Flow Companion Booster M +10 DRAW per turn to

    Companion 35000

    Orgo-Flow Companion Booster H +15 DRAW per turn to

    Companion 45000

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    Idol Boots: Worn by some of the greatest heroes of Olympus, the Idol boots offer advanced protection from DRAW powers.

    Weapons Name: As it says; the name of the weapon. Just because a name is eccentric doesnt mean thats a good thing. Each weapon is energy based, even though they do physical damage. So blades look like laser blades, but they are doing physical impact damage. This is caused by containment fields around the energy. Some swords have blades with energy edges. Type: There are different weapon types. -Circular (C): This weapon does a circu-lar attack that hits targets in front and behind of the user. -Cleave (CL): This weapon swings hard and hits even harder. Because of this damage is doubled, but number of at-tacks are cut in half. -Piercing (P): This weapon relies on a lunging and stabbing action. It also ig-nores armor. -Ranged, Long (RL): Rifles and cannons can reach quite far. To represent this, the long range weapon can reach up to 500 yards. -Ranged, Short (SR): Pistols have a lim-ited range compared to other shooting weapons. They can shoot up to 30 feet.

    -Ranged, Throwing (RT): The weapon may be thrown up to range equal to the players Might x5 in feet. -Slashing (S): The weapon attack is based on quick swipes at a singular tar-get. -Sweeping (SW): This weapon can hit multiple targets that are in a 90 degree cone directly in front of the user. -(1/2 Attack Value): Each attack from this weapon counts as half an action. So if you had 4 actions and you fired this weapon twice, itd count as 1 action with 3 actions remaining. Grade: The quality of the weapon. High, Medium, Low and Special. DRAW Pool (DRP): Each weapon has the ability to do specific DRAW special attacks. These attacks cost DRAW from the actual weapon in order to work. The power cell recharges at two points every other turn. NOTE: Shooting weapons cost DRAW from the DRP to use. This cost is equal to Damage divided by 5. So a weapon with a DRP of 90 and causes 60 damage may fire 18 shots before needing to recharge. DRP recharges at the rate of 5 points per turn for shooting weapons. Damage: The base damage that the weapon does. Damage Ceiling (DC): This is the maximum damage a weapon may do. That means if your MIGHT or your AD-VANCED skill puts you over the damage, then the weapon will only do as much as the Damage Ceiling allows.

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    RNG: Range. How far you can strike in feet with this weapon. Agility Prerequisite (AP): How high your Agility must be in order to use the weapon. Might Prerequisite (MP): How high your Might must be in order to use the weapon. Action Cost (AC): How many Actions it costs to use this weapon.

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    Base Weapons Sword (1 Handed): This is a blade that tends to be between three and four feet long. A single bladed sword offers the user a chance to arm themselves with a secondary weapon. Sword (Twin Blade): These are two one-handed swords that have a linked DRAW source, allowing the user to do combo attacks. Sword (Long): While bulky, this heavy bladed sword does serious dam-age to a single target or works wonders for sweeping attacks. The blade is heavy enough that it requires two hands to use. Sword (Double Blade): The double bladed sword looks like a small spear with sword blades at each end. Its great for massive combo barrage attacks on a single target. Combine it with a DRAW attack and were talking catastrophic damage. Dagger: This small blade is perfect for precise attacks without all the glamour. It also keeps a hand free for a secondary weapon. Daggers (Twin): Masters of hand to hand combat love the twin daggers be-cause they can combine their martial training with bladed attacks. These are two daggers (one for each hand) which have a linked DRAW source. Watching a twin dagger attack is like watching bal-let.

