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The Aberyian Realm Sourcefile. Doc:1023164 Filed By: Explore Team 1105.

The Tribes of The Aberyian Realm, as compiled by Ganth Uth-Matar, Co-Chancellor of the Pashen Providences. Introduction: As the Elders began to explore the stars from the home-world of Amavorax; the Elders discovered several inhabitable worlds. A the Elders made headway through the unknown, charting new paths; Amavorax sought to colonize these new worlds, for the betterment of the people, in ways of more food and more living space. The Ruling council thought it best that each undergo its own colonization project, to minimize the over-taxation of the populace. Each tribe began its own colony effort, building and planning for the tack at hand. In less than a decade after the announcement, large droves of colony vessels took to the stars. Each of the tribes sent their vessels outward, spreading through out the heavens. The wilds proved to be hostile and hazardous, as colony fleet after fleet were destroyed, vanished or simply returned back to Amavorax, disheartened. The Amavorax citizens began to lose hope in the colony project, calling the target areas

Aberyis or struggle without end.


But a ray of hope passed over the people, as in the first three scores of the initial colonization as one tribe succeeded, where the others failed, in establishing outposts in wild space. Returning to Amavorax, this tribe opened the way for the others to leave the confines of the home-world and reach for the stars

The Wu-Stead. The Wu-stead are a tall, hairless, four-armed humanoid race with skin-tones ranging from light gold to motted browns. Their eyes are covered with an anti-glare membrane, giving the appearance of pupil-less eyes. Females have hair only on their heads. The Wu-stead are the oldest established government, having tamed wild space first. The Wu-stead have long been educators of the realm, having some of the finest academies in the realm. Since its founding, the Wu-stead have always strove to be the best at what they do, to the point of believing they are the best. The Wu-stead have even created an award, the Paragon, that state the recipient is the master of his/her chosen profession. Its government is a Consulate, made up of the governors of the Wu-stead worlds and overseen by an elected Coordinator. The Coordinator is the chosen ruler and advised by the Consulate. The Coordinator has final say in all matters, however the Consulate may contest his actions. Contesting is rare, as the Consulate must call for a General Population vote. If the contested action is still note resolved, an Executive Resignation may be called, with the General Population voting on the outcome. Notable Worlds: Stavin: Capitol Xalis: HQ of the Aberyian Knighthood. Game Stats. Dex: 2D/4D Know: 2D/6D Mech: 2D/4D Per: 2D/6D Str 2D/6D Tech: 2D/4D Special abilities: Four-armed:( +1D to Brawl/ Melee Damage and Climb skill). Control pain: ( as power, use Stamina) Education: ( start with 10D for skills) Advantages/Disadvantages: Technical Aptitude: (-3D; gains a +1D to all Tech rolls) Arrogant:(+1D; loses 1D to all interaction skills) Obsessive: ( +2D; must out do anyone around so they are the Best) Average height and weight: 63/ 230lbs

The Pashen. The Pashen are a beautiful people that seem to have been crafted instead of born. At the base of the neck, Pashen have gills, as well as, pointed ears. Skin-tones range from light blue to sea-green. Hair-tones from olive green to ink black., only the Royal line has white hair. The Pashen dwell within the vast aquatic worlds of the realm, yet are able to survive above surface as well. The Pashens natural environment have adapted them well for space travel and combat, as they tend to think in three-dimensions. Pashen know that other tribes would be uncomfortable under the waves, so they maintain orbiting stations above some of their worlds in space. The Pashen take pride in their race, maintaining the belief contact with others should be minimized to avoid racial contamination. Their pride extends to their educational system, as Pashen universities are the best, rivaled only by the Wu-stead academies. It is the debate of who has the better knowledge that has kept the Pashen and the Wu-stead in a cold war state. The government is a monarchy, ruled by a Chancellor. Notable worlds: Aquatis: Capitol Mantis: The station was the site of the first summit meeting between tribal leaders against the Que-dan . The first of its kind in three-thousand years. Game Stats: Dex: 2D/4D Know: 2D/4D Mech: 2D/5D Per: 2D/5D Str: 2D/4D Tech: 2D/5D Special Abilities: Magnify senses: ( as Power; use perception) Breathe air and water Education: ( start with 10D for skills) Advantages/Disadvantages: Mechanical Aptitude: ( -3D; gain a +1D to all Mech skills) Intolerant: (+1D; -1D to interaction skill with all non-Pashen) Domineering: (+2D; must be first and best in all situations) Average Height and Weight: 55/140lbs

The Xi-Trandorians : The Xi-Trandorians stand tall, with light green to dark olive skin tones. The males are bald with a crown braid. The females have full hair covering. Both sexes are well defined physically and have an intimidating presents. The Xi-Trandorians are a mysterious people for the only contact has been with he military or their press corps. Both groups display the same qualities: a lack of emotion, self-control, and extreme doctrine and tactics. All members of the military under go a mind wipe, eliminating completely all past memories and replacing them with military doctrine and tactics. New recruits are easy to spot and their head braid does not touch his neck. A Grand-Xalin (equal to a commodore) has a braid that loops around his right shoulder in a forazia-style, with the bottom of the loop touching mid-torso. It is unknown about the civilian population, as the Celestial Prince allows no other tribe upon his worlds. However, one facet of the military is known, that all ranks are contested for in a Trial by Combat. Notable Worlds: Valin: Capital Valis: Research world, whose experiment with a super weapon that misfired caused human involvement. Bolis III: launce point to Quantis Virthallin: site of Qui-Dans first major defeat during the unification war. Game Stats: Dex: 2D/3D Know: 1D/4D Mech: 1D/4D Per: 1D/4D Str: 2D/6D Tech: 1D/4D Special Abilities: Coordination :( +3D to Command Skills) Mental Resistance :( +2D vs. mental attack) Detoxify Poison: (Per power use stamina) Advantages / Disadvantages: Lightning Calculator: (-2D; all mathematical difficulties reduced by two levels) Mind wipe (military): (+4D; can not recall past life prior to military service) Hide Emotions (military): (+2D; can not express emotions) Gift-Hindered: (+3D; cost double to advance gift skills until reaching 6D) Typical Height/Weight: 63/ 220lbs

The Kappa: The Kappa are a short, hairless, long-lived, tortoise-like humanoids with light green to dark gray skin tones. All Kappa have a hard shell in which they are able to pull in all extremities. Only male Kappa have a short, stubby, tail. Since, Kappa live for centuries, a large percentile of their population are still adolescents, giving the Kappa a sense of wonder lost on the other tribes. Kappa are merchants and so they do not construct warships, yet are some of the most skilled Astrogators in the Realm. Kappa conduct trade, not out of love of money, but a love of haggling . Kappa drive a hard bargain but always a fair one, so that both parties depart satisfied. However, just because the kappa love trade, does not mean they will not fight. The Kappa are fierce warriors on the ground, skilled at the hit and fade tactics using their terrain to their advantage, as Kappa do not take invasion kindly and retaliate with a vengeance so intense, that a second invasion is unlikely. The kappa are ruled by a Guild-King who acts as C.E.O. of the National Conglomerate. Notable Worlds: Mollax: Capital Tralla: site of first Wild-Que-Dan invasion into the Aberyian Realm, a resort world. Zali: site of the cult of Th,Sa,Ost. Location of a Quantis tablet. Game Stats: Dex: 2D/3D Know: 2D/4D Mech: 2D/4D Per: 2D/5D Str: 2D/5D Tech: 2D/5D Special Abilities: Regenerate: 1 natural heal roll at time of injury, then at natural time Shell: +1D to torso attack. Kappa can duck inside Advantages/disadvantages: Math Ability: (-3D; +1D to all math skills) Impulsive: (+1D; must spend a character point to avoid rushing into situations) Phobia: fire (+2D; must spend 2 character points to face any fire situations) Typical Height/weight: 45/130lbs

The Simbali The Simbali are tall lion-like humanoids fur colors from black to calico markings. Only the royal line has Gold fur. Males have long fur that is kept neatly groomed upon the body, with a head-mane. Females have short fur on their body, yet have the head-mane as well. Males have the full feline face, while females have more of a human-like appearance. Simbali prize honor above all other aspects of life and prioritize their lives around this idea. Simbali hold to the concept that family is all that matters. The race as a whole is an extended family, then the Simbalis personal family, then the Simbali himself, honor is given from a Simbali in that order. Simbali maintain that the Il-Khan, the ruler, is the head of the Simbali family and as such, much honor is given to him. The Simbali also have a rite of marriage in which the male suitor, attempts to subdue the female in one-to-one combat. Males fight unarmed, as females are armed with a shield and a pole arm. A contest is conducted between males, if more that one suitor is involved, with the Champion contending with the Bride-to-be. The Simbali hold the Kappa as an extention of the Simbali family and seek to preserve their tribe as well. Notable Worlds Priden: Capital Game Stats Dex: 2D/6D Know: 2D/4D Mech: 1D/4D Per: 3D/6D Str: 2D/4D Tech: 2D/6D Special Abilities Roar: (+3D to intimidation) Claws: (+3 to brawl damage) Poison: (6D stun damage) Fear: ( if roar successful opponent suffers -1D due to fear) Advantages/Disadvantages Weapon master: (-2D or -4D; at the -2D gain a +2D to weapon of choice; at -4D as above but can attack and parry once with chosen weapon without suffering multi-action penalty) Code of Honor: (+6D will avenge any insult) Obligation: (+2D to the Simbali people) Vengeful ( +1D ;will go to extremes to extract revenge) Bloodlust(+2D ; character enjoys fighting and causing pain must spend character point to stop even when only allies remain) Average Height/Weight: 59/ 190lb

The Equali The Accursed Equali are a race with the upper torso that is human in nature and a lower torso of a four-legged equine creature. Their skin and hair-tones are that of humans, while their fur-tones are range from white to palomino. The Equali move with a sure-footedness that beguiles their clumsy appearance. The True Equali are bi-pedal humanoids that appear as humans; however, Their legs are covered with a thick down of feathers, with long feathers extending along the outside of the arms, from wrist to shoulder. The colors range from black to bright yellow. The true Equali are incapable of flight. The Equali are a Theocracy , governed by a High Priest. Their society is based on their worship of the Elders, who they believe are the example of which all tribes should follow. They have passed down from generation to generation, the Tome of Wisdom, a collection of sacred writings from the Elders. Each Elder gives practical insight into life and guidance into the Gift. The Tome is divided into sections they call books, one for each Elder. The first is called Amavoraxians, a history of the world before the elders departed to the stars. The next is called The Expansion of Aberyis, the history of the Elders journeys, ending with the discovery of Quantis, the betrayal and vanishing of the Elders. These are the only section written by the Elders own hand. Over the next two-thousand, one-hundred years, starting seven-hundred years after the Elders vanished, an Equali would rise up, guided by an Elder, and be sent to the tribe the Elder patrons and preach to that tribe. The following is the messages the Equali prophets delivered that comprise the rest of the Tome: Xi-Tranen: Discipline and Self-control, Wu-Staven: Courage and Perseverance, Pash: Conduct and Proper Living, Simbalo: Honor and Family, Equala: Love and Faith, Que-Donal: Transgression and Atonement, and Kappis: Death and Final Judgment of the Person and the Realm as a Whole by the Elders. Notable Worlds: Allusha: Capitol #3113: Site of the Human Realms Outpost One. Game stats: Dex: 2D/6D Know: 2D/5D Mech: 2D/4D Per: 2D/4D Str : 2D/4D Tech: 2D/6D Special Abilities: Four-Legged: (Accursed): +2D to running, Terrain difficulties are two levels lower) Feathered, Winged Bi-ped: (True): as above. Absorb/Dissipate Energy: ( Both): as the Power; use stamina) Start with the Sense ability Advantages/ Disadvantages: Religious Rank:( -1D; all Equali have priestly knowledge) Beautiful: (True):( -2D; gain a + 2D to all perception skills when interacting with members of the opposite sex) Pacifist: ( +2D; Equali only fight in defense of others and attempt to only to incapacitate) Average Height/Weight: 5 7/ 200lbs (Accursed); 150 lbs ( True)

