ITEMS
PANACEA
COST-
5 FAME
-
Though the form may change by region, there are always food and
drugs able to increase the physical health and energy level of
individuals, regardless of race.
-
Restore 2 Stamina.
INTEL
COST-
5 FAME
-
There's always unkown information for sale, no matter how secretive
or unimportant the target.
-
Increased starting advantage during battles and missions.
BOOST
COST-
5 FAME
-
Drugs, Plants, etc designed to provie a one-time boost to all
Attributes by one point.
-
One-battle usage Attribute boost. All Attributes raised 1 point.
WEAPONS PACK
COST-
5 FAME
-
Package of randomized equipment granting the user access to new
techniques. Techniques vary based upon location package purchased.
-
One-battle usage set of 3 Techniques.
GUNMAGES
SNIPER
COST-
5 FAME
-
The Gunmages are an order of Riflemen who, through a mixture of
alchemy and magic, have learned to enchant their ammunition with
powerful spells. Sniper focus on desctructive magic, turning
their ammunition into powerful elemental explosives. Snipers use
long-range rifles to fire their enchanted ammunition, but
still carry a simple baton in case an opponent engages in
melee.
- HUNTING RIFLE
- DESCTRUCTIVE MAGIC
- BATON
MEDIC
COST-
5 FAME
-
Every order needs someone to cure their wounded. The Gunmages take a
creative, fanatical approach to it. Enchanting their ammunition with
curative magic, Medics literally shoot their wounded to heal them.
Medics carry the same long-range rifle and baton as Snipers.
- HUNTING RIFLE
- CURATIVE MAGIC
- BATON
COMMANDO
COST-
5 FAME
-
The phrase "Needs more Dakka" personifies the Commando. The
blacksheep of the Gunmages, Commandos refuse to devote themselves
to a sole magic trade but experiment in all, resulting in a wider
array of spells but each with decreased impact. To compensate for
their weaker magic, Commandos enchant entire clips instead of
individual shells and use fast-firing assualt rifles to overwhelm
their opponents.
- ASSAULT RIFLE
- WEAK-CURATIVE, WEAK-DESTRUCTIVE, WEAK-BUFF/DEBUFF MAGIC.
- DAGGER
AGENT
COST-
5 FAME
-
The moderates of the Gunmage community, Agents engage their targets
at close range with shotguns instead of rifles. Agents enchant their
shells with buffing and debuffing magic, weakening their opponents
and strengthening their allies before engaging in close range combat.
- SHOTGUN
- ATTRIBUTE-ALTERING MAGIC
- DAGGER
SPAWNBOYS
SUCCUBI(female) / INCCUBI(male)
COST-
5 FAME
-
Immortal spirits with no body of their own, Succubi exist to ensnare
the weak willed and morally corrupt, enthralling them in the pleasures
of the flesh. Once possessing a mortal body, Succubi are known to be
fierce warriors, able to exert their telepathic and telekinetic
influences on the world around them. Physically weak, Succubi's powers
rarely place them in direct harm, but many sport simple swords as a
means of insurance.
- SWORD
- TP MAGIC
- TK MAGIC
SHINONI
COST-
5 FAME
-
Born from humble beginnings as raiders, bandits, and the like, the
Brotherhood of Shinoni follow a simple creed: Finders Keepers.
Too stupid to understand tech or magic, Shinoni rely on their
physical might to overwhelm opponents and compliment this with
a complex armor system they 'found'. Shinoni suffer at ranged
combat, instead relying on a crude polearm weapon of a chainsaw
mounted on a staff.
- CHAINPIKE
- NANITES
- POWER ARMOR
MECHANOID
COST-
5 FAME
-
A mixture of synthetic and cybernetic-organisms, Mechanoids follow a
strict code of karma, spiritual study, and martial arts. Aside from
their increased strength and combat skill, Mechanoids also possess an
internal reactor capable of expelling pure plasma at will. Finally, a
series of external thrusters allow the mechanoids short-term flight
and increased speed.
- FISTS
- PLASMA MAGIC
- THRUSTERS
NETHERLISK
COST-
5 FAME
-
Massive, quadriped monsters, many insist Netherlisks are not even sentient,
due to their highly aggressive behavior and inability to communicate any
distinguishable language, even amongst each other. Standing a massive 10
meters tall on all fours and sporting jagged curved tusks 5 meters long,
the Netherlisk can scare away most opposition before a fight even begins.
Anyone brave enough to face it has to overcome its massive rockhard hide.
Those who run have to dodge its mucus, a highly thick, sticky substance
it can spit almost the length of a football field. Fortunately, the
Netherlisk is blind with a weak sense of smell and hearing, making it a
bad shot and prone to accidentally attacking its allies.
- TUSKS
- HIDE
- MUCUS