    Spear: This pole is about 7 feet tall with a large blade on the end. While this is a two handed weapon, it offers an ex-tra reach to hit a target. Claw: This glove is equipped with sharp blades that imitate an animal claw. This single handed version offers use of a sec-ondary weapon. Claw (Twin): Like the claw, but two handed, the twin has a linked DRAW source for combo attacks. Moonblade: The classic throwing weapon of days gone by, the new moon-blade has been upgraded with a DRAW power source that allows it to use DRAW attacks. Companion: This is a small cybernetic creature that tags along with players. Each companion starts with Primary Stats of 10. These stats increase each time it absorbs different elements. This includes everything from MED Shots to actual DRAW energies (soaking damage from DRAW attacks). A companion may absorb up to 10 points of DRAW energy, every six hours. These points are then distributed by the player into the com-panions Primary Stats. The cool thing about having a companion is that it actu-ally adds to the players Primary Stats and Secondary. For every ten points a companion has in Primary and Secon-dary Stats, equal a +1 bonus to the players Primary and Secondary Stats. So if Mixer (Companion) has a DRAW of 21, then Brells DRAW gains a +2. All DRAW energy absorbed over 10 points is stored in a power cell. When it reaches 100 the companion strikes out with a massive DRAW attack. If the player is almost dead, this energy fully heals and restores

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    all lost DRAW to the player. The compan-ion floats above the character on the left or right side. Just keep in mind that each companion is unique. If a player spends his time fighting monsters who beat on him with FI attacks, then most likely the companions DRAW attack will be FI based. This also works if the player has a serious focus on a specific DRAW ability, where a companion will follow its mas-ters path. (A note on companions: All players start with one, but there have been rumors of companions turning on their masters. This has caused many to leave their companions home when they go out on missions.) Knuckles: This glove type has two DRAW arcs on each knuckle, offering up a raw DRAW punch attack. The fancier knuckles have sharp DRAW arcs for piercing attacks. Pistol: This single handed projectile pistol uses a mixture of caseless rounds and magnetic projection. Add a DRAW ability to it and you have a double whammy attack. Pistol (Twin): These two pistols have a linked DRAW power source that makes them perfect for quick entries. The user comes in with his pistols blazing like a cowboy. The catch is they must be used together and may not be used sepa-rately. Burst Gun: This gun fires a cone of carbon pellets. The shells can be charged with DRAW energies for special damage. The burst gun is two handed because it requires pumping to load another shot.

    SMG: This is a small compact version of the assault rifle. It carries less ammo, but only takes one hand to fire. Trained characters can use one in each hand! Rifle: Great for long ranged attacks, the rifle can keep enemies at a distance. Load the rifle with a special DRAW clip and make your distance attack personal. The rifle is a two handed weapon due to weight. Rifle (Assault): Much like the rifle, the assault rifle carries more ammo and dishes out more damage. Instead of sin-gle shots the assault rifle fires bursts. Like the rifle, this weapon is two handed due to weight. Bow: Unlike archaic bows of ancient days, these bows fire energy pulses of pure DRAW. The bow also comes with a DRAW adaptor to adjust its ability to dif-ferent forms of DRAW energies. The weapon has a trigger mechanism that fits onto the fingers of the pulling hand. This makes the bow two-handed. Cannon: One shot, one kill. The cannon is that weapon. It fires single shots of massive DRAW energy that can blow through the toughest targets. There are even variable DRAW clips to improve the effects of the cannon attack. The cannon is very heavy and has to be fired from the shoulder making it impossible to carry another weapon in hand. Wand: In order to focus natural DRAW ability a player needs to utilize a wand. This small staff comes with a special channeling link between the user and the weapon. Any player who has learned a DRAW ability may channel it through

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    the wand. The wand is one-handed al-lowing for use of an additional weapon. Whip: This is a retractable micro-line that is empowered with DRAW energy. The whip is the choice weapon of play-ers who want to jump head first into masses of enemies. The whip may be up-graded with a DRAW power cell in order to give it special qualities. The whip is one-handed allowing for the use of an additional weapon like a pistol or wand.

    Staff: Sometimes a wand isnt practical in combat and thats where a staff comes into play. Almost identical to a wand, the staff is larger and may be used as a me-lee weapon. The staff needs two hands to use.