The Que-Dan Que-Dan are a human-like tribe with tendencies toward lighter skin-tones and darker hair colors. Only an intense medical scan will denote the slight differences between Humans and Que-Dan. The current active members in Realm affairs are Que-Dan who hold Traditional ideals. These concepts are that all tribes hold an equal voice in the Affairs of State, that all tribes have a sovereign right to rule their holdings in a manner that does not compromise the Realms security as a whole. The Que-Dan practice this by having planetary governor acting as voice for the whole territory. It is the Council of seven that appears in the Court of the Sovereign Lord. After being the Antagonists in the Three-thousand year Civil war, the Traditionalists are viewed with scorn, contempt and open hostility. Most other tribes treat these Que-Dan as second-class citizens, as all Que-Dan retain the darkness they are born with. As a result, most Que-Dan have very few non-Que-Dan allies. The Imperial Que-Dan maintain the ideals of their fallen Emperor, that duty, discipline and power is what is needed to rule. The Imperial system is a monarchy ruled by the Emperor-in-Exile, Toslov. The system itself is enshrouded in mystery. The Imperials maintain an ambassador to the Sovereign Lords court. However, the Imperials do not acknowledge the full authority of the Sovereign Lord over them, swearing loyalty to the Exiled Emperor, and working with the Realm only to secure their own holdings. The last group of Que-Dan are the Separatists. The inhabit the edge of the Que-Dan territories near Wild Space. They owe no allegiance to anyone but themselves. Rumors are abound that the Separatists have forged an alliance with a hostile Realm outside the Aberyian Realm. Using this to gather their own power, they may become a threat to Realm security. Notable Worlds: Bolis IV: Location of Aberyian Knight Outpost Alpha. Game Stats: Dex: 2D/6D Know: 2D/6D Mech: 1D/4D Per: 1D/4D Str: 1D/4D Tech: 1D/4D Special Abilities: Start with the Control ability. Dark Nature: Que-Dan start with one point of Darkness Dark Education: Due to understanding the darkness, Que-Dan gain a +2D versus dark powers used against them. Advantages/ Disadvantages: Double-jointed (Females): ( -2D; +2D to all contort/escape attempts) Athletic Abilities ( Males): (-2D; +1D to all Dex skills) Dark Background: (+5D; all Que-Dan have committed horrible atrocities during the Civil War, and so try to keep these acts secret at any cost) Bad Reputation: (+1D; all Que-Dan are seen as horrible persons, and suffer a -1D to all interaction skills when dealing with nonQue-Dan) Average Height/Weight: 5 7/ 170 lbs

Typical Ages for Aberyians: Tribe: Young Adult: Mature: Middle Age: Old Age: Venerable:

Pashen Wu-Stead Xi-Trandorian

0-60 0-60 0-40

61-120 61-120 41-160

121-180 121-180 161-190

181-240 181-240 191-220

241-300 241-300 221-300

Equali Simbali Que-Dan Kappa Human

0-80 0-50 0-55 0-300 0-20

81-180 51-150 56-130 301-600 21-40

181-230 151-210 131-190 601-900 41-60

231-270 211-240 191-230 901-1200 61-80

271-300 241-300 231-300 1201-1500 81-100

Age Effects: Young Mature Middle Old Vene

Dex:

Know:

Mech:

Per:

Str:

Tech:

-0 -0 -1 -2 -1D

-0 -0 +1 +2 +1D

+1 -0 -0 -1 -2

+1 -0 +1 +2 +1D

-1 -0 (+1)* -1 -2 -1D

+1 -0 +1 +2 +1D

*( applies only if aging from young adult to mature) Kappa Conditions: As Kappa age, their Gift begins to manifest , gaining the sense ability at +1D at middle age, +2D at Old age and +3D at Venerable age. Kappa whose gift manifest early, suffer with an inability to control it, allowing them to hear the surface thoughts of those around them. Most resort to violent actions against those around them to quiet the voices in their head. At Middle age, Kappa also experience the Nesting, when female produce eggs, (which must be fertilized before expulsion), males desire to mate, and both sexes wish to settle down to raise the offspring. Failure for females to expel fertilized eggs will result in Impaction, a condition in which eggs continue to produce, resulting in the expansion of the eggs sac that crushes the internal organs of the Female to a fatal conclusion.

Aberyian Martial Arts Styles: Characters may learn the style of their Tribe. Characters may learn 2 maneuvers per whole die in the skill or spend 10 character points per maneuver. Characters must learn the maneuvers in the order of their listing as per individual art. Upon learning an art, Characters automatically learn Strike 1, Kick 1, and Parry 1.

Style: Xi-Trandor

Strikes: 1

Kicks: 1

Parries: 1

Body: 0

Mental: 1-4

Move: 0

Pashen Wu-stead Simbali Kappa Equali Que-Dan Ancient XTran

1-2-4 1-2-5-6 1-2-4-5-6 1-4-6 1-2-3 1-3-4-5-6 1-2-4-7

1-2-3-5-6 1-3-6 1-3-5 1-2-4-5 1-5 1-3-5-6 1-5-6-7

1-2-4 1-2-3 1-2-4 1-2-3 1-2-3 1-2-4 1-2-4

2-5-7 1-2-4-7 2-3-6 1-2-3-4-7 2-3-4-5-6 2-4-6-7 1-4-5-6

2-4 2-3-4 1-2-4 1-4 1-3-4 1-2-3-4 1-3-4

2-3 1-4 2-3 1-3 4 1-2-3 2-4

Master Maneuver List: Strikes 1) Punch 2) Disarm 3) Instant Stun 4) Multi-strike 5) Instant wound 6) Silent strike 7) Rapid strike Damage /Effects Str Target loses weapon Target is stunned 1 round per Str die. 2 strikes; first Str, second 3D damage Causes an automatic wound (no resist) Instant stun or Death (must declare) As multi-strike, except delivers one punch per whole die in Dex; damage is Str+1D per 2D in Dex. Can be used on multi-targets at normal Str Damage.

Kicks: 1) Kick 2) Foot sweep 3) Spinning kick 4) Flying kick 5) Backward kick

Damage/effects Str Target is knocked prone Str+1D Str+2D Str; can be used as a react to Hold/ Grapple

6) Roundhouse kick 7) Vertical kick

Str+3D, targets opponents Head Str; attacks upward, jumps 1 meter per skill die

Parries 1)Parry 2)Weapon-block 3)Reversal

Effects Use skill to block attacks Blocks melee attacks unarmed Turns Hold/ Grapple into artists favor

4)Power-block

Str+1D, blocks attack while attempting to harm attacker

Body strikes 1)Elbow smash 2) Head-butt 3) Instant Knockdown 4) Flip

Damage/Effects Str+1D Str+1D; react versus Hold Grapple Target is knocked Prone Throw target to the ground, 3D Damage

5) Shoulder throw

Hurl target to the ground, 3D Damage, Tossed 5 meter per skill die Immobilize target Targets limb incapacitated for 1 round per skill die.

6) Hold /Grapple 7) Nerve Pinch

Mental 1) Mind shield 2) Blind fighting 3) Crushing Blow

Effects +2D versus Mind effects -2D to blind attacks instead of -4D Str+ skill die, can only be used one time per day per 3D in skill, used on inanimate objects or prone targets.

4) Roll with the Punch

+1D to resist brawl or melee damage

Movement 1) Prone fight/parry 2) Leap

Effect Ignore the -2D prone penalty Can leap 5 meter per die in climb/ jump, must roll for landing Can get to feet in same round artist was knocked prone

3) Instant stand

4) Immovability

Immune to flips and throws, must roll an opposing roll versus attacker.

Learning an outside of art maneuver, cost 10 character points plus a willpower roll of 10+ 5 per number of the maneuver. Example: A Pashen is learning the Kappa body (7) , Kappa have 5 body maneuvers in which 7 is the last. So the modifier is +5x5= +25 to the difficulty of the willpower roll.

The Gift The gift is the life-force in which all living beings are given by the creator of the universe. All Aberyians have the ability to tap into this natural talent; however very few actually spend the time studying how to use their gift. The Gift is the innate ability all have the potential to use. As an Aberyians knowledge in the gift grows, each tribe begins to display gifts unique to each tribal strand as given to them by their patron Elder. In order to gain such gifts, an Aberyian must have a Gift Ability of 3D. Upon reaching this level, an Aberyian is ready to receive their Gifts. Upon advancing to the 4th die of Skill, an Aberyian has a 1 in 6 chance of receiving a gift, at 5D; 2 in 6 chance, 6D; 3in 6, 7D; 4 in 6, 8D; 5 in 6, 9D; 1 in6 chance of being denied a gift, 10D; 2 in 6 of denial, 11D+ 3 in 6 of denial. (When rolling on the acquisition tables only the six on the wild die counts). Known Granted Gifts: Xi-Trandorian ( 2D6) 2) Animal Affinity 3) Courage 4) Detect Lie 5) Enhanced Sense 6) Iron Will 7) Resistance 8) Unreadable Thoughts 9) Battle wise 10) Divine Aura 11) Divine Wrath Pashen (2D6) 2) Animal Affinity 3) Detect Lie 4) Detect Illusion 5) Direction Sense 6) Enhanced Sense 7) Resistance 8) Unreadable Thoughts 9) Divine Aura 10) Divine Wrath 11) Protection From Darkness Simbali (2D6) 2) Alertness 3) Animal Affinity 4) Detect Lie 5) Detect Illusion 6) Direction Sense 7) Enhanced Sense 8) Iron Will 9) Poison Sense 10) Resistance 11) Unreadable Thoughts

12) Protection From

Darkness

12) Travel

12) Divine Aura

13) Steel Skin

13) Elemental Control

13) Protection From

Darkness

14) Elemental Control 15+) Regeneration

14+) Blood History

14) Steel Skin 15) Elemental Control 16+) Regeneration

Wu-Stead (2D6) 2) Alertness 3) Animal Affinity 4) Blood History 5) Detect Lie 6) Detect Illusion 7) Enhanced Sense 8) Resistance 9) Unreadable Thoughts 10) Alter Appearance 11) Character Reading 12) Charm Aura

Kappa (2D6) 2) Animal Affinity 3) Blood History 4) Detect Lie 5) Detect Illusion 6) Enhanced Sense 7) Resistance 8) Unreadable Thoughts 9) Character Reading 10) Death Speak 11) Divine Aura 12) Protection From Darkness

Equali (2D6) 2) Alertness 3) Animal Affinity 4) Blood History 5) Detect Lie 6) Detect Illusion 7) Enhanced Sense 8) Resistance 9) Unreadable Thoughts 10) Character Reading 11) Charm Aura 12) Divine Aura

13) Persuasion 14) Protection From Darkness

13) Lighting Strike 14+) Travel

13) Divine Wrath 14) Protection From Darkness

15+) Shadow Form

15+) Elemental Control

Que-Dan (3D6) 3) Alertness 4) Animal Affinity 5) Death Touch 6) Enhanced Sense 7) Iron Will 8) Poison Sense 9) Resistance 10) Unreadable Thoughts 11) Alter Appearance 12) Battle wise 13) Charm Aura

