ITEMS

PANACEA

COST
    5 FAME
DESCRIPTION
    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.
EFFECTS
    Restore 2 Stamina.

INTEL

COST
    5 FAME
DESCRIPTION
    There's always unkown information for sale, no matter how secretive or unimportant the target.
EFFECTS
    Increased starting advantage during battles and missions.

BOOST

COST
    5 FAME
DESCRIPTION
    Drugs, Plants, etc designed to provie a one-time boost to all Attributes by one point.
EFFECTS
    One-battle usage Attribute boost. All Attributes raised 1 point.

WEAPONS PACK

COST
    5 FAME
DESCRIPTION
    Package of randomized equipment granting the user access to new techniques. Techniques vary based upon location package purchased.
EFFECTS
    One-battle usage set of 3 Techniques.
GUNMAGES

SNIPER

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • HUNTING RIFLE
  • DESCTRUCTIVE MAGIC
  • BATON

MEDIC

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • HUNTING RIFLE
  • CURATIVE MAGIC
  • BATON

COMMANDO

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • ASSAULT RIFLE
  • WEAK-CURATIVE, WEAK-DESTRUCTIVE, WEAK-BUFF/DEBUFF MAGIC.
  • DAGGER

AGENT

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • SHOTGUN
  • ATTRIBUTE-ALTERING MAGIC
  • DAGGER
SPAWNBOYS

SUCCUBI(female) / INCCUBI(male)

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • SWORD
  • TP MAGIC
  • TK MAGIC

SHINONI

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • CHAINPIKE
  • NANITES
  • POWER ARMOR

MECHANOID

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • FISTS
  • PLASMA MAGIC
  • THRUSTERS

NETHERLISK

COST
    5 FAME
DESCRIPTION
    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.
EQUIPMENT
  • TUSKS
  • HIDE
  • MUCUS