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    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Sword (1-Handed)

    S L -- 85 12 25 10 10 1 200

    Sword (1-Handed)

    S M -- 110 23 45 25 15 1 1500

    Sword (1-Handed)

    S H -- 150 33 65 35 20 1 3000

    Sword (Twin

    Blade) S L -- 120 20 30 20 15 2 300

    Sword (Twin Blade)

    S M -- 150 30 45 30 20 2 1600

    Sword (Twin Blade)

    S H -- 180 45 90 40 20 2 3000

    Sword (Long)

    CL/SW L 6ft 115 20 35 15 15 2 250

    Sword (Long)

    CL/SW M 6ft 150 25 50 20 25 2 1700

    Sword (Long)

    CL/SW H 6ft 180 50 100 25 35 2 3100

    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Sword (Double

    Blade) S L -- 200 75 150 25 25 2 2000

    Sword (Double Blade)

    S M -- 220 100 200 35 30 2 4000

    Sword (Double Blade)

    S H -- 230 125 250 45 35 2 6000

    Dagger P L -- 90 12 25 10 10 1 200

    Dagger P M -- 130 23 45 15 15 1 1500

    Dagger P H -- 160 47 95 20 15 1 2300

    Daggers (Twin) P L -- 130 20 35 15 10 2 300

    Daggers (Twin) P M -- 200 45 90 25 15 2 1500

    Daggers (Twin) P H -- 250 75 150 35 20 2 5000

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    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Spear P/SW L 8ft 150 24 45 20 15 2 1500

    Spear P/SW M 8ft 200 45 90 20 25 2 3000 Spear P/SW H 8ft 230 75 150 25 30 2 6000

    Claw S L -- 160 75 150 25 20 1 8000 Claw S M -- 200 100 200 25 20 1 12000 Claw S H -- 240 125 250 30 20 1 14000

    Claws (Twin) S L -- 250 100 200 30 25 2 30000

    Claws (Twin) S M -- 300 150 300 30 25 2 40000

    Claws (Twin) S H -- 340 200 400 35 30 2 60000

    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Moonblade RT/S/

    SW L =MGTx5 150 22 45 20 15 1 500

    Moonblade RT/S/SW

    M =MGTx5 200 45 90 25 20 1 900

    Moonblade RT/S/SW

    H =MGTx5 250 70 140 30 20 1 1200

    Knuckles S L -- 160 70 140 20 25 2 5500

    Knuckles P M -- 210 140 180 25 30 2 8800

    Knuckles P H -- 260 180 320 30 35 2 10000

    Pistol SR L 30ft 95 30 60 10 10 1 150

    Pistol SR M 30ft 145 80 160 15 15 1 1300

    Pistol SR H 30ft 195 180 320 20 20 1 10000

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    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Pistols (Twin) SR L 30ft 130 40 80 15 15 2 300

    Pistols (Twin) SR M 30ft 180 100 200 20 20 2 1500

    Pistols (Twin) SR H 30ft 220 220 440 25 25 2 8000

    SMG (1/2 Attack

    Value) SR/SW L 30ft 140 50 100 15 15 2 600

    SMG (1/2 Attack Value)

    SR/SW M 30ft 190 110 190 20 20 2 1000

    SMG (1/2 Attack Value)

    SR/SW H 30ft 230 200 250 25 25 2 2000

    Burst Gun SR/SW L 30ft 150 90 180 15 20 2 2500

    Burst Gun SR/SW M 30ft 200 200 280 20 25 2 3200

    Burst Gun SR/SW H 30ft 250 280 360 25 30 2 7000

    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Rifle RL L 500yds 250 35 70 15 15 1 3000 Rifle RL M 500yds 300 90 180 20 20 1 5000 Rifle RL H 500yds 350 200 300 25 25 1 9000

    Rifle (Assault) (1/2

    Attack Value) RL/SW L 500yds 150 30 60 20 20 2 4000

    Rifle (Assault) (1/2 Attack Value)

    RL/SW M 500yds 200 80 160 25 25 2 6000

    Rifle (Assault) (1/2 Attack Value)

    RL/SW H 500yds 250 180 320 30 30 2 8000

    Bow P/SR L 50yds 400 50 100 20 20 2 25000

    Bow P/SR M 50yds 450 75 150 25 25 2 30000

    Bow P/SR H 50yds 500 100 200 30 30 2 35000

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    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Cannon SW/RL L 500yds 450 55 110 20 25 3 25000 Cannon SW/RL M 500yds 500 100 200 20 30 3 30000 Cannon SW/RL H 500yds 550 300 450 25 30 3 35000