14) Death Speak 15) Divine Aura 16) Fear 17) Persuasion 18) Protection From Light 19) Steel Skin 20) Wither Touch 21) Bloodform 22) Lighting Strike 23) Regeneration 24) Shadow Form 25) Touch of Decay 26+) Travel

Powers unique to the Aberyian Realm: Alertness: (Moderate) as danger sense/ +1D to combat skills. Animal Affinity: (Easy to Difficult) As Beast Languages and Life web: animal life. Character can assume the form of a mansized indigenous life form ( Control: Difficult; +2D to Str/Dex, -2D to all other attributes). Blood History: (Moderate) able to look into past of family line. Courage: (An Easy roll), immune to fear; (Moderate), immunity in 10 radius or one company /small ship and a (Difficult) roll, immunity to one Capital ship or Battalion. Death Touch:: (Moderate) can cause a Poison touch at alter die damage; must successfully hit target. Resist with stamina at a 1D or suffer a -1 to Str, Dex, Mech per 6 points missed by. Effects are Permanent. A 0D attribute means Death. Detect Lie: (Moderate +Targets Per skill roll) Able to detect False and half-true statements Detect Illusions: (Moderate + Targets Control/Per) Able to see through disguises and false images. Direction Sense: (Easy for tribal world, Difficult for non-tribal). Character is able to know compass direction planet-side. Enhanced Sense: All sense skills with a difficulty of Moderate. Xi-Trandorian Detect Consumption( evil): (vs. targets Per/ Control -1 per Dark side point target has) Que-Dan

Shadow-sight: ( able to see as starlight and into the Shadow Realm)

Equali Wu-Stead Pashen

Near-Sight: reduce range levels by 1 All-Around Sight: Can add sense die to initiative. Clear-Sight: see through weather obscurements and knows when someone is
speaking about them

Simbali Kappa

Awareness: add sense die to searches Prophetic sight: able to see future events. (Visions will be general and cryptic)

Iron will: (Easy) +2 to resist, +1D to stamina. Resistance: (Difficult) Each Tribe manifests it abilities as follows: Xi-Trandorian: +1D vs. Mind affects, Que-Dan: +1D to Dark-side powers, Equali: +1D to Absorb/Dissipate, Wu-Stead: +1D to Control pain, Pashen: +1D to Per or Control, Simbali: +1D to Str or Control, Kappa: +1D to Str and Per or Str and Control. Unreadable Thoughts: (Easy to activate, Difficult to deactivate) Character is immune to telepathic attacks and communication. Alter Appearance: (Moderate) Character is able to change face and Body to look like another, use Ability to hide behind disguise. Battlewise:: ( Moderate) Able to affect one ships crew or a battalion of men with Combat Sense. Character Reading: (Moderate+ Targets willpower) Able to get an impression of a persons personality, motivations and intentions. Charm Aura: ( Moderate for a 10 meter radius, +1 to difficulty for every extra meter) All who enter area of effect must make a Willpower/Control roll or suffer a -2D to resist mind-affects. Deathspeak: (Moderate, +5 per Question) Able to speak to a dead person, must roll before each question. Failure: no more attempts can be made. Divine Aura: (As Charm aura) All who enter area of effect must make a Willpower/Control roll or suffer a -2D to skills due to the intimidating presence of the individual. Allies of the Individual gain a +1D to resist the auras effect. (Activation of the Charm and Divine Auras in tandem double the area of effect and all who enter suffer a -2D to the resist and suffer the double penalty( -4D) Difficulty:( Heroic). Divine Wrath: Control: ( Very Easy; special) This power automatically activates when loved-ones are in danger, over-whelming odds or when the Character feels personally wronged. User must make a Control roll versus his/her own Control die +2D, with any Dark side augmentation die added. Success: Character is able to hold emotions in balance. Failure: Character succumbs to rage gaining one Dark side point. Power grants user a +3D to combat skills and a +1D to Str and Resists. Fear: (Moderate, +3 per target over one) Anyone affected must make a Willpower/Control roll. Fail: Flee from user for 1D6 rounds. Persuasion: ( Difficult) Character is able to add Gift die to Persuasion skill.

Protection from Light/Darkness: (Moderate) Light/Dark side opponents suffer a -2D when fighting character as well as cannot use any Force or Character points. These powers do not cancel each other, so two with opposite powers suffer the effects as if only one had the power up. Steelskin: (Moderate) Character gains a +1D to resist attacks Wither Touch: (Moderate) Must have a successful brawling attack to use. Causes disease in victim, resist with stamina. Failure: -2 to Str, Dex, Mech for every 3 points missed. Effects last 1D6 Weeks. Both touches are curable by a Heroic Medicine roll( One attempt per case, Force points cannot be used). Bloodform: (Heroic) Character transforms into dominant personality trait. Gains a +3D to Str, Dex, and Per. Elemental Control: (Difficult); Damage is Gift Die +1D Xi-Trandorian: Whirlwind: Dex vs. Gift or thrown 5 meters per Gift die Simbali: Earthquake: Dex vs. Gift or fall into cracks and fissures 5 meters per Gift die.

Pashen:

Thunderclap: Resist damage vs. Gift, 10 meter radius per Gift die.

Equali:

Fireball: Dodge vs. Gift roll. Range: 10 meters per Gift die.

Lighting Strike: (Difficult) Damage; Damage is Gift Die +1D Can shoot a blot of Lighting 10 meters per Control die. Regeneration: (Difficult) Character is able to re-grow severed and missing limbs and parts. Also is immune to the mortal wound dying effect. Shadowform: (Very Difficult) Character becomes a shadow, immune to physical and energy attacks. However, Character cannot manipulate environment. Touch of Decay: (Difficult) Character can reduce an objects strength by one pip per 3 points the Alter beats the Body Strength roll. Scale is ignored as this power attacks the object at its base level. Travel: ( Moderate +Astrogation Difficulty, -5to the roll per extra person traveling) Character can open a portal to another planet. Failure: Party arrives at the wrong location, suffering an automatic wound due to the rough trip. Power can be used one time per week per 3D in Gift Skill Poison sense: ( Moderate + Attackers Skill roll) Character is able to detect purposely contaminated substances.

The Aberyian Knights: Prior to the Civil war, The Knighthood held a long Seven-thousand year history, as a noble and honorable organization. At the onset of the war, the order was eradicated. At the Wars end, Rae-Dawn Novastar sought to resurrect this group. With the support of the Realm rulers, she founded the new order of Knights. Now it grows in ranks ready to meet the challenges of maintaining order and security for the Realm. New recruits are transported to ether Valin, the Xi-Trandorian capital or Xalis, in the Wu-Stead Consulate for Basic training. At these sites, the recruits undergo an intense training program that lasts six months. After that, the recruit is encouraged to follow a career path in the order. The Advanced Individual Training takes another eighteen months. When the two year program is finished, the recruit is assigned a duty station at the rank of Private/Deck man Apprentice/ 2nd Lieutenant or Ensign ready to start on a new life as an Aberyian Knight. Skills acquired during Basic: Lightsaber (Dex) Climb/Jump ( Str) Hide/Sneak ( Per) Dodge (Dex) Martial Arts* ( Str) Lightsaber repair ( Tech) Blaster (Dex) Survival ( Know) Blaster repair ( Tech)

* (The style of the art is the same as the tribal type of the recruit). Advanced Individual Training: The following is the list of Military Occupational Specialties: Ground Ops: Naval Ops: Helm Naval Ops: Gunnery Melee combat ( Dex) Capital ship pilot ( Mech) Capitol ship shields ( Mech) Sensors( Mech) Capital ship gunnery ( Mech) Capital ship weapon repair ( Tech) Computer programming and repair ( Tech) Melee combat ( Dex) First aid ( Tech)

Search ( Per)

Thrown weapons ( Dex)

First aid ( Tech) Repulsor ops (Mech)

Technology ( Know) Computer programming and repair ( Tech)

Vehicle Blasters ( Dex) Missile weapons ( Dex) Repulsor repair ( Tech) Vehicle weapon repair (Tech)

Naval Ops: Astrogation Astrogation ( Mech)

Naval Ops: Communications Communications ( Mech)

Naval Ops: Support Starfighter or space transport pilot (Mech) Starfighter gunnery ( Mech) Starfighter shields ( Mech)

Planetary systems ( Know)

Languages ( Know)

Computer programming and repair ( Tech) Capital ship pilot ( Mech)

En/Decryption (Know)

Hyperpulse repair ( Tech)

Starfighter or space transport repair ( Tech) Astrogation ( Mech)

First aid ( Tech)

Capital ship shields ( Mech)

Operations ( Mech)

Naval Ops: Engineering Capital ship pilot ( Mech) Capital ship repair ( Tech) Capital ship weapon repair ( Tech) Computer programming and repair ( Tech) Hyperpulse generator repair ( Tech)

Naval and Ground Ops: Medical First aid (Tech) A) Medicine ( Tech) Medical equipment repair ( Tech) Computer programming and repair ( Tech) Repulsor ops ( Mech)

Garrison Operations

Cultures (Know) Communications (Mech) Law Enforcement (Know) SP) A.K. Regulations Bureaucracy (Know) SP) Aberyian Knights Languages (Know) SP) 1 Non-Native Tribe

Renown and Advancement in the Order: In order for a Knight to rise in the ranks, that knight must build up a distinguished career. This is measured by a trait called Renown. This trait is not limited to the Knighthood; rather it is a measure all Aberyians use. Renown is the measure of a character being known by person (s) out side their normal sphere of influence and is broken down into seven distinct aspects. These are: Aggression: Resorting to violence. Discipline: Obedience and control. Initiative: Boldness and innovative thinking. Integrity: Moral and Honorable nature. Openness: Acceptance of others. Reliability: Dependability. Skill: Excellence. All Characters start with one Renown point in any aspect at Character creation; players may sacrifice 1 skill die for 3 renown points. Below are the Tribal aspects: F: Is favored by the Tribe and should be rated High. U: Is not favored and should be rated Low, negative numbers if possible. N: Is a neutral aspect, positive or negative numbers will not affect the Character. Aspect Xi-Tra. Equali Pashen WuStead F U F N N N F Tradi. QueDan U N F N F F N Imper. QueDan F F U N N N F Simbali Kappa Aberyi. Knight N F F F F N N

Agg. Disc. Inti. Intg. Open. Reli. Skill.

N F N N U F F

U F N F F N N

N F N F U N F

F N U F N N F

N U F N F F N

It is by this method that a Character can be well-known, in command and have very little experience for the job or to quote a speaker at a recent Commencement ceremony, If there is one person most suited for the task at handmost likely you are not those people.

Rank structure and Renown: The following is the Current Ranks and Renown needed to be that rank. Non-commissioned Officers: Army Naval Renown ( in favored) Salary per month in Aberyian Knight Credits

Recruit Private

Cadet Deck man Apprentice

1 ( in any) 2 (1)

700 850

Private 1st Class Corporal Sergeant

Deck man Senior Deck man Petty Officer 3rd Class Petty Officer 2nd Class Petty Officer 1st Class Chief Petty Officer

4 (2) 6 (3) 8 (4)

1,000 1,150 1,300

Staff Sgt.

10 (5)

1,450

Sgt. 1st Class

12 (6)

1,600

Master Sgt.

14 (7)

1,750

1st Sergeant Sgt. Major Command Sgt. Major

Senior Chief Master Chief Senior Master Chief

16 (8) 18 (9) 20 (10)

1,900 2,050 2,200

Commissioned Officers: Army Naval Civilians Attachments Renown (In Favored) Salary per Month in A.K.C.s

2nd Lieutenant

Ensign

C-1

20 (15)

3,000

1st Lieutenant

Lieutenant Junior Grade Lieutenant Lieutenant Commander Commander

C-2

25 (18)

4,000

Captain Major

C-3 C-4

30 (21) 35 (27)

5,000 6,000

Lieutenant Colonel

C-5

50 (36)

7,000

Colonel Brigadier General

Captain Commodore

C-6 C-7

65 (48) 80 (60)

8,000 9,000

Major General

Rear Admiral

C-8

100 (75)

10,000

Lieutenant General

Fleet Admiral

C-9

120 (90)

11,000

General

Full Admiral

C-10

140 (105) Special Ranks: Salary per Month

12,000

Rank:

Renown

Special Conditions:

Disciple Knight

120 (90)

11,500

Only one per Garrison

Commandant Knight

140 (105)

12,500

Only one per Garrison

Master Knight

170 (128)

13,000

Only one in the Knighthood Only one in the Knighthood Only one in the Realm.

First Knight

200 (150)

14,000

Sovereign Knight or Harold to the Sovereign Lord

200 ( 150)

15,000

Disciple Knights are the 2nd in command of any Garrison; their function is to oversee the training of their particular duty station. Commandant Knights are the Commanders of their Duty stations and oversee the day-to-day functions, as well as, see to the defense of the Garrison. When Visiting field officers are at a Garrison, the Commandant Knight is the one in command, even if the
other officer is of equivalent rank.

Notes on the Special Ranks:

The Master Knight is the individual who sets the training standards for the entire Knighthood; he sets the training programs and is
responsible for the combat readiness of the organization. The First Knight is the Commander of the Knighthood; it is the First Knights duty to maintain the internal security of the whole realm. The First Knight is accountable only to the Sovereign Knight or the Sovereign Lord.

The Harold to the Sovereign Lord or The Sovereign Knight is a title only bestowed on a Simbali. The Sovereign Knight is the voice of the Sovereign Lord and acts in His stead. The Sovereign Knights duty is to defend the realm as a whole from external threats. The authority of the Sovereign Knight is second only to the Sovereign Lord. The Sovereign Knight can, if needed, assume control of one of the realms governments and rule it in place of the current ruler, until ordered otherwise from the Sovereign Lord.
Bonuses to pay Ship /Garrison Command 1st Officer /Disciple Knight Command Staff Department Head Combat Pay Hazard/ Special Duty Command NCO Punitive Punishment +1000 +750 +500 +250 +250 +150 +100 -30% of Pay for a Set Duration.

Aberyian Knight Awards and Commendations: The following is a list of the current merits a Knight can earn. All of them were created to honor the individual for whom these awards are named after and the traits that individual displayed. Name Reason Renown bonus The Bratok Crescent The Vos Cross The Novastar For Exceptional Courage The Aberyian Knights Medal of Honor For Exceptional Display of Aberyian Unification and Harmony +3 Integrity +4 Integrity +3 Openness

The Chronos Lance The Bloodsaber The Renillis Heart

For Excellence in Performance For Injury in a Combat Situation For Selfless Sacrifice in Defense of Others ( Awardees are ether Maimed or Dead) For Exceptional Ingenuity in a Combat Situation For Unswerving Loyalty Or Meritorious Service to the Knighthood For Meeting the Challenges of Duty Above and Beyond the Normal Call Granted to the Top Three Graduates of Any Training Cycle. (1 in 6) chance For Perseverance Under Extreme Conditions Supreme Sacrifice in Defense of a Ruler (Posthumous Award) Given to Recipients, who earn the Same Commendation Multiple Times, One for each Commendation after the First

+5 Skill +2 Discipline +3 Integrity

The Matheris Ribbon The Vashquallins Wing

+4 Initiative +4 Reliability

The Zillians Star

+5 Discipline

The Michael Slaughter (M.S.) Award

+3 Skill

The Doonsberry Award The Nashalias Claw

+4 Reliability + 30 Integrity

The Honor Stripe

+2 to the Aspect of the Award.

The Realms Highest Honors: Award: Reason: For Heroism in the Defense of the Pashen For Unsurpassed Skill In Diplomacy and Command For Valor at The Battle of Virthhallin , The site the First Major Que-Dan Defeat Adopted into the Royal Family for Saving the Simbali Rulers Life and People For Defense of Priden and the Realm as a Whole For The Selfless Rescue of a Kappa Transport Crew For Unwarranted Courage and Sacrifice in Defense of the Kappa (The Starjammer Crew was awarded this award posthumously) Renown Bonus: +10 Integrity +30 Skill

The Coral Cluster (Pashen) The Paragon (Wu-Stead) The Crossed Lances (Xi-Trandorian) The Bloodline (Simbali)

+15 Initiative

+25 Integrity +15 Reliability

The Simbali Medal of Honor The Triad (Kappa) The Starburst (Kappa)

+20 Integrity +15 Integrity +20 Discipline

The Elders Torch (Equali) The Elders Heart (Equali)

For Re-establishing the Old Traditions of the Realm, Is Considered a Living Elder. For Expanding the Knowledge of the Gift and its Applications. For Heroism in Defending the QueDan People For Unsurpassed Skill in Overcoming Great Challenges While Upholding the Traditionalist Ideals

+15 Openness

+20 Openness

The Ring of Nal-Harmin (Que-Dan) The Tal-Korati Saber (Que-Dan)


( This Award is a Specially Crafted Lightsaber) (Damage: 6D+1)

+15 Integrity +15 Openness +10 Discipline +15 Openness +10 Skill

The Emperors Favor ( Imperial Que-Dan)

Given to Individuals who Advance the Imperial Cause without Reservation.

+10 Aggression +10 Discipline -10 Openness +10 Skill +15 Aggression +15 Skill + 7 Dark Side Points

The Mark of the Qual-Na-Val (Imperial Que-Dan)

Given to Individuals who Expand the Knowledge of the Dark Powers of the Gift

( The Recipient gains Glowing Red Eyes)

Currency The Aberyian economy is based on the Amavoraxian Bar; the currency of the Homeworld. The Rest of the Realm base their currency rate off of this standard. Down to Across AK PQ WC XM EE KV SC QC AB AK PQ WC XM EE KV SC QC AB

1:1 1:1 3:1 2:1 4:1 1:5 1:2 5:1 1:10

1:1 1:1 3:1 2:1 4:1 1:5 1:2 5:1 1:10

1:3 1:3 1:1 2:3 4:3 1:15 1:6 5:3 1:30

1:2 1:2 3:2 1:1 2:1 1:10 1:4 5:2 1:20

1:4 1:4 3:4 1:2 1:1 1:20 1:8 5:4 1:40

5:1 5:1 15:1 10:1 20:1 1:1 3:1 25:1 1:2

2:1 2:1 6:1 4:1 8:1 1:3 1:1 10:1 1:5

1:5 1:5 3:5 2:5 4:5 1:25 1:10 1:1 1:50

10:1 10:1 30:1 20:1 40:1 2:1 5:1 50:1 1:1

Chart Legend: AK= Aberyian Knight Credits PQ= Pashen Quid WC= Wu-Stead Culli XM= Xi-Trandorian Minori EE= Equali Elden KV= Kappa Vorax SC= Simbali Crown QC= Que-Dan Credit ( Both Traditional and Imperial Que-Dan use this Currency) AB= Amavoraxian Bar

Type:

Difficulty:

Common Equipment: Realm-Wide Melee Weapons: Damage: Cost in A. Bars

Notes:

Knife Dagger Hand Axe Battle Axe Short Sword Long Sword Bastard Sword

Very Easy Very Easy Easy Easy Easy Easy Moderate/ Easy Moderate

Str+1D Str+1D+1 Str+2D Str+2D+2 Str+2D Str+2D+2 Str+1D+2/ Str+2D+2 Str+3D

5 10 20 30 50 110 145 One Hand/ Two Handed -1D to all Initiative Rolls

Claymore

155

Two-Handed Sword

Moderate

Str+3D+2

200

-2D to all Initiative Rolls

Rapier

Difficult

Str+2D

150

+1D to Initiative Rolls

Main-Gauche

Easy

Str+1D+1

35

+1D to Parries

Pole Arms

Difficult

Str+4D

45-200

Damage x2 if Charging or receiving a Charge

Lightsaber

Difficult

5D

250

All Aberyian Knights and Que-Dan start with one.

Type and Tribe

Difficulty

Tribal Melee Weapons: Damage Cost in A. Bars 5D 40

Notes

Laser Star (Wu-Stead)

Moderate to Catch or Injure Self

Range in Meters ( 5/10/15)

Power Trident (Pashen)

Easy

Str+2D/6D Stun Damage

20

Can choose between Stun and Physical Damage

Honor Sword (Simbali)

Easy

Str+3D

10,000 to Outsiders

The Hilt contains the Family History of the Owner.

Power Conduit (Pashen)

Difficult

Str+4D

1000

Whip-like Weapon that causes an Instant Wound to User on the roll of 15 or less.

Note: For an additional 100% of the cost, a melee weapon can be outfitted with micro-magnetic generators to allow the weapon to parry Lightsabers.

Type:

Damage:

Tribal Ranged Weapons: Energy Cost in Ranges in Meters A. Bars 180 50/325/450

Special Functions: Bayonet Attachment: (Str+1D+1)

Simbali Rifle

6D

Wu-Stead Rifle

6D

30

75/450/500

Burst fire: +2D to Hit;-2D to Damage

Pashen Power Harpoon

4D

70

25/75/100

Aquatic: Ignore for Underwater

Xi-Trandorian Carbine

6D

20

25/50/100

Accuracy: +2D to Damage on all Called Shots

Kappa Rifle

6D

300

50/300/350

Scope: +1D to Long Range Shots

Que-Dan Pulse Wave Cannon

8D

500

75/150/225

Morphic: Ignore Drawn Weapon Penalty

Que-Dan Missile Launcher

7D (-2D to Hit)

400

20/40/80

As the Pulse Wave

Equali Rifle

4D (5D if combining both barrels)

10

100/200/300

Double-Barreled: Can Fire Twice without Penalty

Note: As a Rule of Thumb, City Blocks in the Aberyian Realm are 40 meters in Length, 10 meters wide. A building level from floor to floor is 5 meters high; from street level to street level is 100 meters high.

Type:

Damage:

Realm-Wide Fire Arms: Cost: Range: (Reload) 45 AB (5) 60 AB (6) 75 AB (6) NotIssued to Civilians 3/6/10

Ammo per Clip

Hold-Out Pistol

3D

4 rounds

Sporting Pistol

3D+1

20/40/75

5 rounds

Service Pistol

4D

15/30/65

5 rounds

Military Pistol

3D+2

15/45/90

10 rounds

Heavy Pistol

4D+2

90 AB (7)

10/20/40

3 rounds

Service Rifle

5D

95 AB (9) 100 AB (30)

60/120/240

10 rounds

Xi-Trandorian Semi-Automatic Rifle

6D(4D if Sweeping)

25/150/200

100 rounds ( Fires 10 Shot per round)

Sport Rifle

4D+1

120 AB (10)

80/160/320

6 rounds

Sniper Rifle

5D+1

1500 AB (12)

250/500/1000

6 rounds

Xi- Trandorian Full-Assault Rifle

7D(+2D to hit if Sweeping)

1900 AB

75/150/300

200 rounds (Fires 10 shots per round)

Wu-Stead Assault System

8D (6D if Sweeping) 4 hands required to fire

2300AB (50)

50/175/350

200 Rounds ( Fires 20 shots per round)

Type:

Damage:

Modified Missile Weapons: Gyrojets and Extras Cost: Range (Reload) 1500 AB (100) 3500 AB (100) 10/20/30

Ammo:

Pistol

6D(-2D to Hit)

5 rounds

Rifle

8D (-2D to Hit)

20/40/60

4 rounds

Grenade

5D/4D/3D/2D 20 meter blast radius

80 AB

1 meter per Point of Thrown Weapons roll.