    Wand SW/SR L 50yds 250 +125 +250 10 10 1 20000 Wand SW/SR M 50yds 300 +225 +450 15 15 1 25000 Wand SW/SR H 50yds 400 +275 +500 20 20 1 30000

    Whip C L 15ft 75 25 50 20 15 1 1800 Whip C M 15ft 150 50 100 25 20 1 2000 Whip C H 15ft 300 150 300 30 25 1 2500

    Weapon Type Grade RNG DRP DMG DC AP MP AC Panz Staff SW/SR L 50yds/

    30ft 300 +100/50 +200/10

    0 20 20 2 15000

    Staff SW/SR M 50yds/ 30ft

    350 +125/100

    +250/200

    25 25 2 20000

    Staff SW/SR H 50yds/ 30ft

    400 +150/125

    +300/250

    25 25 2 25000

    Staff Claw Whip

    Companion

    Sword

    Dagger

    Moonblade

    Burst Gun

    Knuckles

    Pistol

    Long Sword

    Wand Spear

    Double Blade

    SMG

    Rifle Cannon

    Bow

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    Gear Med Shots Cost: 20 Panz LO, 75 Panz ME, 150 Panz HI These simple injectors shoot hyperactive repair cells into a character restoring so much health. There are three different levels of Med Shots: LO (Restores 20 Health), ME (Restores 60 Health) and HI (Restores 100 Health). Med-Field Cost: 50 Panz LO, 100 Panz ME, 175 Panz HI This small button is equipped with a powerful DRAW field that heals anyone near the user (including the user). There are three types of Med-Fields: Lo (Restores 20 Health), ME (Restores 60 Health) and HI (Restores 100 Health). DRAW Boost Cost: 400 Panz LO, 800 Panz ME, 1600 Panz HI For characters that have natural DRAW ability, this small stone restores so much DRAW. There are three types: LO (Restores 20 DRAW), ME (Restores 60 DRAW) and HI (Restores 100 DRAW). Cure Shots Cost: 40 Panz Just like the Med Shot, but instead the Cure Shot cures all poison or toxins. Reviver Cost: 500 Panz Characters in Xandoria rely on spiritual energy to survive. When they die, this energy flickers out. The Reviver is a small wallet-sized device that actually kick-starts a characters soul and zaps them back to life. Anyone who is revived this way gains half of their Health back.

    Miracle Reviver Cost: 1200 Panz Instead of just coming back to life the dead character gains ALL their Health and DRAW back. EM Port Cost: 400 Panz Sometimes players will find themselves in dire situations or maybe just out of supplies. The EM Port is a small wrist device that teleports them back to the Hunters HQ. Field Goggles Cost: 1000 Panz These special goggles link the user to other players in the party. They also al-low the player to see in the dark and anything that might be invisible. Players may not equip head add-ons when using this. Field Pack Cost: 1000 Panz One of the greatest inventions since the destruction of Xandoria is the trans-dimensional Field Pack. This small de-vice attaches to the players armor (a 4 inch in diameter disk). When they need an item, the player simply touches the device and thinks the name of the item. If its in the pack then a small portal will appear and the item will slide out. The Field Pack may hold up to 10 of each item, with a limit of 50 items. These may include everything from Med Shots to full blown armor (the portal opens up enough for it to fit in and out).

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    DRAW Types There are different types of DRAW en-ergy: Fire, Ice, Lightning, Earth, Darkness and Light. Each one has benefits and drawbacks. Using Darkness is the most dangerous of all DRAW types because it can actually send a homing pulse to the Darkness entity. Below is a listing of raw DRAW abilities that are used by DRAW Clerics and anyone else with the ability to use them. The one thing to keep in mind is that DRAW types are not just magically bestowed. A player needs to have a DRAW Type disk that alters their DNA to accept and use specific DRAW abilities. After that its just a matter of using raw DRAW to activate them. When using DRAW attacks based in a weapon, that damage is equal to the players DRAW. Once the DRP is gone the weapon may only do non-DRAW damage and at-tacks. FI Disk Cost: 400 Panz This is a fire based attack that hits a sin-gle target. Anyone hit with a FI attack takes damage equal to the DRAW put into it. The next turn cut the damage in half and this is what additional damage is caused from being lit on fire. Once the fire is out, the damage stops. FI-BA Disk Cost: 900 Panz Just like the FI attack, but it may hit up to three targets standing close to one an-other as flame spirals around a primary target. FI-OH Disk Cost: 1300 Panz The last FI attack is a nasty massive