1 round

Grenade Launcher

10D/8D/6D4D 20 Meter blast radius

2000 AB (70)

30/60/100

3 rounds

Rappel Gun

2D (Barbed tip) 1D ( Mag-tip)

4000 AB

50/100/150

Synth-rope, Retractable; 300 lbs limit. 300lbs

De-atomizer

1D (Planet Scale) 40 meter blast radius

10000+ AB (Black Market)

1 Meter per two points of Thrown Weapons roll.

1 round

Macro-Binoculars

0D

200 AB

1500 Meters

+1D to Search Skill.

Range-finder

0D

400 AB

2000 Meters

Able to be attached to any ranged weapon

Sniper Scope

0D

900 AB

4000 Meters

+1D to Sniper Skill Past 1000 Meters.

Aberyian Armors: Type:

Cost 100 AB

Notes: +2D to Str and Resists; +1D to Dex; HUD: +1D to Mounted Weapons; Comlink: 100 Kilometer radius

Pashen Battle Armor

Que-Dan Battle Armor (Morphic Armor)

300 AB

+2D to Str and Resists; HUD: +1D To Mounted Weapons; Comlink: 110 Kilometer radius

Xi-Trandorian Battle Armor

40 AB

+1D To Resist Physical/Energy Attacks; Medpack; Comlink: 100 Kilometer radius

Simbali Battle Vest

10 AB

+1D to Resist Physical attacks/ +2 to Energy; Bayonet: Str+2; Comlink: 75 Kilometer radius

Wu-Stead Battle Vest

20 AB

+1D to Resist Physical attacks/ +2 to Energy; 2 Grenades (5D); Comlink: 90 Kilometer radius +1D to Resist Physical/Energy attacks; Nightvision: ignore Darkness penalty; Comlink: 120 Kilometer radius

Kappa Battle Helm

200 AB

Equali Battle Vest

150 AB

+1D to Resist to Physical/ +2 to Energy attacks; Passive Sensor: +1D to Sensor Skill, 40 meter range; Comlink: 175 Kilometer range. +2D to Strength/Resists; +1D to Dex; HUD +1D to F.C.; Infrared; Diagnostic; Macro-Binoculars; Grav-boots; Vac-suit; Rangefinder; 1 Arm and Shoulder emplacement per side. Strength Enhance Modifier -0 -1 -1

Aberyian Knight Armor

Issued only

Emplacement Types Type

Damage/ effects 6D; 25/75/150 7D; 30/50/90 ammo: 5 8D/7D/6D/5D ammo:6 20/40/60 150m; +1D+2 to all modes 4D( Starfighter) 1/5/10 4D ( 5 round burst) 10/20/50

Laser Cannon Short-range Missiles Grenade launcher Sensor Package Flamer SMG (200 round clip)

-1D -0 -0

Type:

Pass:

Body:

Man:

Land Vehicles: Weapon Mounts

Tribal Cost: Wheel 7,000 50,000

Track

Repulsorlift

Bike X-G Bike

2 1

1D-1 1D;3D Shields 1D 1D+1 1D 2D+1

3D+1 2D+2

1 4

+10% +30%

+20% +50%

Sport SUV Sedan Patrol

2 6 6 4

4D 3D 1D 3D

1 2 1 1

32,000 45,000 20,000 21,000 At Auction

+10% +10% +10% +10%

+20% +20% +20% +20%

MiniVan FullVan Truck

1D+2

2D

19,000

+10%

+20%

10

2D

1D

22,000

+15%

+25%

2:front 8:back 3:front 40:in Back

2D+1

+2

25,000

+15%

+30%

CargoHauler

3D

0D/ -1 per ton carried 20men=1 ton

40,000

+30%

+45%

Military Versions: Gain a +2D to Body, +1 weapon mount and add another 10% to the cost. X-G bikes cannot be outfitted militarily.

Artillary Pieces: Type Crew 10 Body 4D Man +2 Shields 1D

Artillery Carrier

Type

Fire Control: (Star-fighter Scale)

Artillery Cannons: Damage: (Capital-Ship Scale)

Range:

Equali Disruptor Simbali Missiles (Low-Grade Nukes)

3D 2D+1

10D 7D

140 Kilometers 250 Kilometers

Kappa Turbo-Cannons

2D

7D+1

50 Kilometers

Xi-Trandorian PulseWave Wu-Stead PulseCannon

4D

6D+2

30 Kilometers

3D (5D if rapid-firing)

8D+1 (6D+1)

20 Kilometers

Pashen Power-Ballista

2D+2

5D+2

30 Kilometers 60 KM on Land 120 Kilometers

Que-Dan Plasma-Wave

3D+2

9D+2

The Beginning: 10,000+ years ago: The Elders depart Amavorax, explore the wilds of space, charting new paths. The Elders find Quantis, are betrayed by the Deceiver and vanish. 9,999-9,647 years ago: Amavoraxs population begins to grow. By 9,731, Amavoraxs people have sprawled across the world. In 9,717, the Ruling Council announced that each tribe should work on its own colony effort, using the paths of the Elders as a guide. Ten years later, the first colony ships departed. Fleet after fleet was destroyed, returned in despair, or was simply lost. The Amavoraxians called the wild space: Aberyis or Struggle without End. Then in the Seventh Month of 9,647, The Wu-Stead tribe returned to Amavorax with flora and fauna from several worlds and announced that their colonies had survived and thrived. 9,646-8,418 years ago: Following The Wu-stead and learning their successful way, the other six tribes pressed forward in the colony effort. In 9,603, Amavorax assigned each tribe an area of space to colonize, to maximize available resources to accommodate the slow overpopulation of the Home world. In 8,953, with the assistance of the Wu-stead, the Pashen had established a workable network of colonies in their assigned area. In 8,841, in a joint effort, the Xi-trandorians and the Equali managed to settle and send resources back to Amavorax. In 8,839, accidentally over shooting their target area, the Simbali, under the guidance of Cholafo, forged colonies in the far reaches of space with the intent to blaze a path of colonies back to Amavorax. The Que-Dan by 8,838, had already established themselves in the most hazardous area of space, using the space anomalies to their advantage. By 8,783, true to his word and with the assistance of the Que-Dan, Cholafo established his last colony just ten hours away from Amavorax, giving the Simbali the largest holding in the space ways. The Kappa, still unsuccessful, began to move into the other colonies, becoming secondary citizens. By 8,771, the Wu-stead had already established industrial worlds to supply Amavorax. Amavorax began to reap the harvest of the colonies, demanding more and more from them. As a result, each tribe began to seek more worlds to meet the demand. The Kappa began to act as go-betweens with the tribes and Amavorax. Disgusted by the greed of Amavorax, several out-lying worlds began to protest the over-taxation. In the Third month of 8,418, the out-lying worlds embargoed all exported goods to Amavorax. The Amavorax Council declared the worlds in rebellion, ordering all tribes to deal with the insurrection quickly. In the Fifth month of 8,418, the Realm was at war. The Colony Wars, 8,417-8,000 years ago: The clouds of war descended upon the Realm as rebel colonist and Amavoraxian forces clashed. As war swirled round them, colony worlds stood divided on the issue. Then in the Ninth month of 8,392, the Wu-stead announced their non-involvement in the war and Realm affairs, becoming an independent government of consolidated worlds. In the three months that followed, each tribe followed the Wu-stead example, hoping to break the Amavoraxian power hold. Amavorax retaliated with the stored resources it had accumulated. Colony fleets scattered before the Amavoraxian Dreadnaughts, headed by the Albino Simbali, Kosloff, as world after world fell back to Amavorax control. The colonist cried out to the Elders for guidance. In 8,371, the word of Kappis, Elder of Judgment and the Kappa people, spoke to a humble kappa named Kalinich. Write to the Tribal leaders and mark my words. This is only a shade of the darkness to come. Wait and see, one come to lead you, to guide you; yet, before that time, Darkness will engulf all the tribes. In 8,284, The Xi-trandorians, commanded by their Colony Prime Minister, Norivix, gained an advantage by capturing a Dreadnaught. Afterward, Norivix gathered the other colony leaders together and passed the information gained to the tribes. Production of the Colony Dreadnaughts followed. In 8,273, the first fleet of these new vessels engaged the Amavoraxians, scoring their first major victory and marking a turning point in the war. Norivix, granted the title of Gran-xalin or First Admiral, began a systematic progression of defeats and routs for the Amavoraxian forces, earning him the nickname of The Celestial Prince. In 8,016, The Celestial Prince assaulted the Home world, itself. Kosloff rallied every available force to defend Amavorax. The Planet Battle ensued for fifteen years. Millions lost their lives in the carnage, as Kosloff implemented weapons of Mass Destruction that crystallized large tracts of land. Noravix, wanting to save as many as possible, personally lead the attack on Kosloffs Stronghold in the capitol city, the last remaining unaffected territory on Amavorax. In the Second month of 8,001, Norivix and Kosloff faced each other on the Assembly floor of the Great Sapphire Tower. Although it cost him his left eye and hand, Noravix bested Kosloff in personal combat. With kosloffs death, the Amavoraxians sued for peace. The Tribal leaders declared that Norivix must be the one of Prophecy and demanded that he should rule the Realm. Preplexed, He sought out the Kappa prophet, Grannich, heir to Kalinich, to inquire if he was the one, foretold. Grannich spoke, No Then I should not accept this honor? questioned Noravix. No, responded Grannich, accept it, without you, He cannot come. Then He shall be of my line? inquired Noravix. Nonot of your line. Then how will we know Him? He will be preceded by the Aberyian who is not. How is that possible? asked Noriavix, confused. Grannich was silent. In the First Month of 8,000, Noravix was invested as the First Sovereign Lord of the Aberyian Realm; thus beginning an era of growth and change for the Unified Realm.