    wave of flame that hits anything in front of the user. Just like all FI attacks, any-one hit catches on fire and takes damage until the flames go out. IC Disk Cost: 450 Panz This frost based attack hits a single tar-get. With it roll a 1d100. 1-50: the target is frozen for 3 rounds, 51-100: nothing happens. Damage is equal to the amount of DRAW put into it. IC-BA Disk Cost: 950 Panz This ice attack hits up to three targets in a whirlwind of snow and ice. Damage is the same as a regular IC attack. IC-OH Disk Cost: 1350 Panz This blast of winter-like ice and snow sweeps across all targets around the user up to 10 feet away doing IC damage. Other players are affected by this attack, so when using it check your parameter. FLASH Disk Cost: 500 Panz This is a single strike lightning attack. Anyone hit by it must make a MIGHT save difficulty 50 or be stunned for 3 rounds. Any machine that gets hit by it takes an additional 10 points of damage. FLASH Blitz Disk Cost: 1000 Panz The user can shoot bolts of lightning from their body hitting up to three tar-gets in front of them. Damage and affect is just like FLASH.

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    FLASH Storm Disk Cost: 1400 Panz The sky clouds over and a massive light-ning storm hits all targets around the caster, enemy and friendly. Damage and affect is just like FLASH. CRACK Disk Cost: 550 Panz The ground shakes violently, knocking down a target and causing damage equal to the DRAW used. To avoid falling down, take the DRAW used and subtract it from 100. This is the difficulty. CRACK Pillar Disk Cost: 1050 Panz : Sharp rocks the size of large pillars shoot up from the ground. This attack hits up to three targets in front of the user. CRACKATOA Disk Cost: 2500 Panz A massive eruption of lava explodes out of the ground causing players to not only fall over, but they also take fire damage too. MED Disk Cost: 200 Panz This light based DRAW ability heals Health equal to the amount of DRAW used. MED-E Disk Cost: 500 Panz Same as above, but it works on any tar-get within five feet of the user. MED-UP Disk Cost: 1000 Panz At the base cost of 50 DRAW, a player may bring a dead character back to life.

    DEFEND Disk Cost: 500 Panz A brilliant field of light appears around the user increasing his Defense by the amount of DRAW put in. DEFENSOR Disk Cost: 800 Panz Same as DEFEND, but works on anyone within five feet of the user, but the bonus to Defense is halved. BREAK Disk Cost: 1200 Panz Light breaks down a targets Defense equal to the amount of DRAW used. BRIGHTNING Disk Cost: 1500 Panz A burst of light causes attackers to suffer a penalty equal to the amount of DRAW used. RETURNER Disk Cost: 2000 Panz A character is instantly teleported back to Olympus in a whirling vortex of light. They may take an entire party with them. This uses a flat 20 DRAW.

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    The past is dark. Evil escaped from

    its immortal prison and began to consume the planet Xandoria.

    We fled into space, but the Darkness was strong.

    Many didnt make it!

    Survivors linked their ships together and Olympus was

    born! But there was so much chaos. No

    leader to lead. It wasnt looking good.

    But President Xiro saved us all. He

    created the Protec-torate. They main-tained law and or-

    der. Eventually Xiro was voted to lead us. It is a task that weighs heavy

    on his soul.

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    The Divine and Marbles These two clothing stores are owned by Juarez. The prices are outrageous and the designs are just as far out there. Most adventurers tend to stay away from these ritzy stores, but on those dress occasions they come here to shop. If its in fashion these stores have them. The Divine specializes in womens clothing while Marbles is all about the male. Costs: Low End Ritzy Outfit: 1000 panz, Medium End Ritzy Outfit: 4000 panz, High End Ritzy Outfit: 10000 panz. Store Quotables: You look so divine! You need help! Try this and this and this and this and this...almost there! You dont have that kind of money. *GM Notes on the stores: DRAW Clerics tend to shop here because they dont require armor and most have some need to look fashionable while out in the field. Some Hy-Men have this same obsession too. The store clerks are very in touch with their femi-nine side.