The Aberyian Timeline

Name: Noravix Qualla Zilabar Nallis Nal-Harmin Palano Poppis Telafarn Ratamorn Hippakhan Noravix II Preena Tel-Nal Halafax Kento Willa Zinfar Tallentorrin Benavix Vallo Tennarin Hala AnduI Andu II Andu III

The Time of the Sovereign Lords, 8,000-3,000 years ago: Tribe and Reign: Notable events: Xi-Trandorian (8,000-7,850) Ends Colony Wars Pashen (7,850-7,649) Is threatened by the Bio-terrorist Terrax, an insane Kappa. Xi-Trandorian (7,649-7,421 ) Established the Order of Aberyian Knights Xi-Trandorian (7,421-7,213) Que-Dan (7,213-6,997) Instituted Realm-wide reform Equali (6,997-6,781) Only Lord to rule in a Theocratic manner was threatened by the Cult leader Phalanx. Wu-stead (6,781-6,593) Simbali (6,593-6,384) Names Siskor his Herald, a post held only by Simbali Xi-Trandorian (6,384-6,079) Simbali (6,079-5,882) Granted part of the Simbali Holdings to the Kappa. Xi-Trandorian (5,882-5,694) Pashen (5,694-5,521) Threatened by the Cult Leader, Null Que-Dan (5,521-5,337) Banned Driods after the Droid Rebellion, ( 5,5025,473) Lead by Former Aberyian Knight, Maulmortis. Xi-Trandorian (5,337-5,143) Began construction of the Amavoraxian Shield, a cloak that protects and hides the world. Wu-stead (5,143-4,956) Pashen (4,956-4,749) Simbali (4,749-4,563) Xi-Trandorian (4,563-4,358) Completed the shield construction. Wu-stead (4,358-4,153) Wu-stead (4,153-3,957) Activated the Shield for a meteor storm (4,021) Simbali (3,957-3,743) Pashen (3,743-3,537) Threatened by Vipris, False voice of Que-Donnal Xi-Trandorian (3,537-3,287) Xi-Trandorian (3,287-3,092) Xi-Trandorian (3,092-3,000)

Reinstated Nal-Harmins reforms Banned weapons research, promoted peace. Began reign at age 30, did not limit himself to Amavorax, promoted peace and equality, took pride in individual and tribal achievement, and maintained that all tribes were equal. An Age of Prosperity covered the Realm.As Andu III traveled more, His popularity and love for his people grew; yet, not all was content with this Age of Equality. One faction wanted to climb to the height of power that Andu III had been given. In the Fourth month of 3,000, Andu III was discovered dead in his bedchamber, overdosed on the stun poison Simbali naturally produce in their claws. Shocked by the news of the Assassination of their beloved leader, the Aberyians sought to wipe the Simbali people from existence. The mantle of war descended upon the Realm once more. The Fall of The Realm, 3,023 years ago: The Council of Seven, the Que-Dan ruling body, gave all control to a councilman named Azrai, after several other members vanished mysteriously. Azrai, a master in the Dark Gift, instituted a reign of total control by use of his Dark Gift. Through mystical means, he infiltrated every aspect of Que-Dan life. By merging his essence with the life gift of his subjects, he had total access to all who were under his tyranny. Those who were resistant were hunted down or turned in by friends and family. No one outside of Que-Dan space was aware of the internal affairs of the Que-Dan territories. By 3,002, Azrai had total dominance over the Que-Dan; only the Que-Dan in Order of Aberyian Knights remained unaffected. In the Third month of 3,000, Azrai convinced a young Que-Dan knight, named Darca, to assist him in removing the only obstacle in his path to powerThe Aberyian Knights. Darca convinced The First Knight, Vos and his Master Knight, Malvaar, that a hidden threat was approaching to harm Andu III. The Threat, an entity from the realm of Shadow, could only be stopped if the Aberyian Knight when in and confronted it. Vos and Malvaar lead the charge, with the Order of Knights valiantly following their leaders into the Shadow Realm and thus the Ancient Order of Aberyian Knights passed forever from the Realm. With his way clear, Azrai made his move. Agents were sent into the Capitol of The Realm. Three days later, at the start of the Fourth month of 3,000, Azrais agents assassinated Andu III. The manner of death caused most to follow the most logical conclusionThe Simbali had betrayed their Honor, The Herald of the Sovereign Lord, Brother to the Il-Khan, ruler of the Simbali Territories , betrayed his Station. The Simbali had become Killers of the worst sort and must be served Justice.

Descent into Darkness: 3,000-20 years ago. Outraged by the death of Andu III, The Celestial Prince of the Xi-Trandorian Star League mobilizes his forces and begins a campaign against the Simbali, cutting a path through the Kappa territories. The Lord Coordinator of Wu-stead Consulate and The High Priest of the Theocracy of the Equali protest the Princes actions. The need to restore the Sovereign position in the Realm is the platform both governments try to express. However, the Chancellor of the Pashen Providences agrees with the Prince and begins to advance upon the Simbali. The Wu-stead Concordias moves to intercept the Pashen Battle Cruisers, as Simbali Battlemasters engage the Xi-Trandorian Peacekeepers. In an attempt to keep the resources out of the warring factions reach, The Herald of the Sovereign Lord, Vallarin, left Amavorax with the Crown of the Sovereign Lord and begins to lock down the supply houses of the Realm. Hunted by XiTrandorians, Vallarin has little recourse but to destroy all the Storage houses but one. This Last one, an orbital station, he locks down then repositions in the far reaches of Aberyian space. Afterward, He seeks sanctuary among the Equali, never to see his Home space or people again. The High Lord Chamberlain, Cerilia, a Kappa, orders all citizens of Amavorax to return to their home territories in this state of emergency. When the last transport is out of the star system, he activates the Amavoraxian Shield, cloaking the world from the other Aberyians. Afterward, He secures in his possession the Mantle of Leadership, an ancient artifact that endues the Sovereign Lord with his power, and uses his gift to leave Amavorax. For the other Aberyians, Amavorax had vanished for ever. The Que-Dan, overtly, remained neutral in the wars for the first few decades; however, Emperor Azrai used his agents to feed fuel to the fire, by using other tribal craft to assault the other tribes. This constant state of war was maintained for 2000 years. Then in the Tenth month of 2,000, Azrai, who had prolonged his life by his tie to the Que-Dan, launched the Que-Dan War Machine. Armed with Vessels that utilized Energy Dispersal Pulses, able to strip a ship of its shielding, and troops, whose uniforms could morph into full suits of battle armor, systematically began to move across the Realm, laying claim to world after fallen world. In an attempt to counter this, All but the Kappa and Equali, began to develop weapons and ships of their own. The Xitrandorians began to augment their declining forces by using criminals. To ensure their cooperation and loyalty, The Celestial Prince ordered these new troops to be Mind Wiped, a process that eliminates the memories and personality of the individual and reeducates them with military tactics and doctrine. The Public of the Star League find it to be a more civilized punishment than death. By 1,200, All Xi-Trandorian forces are composed of Mind Wiped Troops. In 700, The arms race against the Que-Dan came to a head in the Wu-stead/ Pashen area, The two Tribes began to debate whose research facilities and academies were better suited the re-develop the Dreadnaught class vessels. Neither side would admit the other was better leading the two tribes to take arms against each other. The Result was the Academy war that lasted for eleven months before the Que-Dan, under the command of Prince Racine, invaded Stavin, the capitol of the Wu-stead. Instead of aiding their neighbors, the Pashen withdrew back to their aquatic worlds. With their ability to construct large-scale warships under the control of the Que-Dan, the Wu-stead had little choice but to surrender. Racine declared himself Master of the Wu-stead, enslaving the tribe to the Que-Dan, by holding the Lord Coordinator and the Consulate Members hostage on the Capitol. Racines son, Admiral Roave, began a campaign of fracturing the Star League and the Kappa, while Racine began to move out against the Pashen, using his new property as targeting systems for his Death spheres, projectiles that used the gift of an Aberyian to increase accuracy. Azrai placed his Daughter, Krishna, in command of the task force to enslave the Simbali. In 40, Azrai used a young Que-Dan named Qual-Dracul to convince the Que-Dan that the war was a rebellion against the Sovereign Emperor of the Realm and will soon be brought to conclusion with the Emperor victorious. Only the obstinate XiTrandorians will not acknowledge the sovereignty of the Emperor. Then in year 20, The Xi-Trandorians develop a super weapon that they launch toward the Que-Dan home world, Gordis. En-route, the energy wave struck a star that sent it off course and sparked an event that changed the Realm. The Coming of Novastar and the Unification War, 20-15 Years ago: Unknown to the Aberyians, The Xi-Trandorian energy wave past into an area of space inhabited by a new species, as well as, a new Realm. The natives to this realm, humans, began to search for the energy waves source by sending a young female human, Rae-Dawn Novastar to investigate in her scout ship, 1105. Year 20: Novastar is accused of being a Que-Dan spy as she is captured by a Xi-Trandorian Command craft. She escaped by taking a Xi-Trandorian solder hostage. Upon learn that once a prisoner; the solder will be executed if he returns to prevent him from being a spy. She lets him serve her and names him, Alistair. Rae-Dawn with Alistair traveled to Vailis, the R&D world of the Xi-Trandorians and destroyed the super weapon. Upon returning to her realm with the report of a first contact, the United Alliance of Worlds, the human governing body, sought to support Novastar by send the scouts, Michael Slaughter and John Doonsberry, to confirm her findings. What the trio found was a Realm at Civil war. Admiral Sorvis of the Exploration Branch of the United Alliance authorized the addition of more personnel to the Cal-Dis sector, the area nearest in proximity to the Aberyian Realm.

Par-Allushaian Amendments As Documented by Major Qual-Dracul And Captain Sorin Dracul From the Order Of the Aberyian Knights.

In the far flung regions of the area known as Wild Space, in the distant past, a world was discovered. A world of natural beauty, abundant resources and life, which filled its discoverers with a sense of accomplishment and awe, this was the world of Par-Allushia. However, the elation was short lived as an accident of mysterious means caused the Explorers to crash upon the surface, into an environment filled with danger, hostile beings and limited resources to survive. Survived they did, after 9,000 years, this band of explorers forged a civilization that thrives under hostile conditions, war-like natives and limited technology. Their cultures seem on the surface, a mirror of the Space-born realm, but underneath is a deeper more colorful world awaits.

The Wu-Stead. The Wu-stead are a tall, hairless, four-armed humanoid race with skin-tones ranging from light gold to motted browns. Their eyes are covered with an anti-glare membrane, giving the appearance of pupil-less eyes. Females have hair only on their heads. The Wu-stead are the most industrious government, having tamed steam power first. The Wu-stead have long been educators of the realm, having some of the finest academies in the world. Since its founding, the Wu-stead have always strove to be the best at what they do, to the point of believing they are the best. The Wu-stead have even created an award, the Paragon, that state the recipient is the master of his/her chosen profession. Its government is a Consulate, made up of the governors of the Wu-stead Villages and overseen by an Hereditary Coordinator. The Coordinator is the chosen ruler and advised by the Consulate. The Coordinator has final say in all matters, however the Consulate may contest his actions. Contesting is rare, as the Consulate must call for a General Population vote. If the contested action is still note resolved, an Executive Resignation may be called, with the General Population voting on the outcome. Average height and weight: 63/ 230lb The Pashen. The Pashen are a beautiful people that seem to have been crafted instead of born. At the base of the neck, Pashen have gills, as well as, pointed ears. Skin-tones range from light blue to sea-green. Hair-tones from olive green to ink black, only the Royal line has white hair. The Pashen dwell within the vast aquatic waters of the World, yet are able to survive above surface as well. The Pashens natural environment have adapted them to think in three-dimensions. Pashen know that other tribes would be uncomfortable under the waves, so they maintain floating stations above some of their Territories in the Seas. The Pashen take pride in their race, maintaining the belief contact with others should be minimized to avoid racial contamination. Their pride extends to their educational system, as Pashen universities are the best, rivaled only by the Wu-stead academies. It is the debate of who has the better knowledge that has kept the Pashen and the Wu-stead in a constant search for new Knowledge. The government is a monarchy, ruled by a Sovereign Chancellor. Average Height and Weight: 55/140lbs The Xi-Trandorians : The Xi-Trandorians stand tall, with light green to dark olive skin tones. The Military are bald with a crown braid. Civilian Males and Females have full hair covering. Both sexes are well defined physically and have an intimidating presents. The Xi-Trandorians are a mysterious people for the only contact has been with the Military or their Merchant corps. Both groups display the same qualities: a lack of emotion, self-control, and extreme doctrine and tactics. All members of the military under go a Mental Wash, forsaking completely all past memories and replacing them with military doctrine and tactics. New recruits are easy to spot and their head braid does not touch his neck. A Grand-Xalin (equal to a commodore) has a braid that loops around his right shoulder in a forazia-style, with the bottom of the loop touching mid-torso. One facet of the military is known, that all ranks are contested for in a Trial by Combat. Little is known about the civilian population, as they live in layered villages, only allowing visitors on the ground level. The Xi-traditions are ruled by the Stellar Prince. Typical Height/Weight: 63/ 220lbs The Kappa: The Kappa are a short, hairless, long-lived, tortoise-like humanoids with light green to dark gray skin tones. All Kappa have a hard shell in which they are able to pull in all extremities. Only male Kappa have a short, stubby, tail. Since, Kappa live for centuries, a large percentile of their population are still adolescents, giving the Kappa a sense of wonder lost on the other tribes. Kappa are merchants and so they do not construct warships, yet are some of the most skilled Navigators in the world. Kappa conduct trade, not out of love of money, but a love of haggling . Kappa drive a hard bargain but always a fair one, so that both parties depart satisfied. However, just because the kappa love trade, does not mean they will not fight. The Kappa are fierce warriors , skilled at the hit and fade tactics using their terrain to their advantage, as Kappa do not take invasion kindly and retaliate with a vengeance so intense, that a second invasion is unlikely. The kappa live among the other tribes and do not have a nation of their own. Typical Height/weight: 45/130lbs

The Simbali The Simbali are tall lion-like humanoids fur colors from black to calico markings. Only the royal line has Gold fur. Males have long fur that is kept neatly groomed upon the body, with a head-mane. Females have short fur on their body, yet have the head-mane as well. Males have the full feline face, while females have more of a human-like appearance. Most Simbali prize honor above all other aspects of life and prioritize their lives around this idea. Simbali hold to the concept that family is all that matters. The race as a whole is an extended family, then the Simbalis personal family, then the Simbali himself, honor is given from a Simbali in that order. Simbali maintain that the Sura-Khan, the ruler, is the head of the Simbali family and as such, much honor is given to him. The Simbali also have a rite of marriage in which the male suitor, attempts to subdue the female in one-to-one combat. Males fight unarmed, as females are armed with a shield and a pole arm. A contest is conducted between males, if more that one suitor is involved, with the Champion contending with the Bride-to-be. Average Height/Weight: 59/ 190lbs The Equali The Accursed Equali are a race with the upper torso that is human in nature and a lower torso of a four-legged equine creature. Their skin and hair-tones are that of humans, while their fur-tones are range from white to palomino. The Equali move with a sure-footedness that beguiles their clumsy appearance. The True Equali are bi-pedal humanoids that appear as humans; however, Their legs are covered with a thick down of feathers, with long feathers extending along the outside of the arms, from wrist to shoulder. The colors range from black to bright yellow. The true Equali are incapable of flight. The Equali are a Theocracy , governed by a High Priest. Their society is based on their worship of the Elders, who they believe are the example of which all tribes should follow. They have passed down from generation to generation, the Tome of Wisdom, a collection of sacred writings from the Elders. Each Elder gives practical insight into life and guidance into the Gift. The Tome is divided into sections they call books, one for each Elder. The first is called Amavoraxians, a history of the world before the elders departed to the stars. The next is called The Expansion of Aberyis, the history of the Elders journeys, ending with the discovery of Quantis, the betrayal and vanishing of the Elders. These are the only section written by the Elders own hand. Over the next two-thousand, one-hundred years, starting seven-hundred years after the Elders vanished, an Equali would rise up, guided by an Elder, and be sent to the tribe the Elder patrons and preach to that tribe. The following is the messages the Equali prophets delivered that comprise the rest of the Tome: Xi-Tranen: Discipline and Self-control, Wu-Staven: Courage and Perseverance, Pash: Conduct and Proper Living, Simbalo: Honor and Family, Equala: Love and Faith, Que-Donal: Transgression and Atonement, and Kappis: Death and Final Judgment of the Person and the Realm as a Whole by the Elders. However, Each tribe only has Tomes that contain the first two books and the book of their tribe only. Average Height/Weight: 5 7/ 200lbs (Accursed); 150 lbs ( True) The Que-Dan Que-Dan are a human-like tribe with tendencies toward lighter skin-tones and darker hair colors. Only an intense medical scan will denote the slight differences between Humans and Que-Dan. Que-Dan are an independent people thriving in the Volcanic areas of the world. The Que-Dan are an industrious people, harvesting in the most hostile lands. The Que-Dan major contribution to the World is the art of Magic. All Que-Dan are Gifted and most choose the Path of the Magi. The Que-Dan are a Magocracy, ruled by a Counsel of Seven Wizards. Average Height/Weight: 5 7/ 170 lbs The Others: The World is also home to several other races, most which view the Aberyians as intruders to their home and seek to destroy them

Tribe:

Young Adult:

Typical Ages for Aberyians: Mature: Middle Age:

Old Age:

Venerable:

Pashen Wu-Stead Xi-Trandorian

0-60 0-60 0-40

61-120 61-120 41-160

121-180 121-180 161-190

181-240 181-240 191-220

241-300 241-300 221-300

Equali Simbali Que-Dan Kappa

0-80 0-50 0-55 0-300

81-180 51-150 56-130 301-600

181-230 151-210 131-190 601-900

231-270 211-240 191-230 901-1200

271-300 241-300 231-300 1201-1500

Age Effects: Young Mature Middle Old Vene

Agility

Intellect

Coor

Acumen

Phy.

Chr.

-0 -0 -1 -2 -1D

-0 -0 +1 +2 +1D

+1 -0 -0 -1 -2

+1 -0 +1 +2 +1D

-1 -0 (+1)* -1 -2 -1D

+1 -0 +1 +2 +1D

*(applies only if aging from young adult to mature) Kappa Conditions: As Kappa age, their Gift begins to manifest , gaining the Gift ability at +1D at middle age, +2D at Old age and +3D at Venerable age. Kappa whose gift manifest early, suffer with an inability to control it, allowing them to hear the surface thoughts of those around them. Most resort to violent actions against those around them to quiet the voices in their head. At Middle age, Kappa also experience the Nesting, when female produce eggs, (which must be fertilized before expulsion), males desire to mate, and both sexes wish to settle down to raise the offspring. Failure for females to expel fertilized eggs will result in Impaction, a condition in which eggs continue to produce, resulting in the expansion of the eggs sac that crushes the internal organs of the Female to a fatal conclusion.

Tribe:
XiTrandorian Pashen Wu-stead Simbali Kappa Equali Que-dan

Agility
1D-4D 2D-4D 2D-4D 2D-6D 2D-3D 2D-6D 2D-6D

Aberyian Fantasy Maximums/ Minimums Coordinati Intellect Acumen Physique on


2D-6D 2D-5D 2D-4D 1D-4D 2D-4D 2D-4D 1D-4D 1D-4D 2D-4D 2D-6D 2D-4D 2D-4D 2D-5D 2D-6D 1D-4D 2D-5D 2D-4D 3D-6D 2D-5D 2D-4D 1D-4D 2D-6D 2D-4D 2D-6D 2D-4D 2D-5D 2D-4D 1D-4D

Charisma
1D-4D 2D-5D 2D-4D 2D-6D 2D-5D 2D-6D 1D-4D

Xi-Trandorian Pashen Wu-stead Simbali

Typical Advantages/ Disadvantages: Multi-Tasking (R2)/ Gift-Hindered (R3) Wealth (R2)/ Intolerant (R1), Domineering (R2) Ambidextrous (R2)/ Arrogant (R1), Obsessive ( R2) Trademark Specialization: Honor Sword (R2)/ Code of Honor (R2), Vengeful (R1), Bloodlust (R1), Obligation (R2).
( Choose 2 ranks to balance advantage)

Kappa Equali Que-dan

Navigation Ability (R3)/ Impulsive (R1), Phobia: Fire (R2) Religious Rank (R1)/ Pacifist (R2) Double-Jointed (R2) ( Female), Athletic Ability (R2) (Male) / Weakness: Cold (R2) ( -1D to resist
vs. Cold; 1D Minimum)

Xi-Trandorian

Special Abilities: (2) Enhanced Coordination (R1)( +1 per rank to skill roll when working in a group), Mental Resistance (R1)( +1 per rank to willpower versus mind attacks), Detoxify Poison (R1) ( +1 per
rank to stamina versus poisons)

Pashen

Education (R1) ( +1 per rank to intellect rolls), Magnify Senses (R1) ( +1 per rank to acumen rolls) Breath air and water (R0), Sexy (R1) (+1 per rank to interact skills) Education (R1) ( +1 per rank to intellect rolls), Four-armed (R0) (+1D to Climb, Melee and Brawl Damage), Ignore Pain( +1 to Stamina to resist pain)

Wu-stead

Simbali

Claws (R0)( +3 to Brawl Damage), Stun Poison (R0)( 6D stun Damage to victim), Roar (R1) ( +2
per rank to intimidate skill)

Kappa

Regenerate (R1) ( natural heal roll at time of injury with a +1 per rank), Long-loved (R0), Shell
(R0) ( +1D to resist torso attack; Kappa can tuck into shell).

Equali

Winged (R0) ( +2D to run, terrain difficulties are two levels lower), Absorb/ Dissipate Energy (R1) (+1 to stamina versus energy attacks), Beautiful (R1), +2 per rank to interaction skills) Elder -touched( R0) ( start with Miracle Gift ability at 1D).

Que-dan

Magical Education (R1) +1 per rank versus Magic powers used against them), Magical Aptitude (R0) (start with Magic Gift ability at 1D), Excellent Health (R1) Gain a +1 per rank to natural heal
rolls).

Aberyians gain One Power per Whole Die in Extra-normal Attribute.

Elder Gifts:

The tribes trade in the Vorax, minted in precious metals. Gold = 100 Gold Vorax Silver = 100 Silver Vorax Nickel = 100 Nickel Vorax Copper= the Lowest Vorax

Tribal Currency:

Type and Tribe

Difficulty

Tribal Melee Weapons: Damage Cost in Tribal silver Phy+3D 40

Notes

Dual-Hand Claymore (Wu-Stead) Trident (Pashen) Honor Sword (Simbali) Barbed Conduit (Pashen)

Easy/ -1D to NonWu-stead Easy Easy

Phy+2D Phy+3D

20 10,000 to Outsiders The Hilt contains the Family History of the Owner. Whip-like Weapon that causes an Instant Wound to User on the roll of 15 or less.

Difficult

Phy+4D

1000

Battle Glaive (Equali) Spiked War Hammer (Kappa)

Moderate Easy

Phy+4D Phy+2D

100 40 Victim loses an additional Wound Level the Following round. Xi-trandorian can switch between modes without suffering a multi action penalty. Weapon is akin to two long swords attached at the hilts by a durable chain, 2 feet in length.

The Dual-bladed Broad sword ( Xi-trandorian)

+1D to attack if in parallel Blade mode/ No Modifier if in blade staff mode Moderate/ -1D for non Que-dan

Phy+3D in Parallel/ Phy+2D in Staff mode

150

Nucha-blades ( Que-dan)

Phy+4D

1000

Type:

Damage:

Tribal Ranged Weapons: Cost in Ranges in Meters Tribal Gold 180 30 50/325/450 75/450/500

Special Functions: Double as a Club: Phy+2D Single fire: +2D to Hit Aquatic: Ignore for Underwater Accuracy: +2D to Damage on all Called Shots Scope: +1D to Long Range Shots Collapsible: Ignore Drawn Weapon Penalty Double-Barreled: Can Fire Twice without Penalty

Simbali Longbow Wu-Stead Parallel Bow Pashen Harpoon Xi-Trandorian Crossbow Kappa Composite Bow Que-Dan Hand Crossbow Equali Crosscaster

Phy+3D Phy+3D/ Single Arrow :Phy+1D 4D

70

25/75/100

5D

20

25/50/100

Phy+3D 4D

300 500

50/300/350 75/150/225

4D (5D if combining both barrels). Fires sling stones

10

100/200/300

Note: As a Rule of Thumb, City Blocks in the Aberyian Realm are 40 meters in Length, 10 meters wide. A building level from floor to floor is 5 meters high; from street level to street level is 100 meters high.