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    Juarezs Fine Foods The rich and famous like to think they are better than everyone. Thats why they go to Juarezs Fine Foods. Here they can eat like kings and queens for only 50 panz a plate! The lights are always dim, the music is always soft and the people are stiff. There is even a large window that looks out into space which costs an extra 50 panz per person to sit at. Each table has silk napkins, brass plates and silver utensils. No one may enter the restaurant unless they are wearing appropriate clothes (which can be bought at the two clothing stores in the mall). Juarezs Fine Foods Quotables: That is not appropriate attire! Did you see how they were dressed? We dont serve your kind here. Snap snap, perfection is waiting! *GM Notes on the staff: Juarez rarely makes public appearances. Once in a while he might watch on a monitor, but most of his time is spent in his penthouse. His staff is snobby and arrogant. Most hate Dolls and Hy-Men. They also dont allow weapons in the restaurant.

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    Juarezs Office The one place that no one ever goes to is the office of Juarez. Why? Because he doesnt want to be around anyone. The office is hidden above Juarezs Fine Foods. Its not very big, with standing room for about four people. The room is filled with holo-screens projecting scenes from all over the ship. Juarez is actually a cyborg who is plugged directly into a mega-computer which sends him data constantly. When it comes to infor-mation brokering, Juarez is the master. There is a protective force field between Juarez and any visitors he has. In order to destroy it you would end up taking out half of the mall, because it draws its power directly from the ships engines. If anyone is standing before Juarez then its for a reason. Usually he likes to send Hunters out on crazy errands for miner-als and artifacts. Juarezs Quotables: Yes, yes I know. But I want you to go there anyways and get it for me. Regulations? I make the rules! I say go! Yes, yes I will pay you well. What do you mean you need more panz? No! I can hire a peasant to do the job for less! Yes, yesI will pay your amount. *GM Notes on Juarez: Gene ships are run by cyborg pilots and crew who are di-rectly plugged into the ships main com-puter. Juarez was an intelligence cyborg onboard one of the gene ships before it linked with Olympus. Having no use for him, the President had Juarez discon-nected from the network and put him down in The Burbs. Here the cyborg made a name for himself as a data bro-ker and set up shop in the mall. Juarez is shrewd for a cyborg. He loves data and will do almost anything to get it, includ-ing breaking the law. On the weird side,

    he has a thing for his position and busi-nesses. While he always comes first, if customers might be in danger he is quick to call on Hunters to resolve the prob-lem.

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    Stats for Juarez R: 8 A: 5 M: 30 M: 50 S: 40 P: 70 S: 50 Health: 293 WILD: 160 Armor: Cyborg Frame: 50 DP, Force Field: 100 DP Weapons: Defense Lasers (8): 40 LIGHT Damage

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    The Rose When in need of excitement the people of Olympus go to The Rose, a fancy dance club. Here the music plays all night, holo-games blast away and lonely souls find company. The establishment is run by a Doll with a few loose circuits in its head. Be-Bop is slightly deranged and for a Doll, he is way out there. BeBop dresses like a club queen and parties like a Hunter. He knows the music that people like to hear and plays it. When not behind the DJ booth, BeBop is out on the floor showing his dance moves on the clubs mega large, holo-enhanced disco floor. The walls echo an age of innocence, but its a faade. There is no cost to get into the club, but the rules state that no weapons are allowed in. BeBop hates them. Around the dance floor are several long tables and a few booths. Above is the DJ booth where BeBop spins his tunes. BeBop Quotables: Were getting funky tonight! Spin the wheel and get up on that heel! To the left, to the right, rockn my tunes every single night! Funk Yall! *GM Notes on BeBop: Once a combat android, BeBop turned into a music master af-ter he got shot in the head while on a mission. Since then he has dumped his combat programming in exchange for a library of musical goodness that he preaches like re-ligion. BeBop hates violence and demands that differences be settled on the dance floor and not with a weapon.