Armor Type

Protection/Cost in SV: +1/ 10 +2/ 50 +1D/ 100,000 +1/ 15 +2/ 60 +1D/ 100,000 +1/ 70 +2/ 100 +1D/ 100,000 +1/ 15 +2/ 60 +1D/ 100,000 +1/5 +1 /150 for Bronze +2/ 300 for Steel +1D/ 500K for Eldrite +1/ 100 +2/ 150 (-1 to Agility) +1D (-1D to Agility)/ 200 +2D ( -2D to Agility)/ 500 +3D ( -1D to Agility)/1.5 mil +1/ 20 +2/ 50 +1D ( -1D to Acumen)/ 100 +1D/ 100,000 Shield rating: 10 Damage Levels: 2/10 Shield rating: 10 Damage Levels:3 /15 Shield rating: 15 Damage Levels: 4 /60 Shield rating: 15 Damage Levels: 5/ 120

Location Arms Arms Arms Legs Legs Legs Torso or Rear Torso Torso or Rear Torso Torso or Rear Torso Shoulders Shoulders Shoulders Torso Shoulder, Torso, Arm & Leg of Protected Side. All But Head All But Head All But Head All But Head All But Head Head Head Head Head Damage levels=number of times shield can be hit before useless. The damage does not carry over.

Bronze Vambraces Steel Vambraces Eldrite Vambraces Bronze Greaves Steel Greaves Eldrite Greaves Bronze Breast or Back Plate Steel Breast or Back Plate Eldrite Breast or Back Plate Bronze Epaulet (Shoulder Guards) Steel Epaulet (Shoulder Guards) Eldrite Epaulet (Shoulder Guards) Leather Apron Half-Plate Suit ( Epaulet, Half Breast &- Back Plate, Vambrace & Greave) Soft Leather Suit Hard Leather Suit Bronze Chain Suit Steel Chain Suit Eldrite Chain Suit Leather Helm / Skullcap Chain Helm Steel Helm Eldrite Helm Buckler Shield Small Shield Large Shield Body Shield

-1 to Agility Rolls -1D to Agility Rolls

Equala Pash Wustaven XiTrandor Simbalo QueDonnal Kappis NovaStar

All All All

Creation Creation Charm

Spheres of Influence for the Elders: Divination Element Law Plant ( Fire) Divination Combat Element ( Water) Divination Guard Guard Protection Law

Protection Weather Healing

All

Combat

Creation

Element ( Air) Element ( Earth) Law

Law

Numbers

Thought

All All

Combat Creation

Creation Divination

Guard Necromantic Thought Protection

Summon Sun

War Wards

All All

Creation Charm

Divination Combat

Law Numbers

Time Time

Travelers War

All Charm Combat Creation Divination Element Guard Healing Law

Note: All Elders Grant a Spiritual Weapon Priest Skills: Strife, Favor, and Divination. Deals with General Blessings and Ceremony Deals with Affecting or Controlling minds Deals with Personal Combat Deals with Bringing something into existence Deals with Information Gathering Deals with Affecting an Element Deals with Protecting a Large Scale Group Deals with Restoring Health Deals with Restoring Order and Structure

Necromantic Numbers Plant Protection Summon Sun Thought Time Travelers War Wards

Deals with the Dead Deals with Affecting Probability Deals with Affecting Flora Deals with Personal Protection Deals with Bringing Someone into existence. Deals with Darkness and the Un-dead. Deals with Reading Minds and Emotions Deals with the Effects and Affects the Temporal stream Deals with comforts on the road. Deals with Large Scale combat Deals with Protecting an Area

Que-Dan Pashen Wu-Stead Xi-Trandorian

Mage Schools By Tribe: All Schools Except Wild and Elemental Magic. Alteration, Apportation, Conjuration, Element: ( Water), Alteration, Apportation, Illusion, Divination. Apportation, Conjuration, Element: (Air), Wild Magic

Simbali Kappa Equali

Alteration, Apportation, Element: (Earth),Divination. Divination, Wild Magic, Necromantic, Illusion Alteration, Divination, Element:( Fire), Necromantic,

Alteration, Apportation, Conjuration, Divination, Element, Illusion, Necromantic, Wild

Wizards skills are the Schools of Magic Change Existing Objects Change or Affect movement Draw something out of nothing To Find or Gather information To Manipulate a given element To Create or Affect un-reality To Affect the Dead or Undead To Produce Unpredictable events

Name:

Character Types: Important Attributes: Coordination, Physique, Agility

Skills: Acrobat, Battle Cry (Chr), Brawl (Agl), Climb, Command, Cultures ( sp; Culture of origin), Dance (Agl), Dodge, Heal, Hide, Marksman, Melee, Perception, Run, Stamina, Survival (sp; terrain type), Track, Throw.

Lady Warrior (Amazon)

Archer

Coordination

Crafting, Marksman, Perception, Stamina

Artisan

Acumen, Intellect

Crafting, Invent, Artist, Perception, Scholar( sp; Basket-weaving, Glassblowing or Painting)

Attendant

Charisma, Intellect

Animal Handling, Cultures, Instrument (Acu), Perception, Persuade, Read/Write, Remember, Scholar ( sp; Protocol) Astrology (Know), Cultures, Dodge, History, Instrument, Legends (Know), Monsters, (Know),Omen Interpret (Acu), Elderology (Know), Persuade, Read/Write, Remember, Sing (Acu), Story-tell (Acu), Streetwise.

Bard

Acumen, Charisma, Intellect

Bounty Hunter

Coordination, Agility, Acumen

Brawl, Throw, Intimidate, Lockpick, Marksman, Melee, Perception, Ride, Streetwise, Track

Charioteer

Agility, Acumen, Physique

Animal Handle, Battle Cry, Charioteering, Throw, Marksman, Ride, Scholar (sp; Chariot-Racing), Stamina Disguise, Dodge, Flirt (Chr), Hide, History, Read/Write, Read Lips (Acu), Ride, Run, Search, Stealth, Streetwise, Swim

Historian (Chronicler)

Acumen, Charisma, Intellect

Merchant (Entrepreneur)

Charisma, Intellect

Bargain (Chr), Bluff, Geography, Flirt (Chr), Intimidate, Perception, Persuade, Navigation, Read/Write, Scholar (sp; Business), Streetwise, Trade

Gladiator

Coordination, Agility, Physique

Battle Cry, Cultures (sp; Gladiators), Dodge, Brawl, Melee, Throw, Intimidate, Lift, Marksman, Stamina, Willpower

Healer Aberyian Knight (Hoplite)

Intellect Physique, Agility, Charisma

Heal, Read/Write, Scholar (sp; Medicine) Battle Cry, Cultures (sp; Tribe), Dodge, Brawl, Melee ( sp; one weapon), Run, Stamina, Willpower.

Inventor

Acumen, Intellect

Invent, Perception, Read/Write, Scholar (sp; Area of Study)

Mariner

Physique, Intellect

Astrology, Geography, Brawl, Melee, Marksman ( Sp; Ballista or Catapult),Navigation, Read/Write, Scholar (sp; Sailing), Survival (sp; Sea)

Monster Slayer

Coordination, Agility, Intellect

Dodge, Brawl, Melee, Throw, Marksman, Monsters (Know), Navigation, Stamina, Track Battle Cry, Cultures( sp; Army), Dodge, Brawl, Melee, Intimidate, Jump, Lift, Marksman, Perception, Stamina

Mercenary

Coordination, Agility, Physique

Performer

Agility, Acumen, Charisma

Acrobat, Animal Handle, Dance, Instrument, Juggle (Agl)), Legends, Lift, Philosophy ( Know), Sing, Streetwise, Survival (sp; Cities)

Priest/ Priestess

Acumen, Intellect

Astrology, Omen Interpret ( Acu), Elderology ( Know), Read/Write, Scholar (sp; Elder of Religion), Willpower

Rogue

Charisma

Bluff, Cultures, Dance, Disguise, Gaming, Flirt, Instrument, Marksman, Perception, Persuade, Ride Astrology, Omen Interpret, Perception, Scholar (sp; FortuneTelling), Miracles Bargain, Bluff, Conceal, Disguise, Dodge, Flirt, Hide, Intimidate, Lockpick, Persuade, Pick-pockets, Read Lips, Read/Write, Remember, Search, Stealth, Streetwise, Willpower

Seer

Acumen, Intellect

Spy

Coordination, Agility, Acumen, Charisma

Thief

Coordination, Agility, Acumen

Acrobat, Bluff, Climb, Conceal, Disguise, Dodge, Hide, Lock-pick, Pick-Pocket, Run, Scholar (sp; Treasure), Search, Stealth, Streetwise Astrology, Heal, geography, Legends, Monsters, Navigation, Omen Interpret, Stamina, Ride, Run, Survival, Swim, Trade

Wanderer

Physique, Acumen, Intellect

Warrior

Coordination, Agility, Physique, Charisma

Battle Cry, Command, Dodge, Brawl, Melee, Throw, Intimidate, Heal, Geography, Jump, Marksman, Navigation, Ride, Stamina, Survival, Track, Willpower

Wizard

Intellect, Charisma

Dodge, Cultures, Heal, Read/Write, Sleight of Hand, Scholar (sp; Spellcraft), Stamina, Willpower,

Magic:

Elderology: The Study of the Spheres of Influence of Different Elders and identifying symbols, worship centers, articles, and vestments of certain elders of any ethos.

Name: Gender: Ht: Hair: Age: Skin tone: Wt: Eyes: Handedness:

Elder Points: Dark Elder Points: Character Pts: Occupation: Marital status: Fame:

Funds:

Walk: (Phyx2+pips)= Run: (Runx2+pips)= Sprint: (Walk+Run)=


Sprint is a full turn action

Agility:

Coordination:

Intellect:

Acumen:

Physique:

Charisma:

The Gift: Gift Defense: (Whole die x3+pips)= Gift Ability:

Defenses: ( Whole Diex3+pips) Block: (Fight) Dodge: (Dodge) Parry: (Melee) = = =

(0-3)Stun *(4-8) Wound x1 (-1D) *(4-8) WoundX2 (-2D) *(4-8) Woundx3 (-3D) (9-12) Incapacitated (13-15) Mortal (16+ )Killed

[] [] [] [] [] [] []

Weapons and Armor

Resist: (Phy + Armor)=


Alt Resist =

Advantages/ Disadvantages/ Special Abilities

Biographic Information:

Extra equipment or powers:

Name: Gender: Ht: Hair: Age: Skin tone: Wt: Eyes: Handedness:

Force Points: Dark Side Points: Character Pts: Occupation: Marital status: Fame:

Funds:

Walk: (Str x2+pips)= Run: (Walkx2 or Run Lvl)= Sprint: (Walk+Run)=


Sprint is a full turn action

Dexterity:

Knowledge:

Mech:

Perception:

Strength:

Tech:

The Gift/ Force: (Based on Perception Attribute) (Skills start a 0) Control: Sense: Alter: Powers:

Defenses: ( Whole Diex3+pips) Block: (+Braw/M.A level) Dodge: (+Dodge level) = =

Wounds ( 1per 3D in Str+ Advantages) (0-3)Stun Weapons and Armor (-1 per turn per hit) [][][] (4-8) Wound x1 (-1) [][][] (4-8) WoundX2 (-2) (4-8) Woundx3 (-3) [][][] [][][]

Parry: (+Melee Or Spec. level) = Resist: (Strength + Armor) =

(9-12) Incapacitated [][][] (13-15) Mortal (16+ )Killed [][][] []

Will: (+ Control or Willpower Level)=

Advantages/ Disadvantages/ Special Abilities

Biographic Information:

Extra equipment or powers:

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