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    Stats for BeBop R: 20 A: 20 M: 30 M: 40 S: 8 P: 8 S: 10 Health: 550 WILD: 26 Special Focus: Dancing +40 Armor: Cyber Armor: 60 DP (25 vs. FiR, ICR, CrR and 20 vs. FLR) Invulnerable to Poisons, Toxins and Mental Attacks Does not need air MAY NOT USE DRAW DISKS Sees through invisibility unless other-wise stated Weapons: Dancing Punch: 30 Physical Damage Dancing Spin Kick: 40 Physical Damage

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    And we partied all night long when Xiro took office. We did

    the flip-flop-dip-hop! It was a PAARTY!

    Come on! Lets dance! Shaken left and

    twistn right! All.. Hold it! Tell me about the Santha Prime Colony ship! BeBop.STOP DANCING!

    Sure. There are some strange things on that ship. The garbage doll Captain Krust, space pirate.

    Rumor has it that the legendary Doctor Gruber is held up in a Bio

    -Plant. But thats nothing.

    Hunters claim that there are signs of the Darkness onboard the ship. Strange monsters not

    seen before.

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    Tolkens Trading Post Omar Tolken is one of the most famous merchants to ever grace the upper deck of the Olympus. He was once a proud hunter, but was injured during a freak accident and has never quite recovered. He frequently tells tales of yesteryear and his adventures on alien worlds. But he doesnt say a word about his fall from grace. Rumor has it that Omar stumbled across a relic of the Darkness and be-came so terrified he ran away, ruining his reputation forever. His store is packed with some of the best equipment money can buy. He also has been known to strike deals with hunters, asking them to retrieve special items from sacred lo-cations. In exchange he offers special dis-counts. For every major trophy a hunter brings him, Omar offers them 5,000 panz. Tolken Quotables: Welcome to Tolkens! You look like you are in need of some FIII-INNNNEEE product! Well I got just whatchya need there! No monster can stand up to my fine grade weapons! And if you kill em, bring em in! Ill pay ya good money for some fine trophies! *GM Notes on Omar: While on a scouting mission, Omar found a large talisman that had been sculpted by the Darkness itself. The dark energies drove this proud hunter insane and he wandered for weeks before being discovered by a rescue party. The very thought of the Darkness causes Omar to go into a sweat-soaked panic. He carries with him a small holo-projector with the image of the talisman on it. If translated it reads: Forever Eternal the master shall be. For Darkness is forever might. Its armies are vast. Its power is almighty. Hail the Dark-

    ness. Hail the power. Hail. Hail. Hail. Darkness Forever.

    Stats for Omar Tolken R: 30 A: 10 M: 10 M: 20 S: 10 P: 10 S: 20 Health: 370 WILD: 40 Special Focus: Sword +20, Defend +20 Armor: Nightwind Guard: 20 DP (30 vs. DARK) Curse: Eye of Darkness: Any intelligent DARK creature can see and hear what Omar does. The eye is actually the scar on his chest. Dark Magi and Dark Seers tend to keep an eye on Omar. Weapon: Nightwind Sword (1-Handed): 40 Physi-cal Damage, 10 DARK Damage

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    BeeBees Oddities and Goodies When people want the odd knick knacks they go to BeeBees. Here they can get leg-endary sweets and cakes. Souvenirs also fill the shelves. But you always know when BeeBee is baking, because the sweet aroma lingers around the mall. BeeBees family has been in the business of baking for centuries. Her aunts ran a mobile snack shack on Xandoria. Today, BeeBee is set up in the mall, drawing in the rich and famous who are dying to get their hands on her goods. BeeBees Quotables: Its the yummiest cake yet! Everyone wants it! But its going to cost you! *GM Notes on BeeBee: BeeBee is an energized teen who loves to bake. She mastered the culinary arts as a little girl. When BeeBee was old enough, her dying aunt gave the little cook the family recipe book. Since then, BeeBee has been whisking away in the kitchen. Shes always looking for special ingredients and is willing to pay good money to anyone who can bring her something new. Her cakes also have amazing qualities. They can restore the health