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Heroica: Glory Amongst The Stars - Heroica Hall
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
The door to Heroica Hall opens ushering in a faint breeze with a slight smell of cinnamon and anise. A female Cladrasith leisurely wanders in, a satchel at her side clinking with small glassware almost like the sound of tiny bells. Valesia gives a low whistle, "My, my, well it's certainly a bit more... dated than I imagined. But a job's a job." The Cladrasith strolls up to the bar, giving a friendly smile to the man at Mission board and the bar counter before addressing the Chimeran bartender. "Hi Hun, what a lovely place you have here, so majestic and unique. I'm Valesia and I'm here for the culinary position." "Hmph... The wha? Oh you mean the fry cook. Sorry, you're about two weeks too late." "You don't seem to understand, dear, I need this job. Plus, do you really call this," Valesia lifts a crumbling lopsided pastry from the counter dish, "cooking? Where's the artistry, the love, the dedication?" "It's a donut. I don't think any of these folks could care whether it's round, square, or trapezoid shaped. What matters is it's free." "But this was supposed to be my big break, my chance to really show off my talents, meet interesting people, learn so much." "Sorry miss, job's filled... If you're looking for work though, we've got a whole board of people needin' odds and ends done, just take a look. Maybe that'll hold you over till you find what you're looking for." "I suppose it's better than nothing..." Valesia takes a deep breath to regain her composure, "Thanks Hun. I'll take a Vin'quoian Julep, a few extra sprigs of mint, when you've got a free minute." "Sure thing." The Cladrasith makes a note to check out the mission board and for the time being pulls up a stool at the bar waiting for her drink. She comments to Soren and Varen, "Some interesting prospects, no?" Valesia joins Heroica! -
Valesia (Waterbrick Down)110 Year Old Female CladrasithCharacter Points: 6/15Vitality: 5/5Velocity: 2Strength: 1Skill: 2Smarts: 1Spirit: 3/3Proficiencies: Insight 1, Medicine 1, Nature 3Known Spells: Elemental Evocation, Healing Light, Mystic Binding, Photonic ManipulationCredits: 150Equipment: Holo-scroll, Chef's Kit (Standard Kinetic Melee Weapon), HoloscrollInventory: Essence of Precaution, Nanite Elixir Locker:
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Heroica: Glory Amongst The Stars - General Discussion
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Fixed, thanks! Looking forward to it. And yes, Quest Zero while saved for posterity, is currently considered non-canon. -
Heroica: Glory Amongst The Stars - General Discussion
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Good catch, thanks! -
Heroica: Glory Amongst The Stars - Heroica Hall
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
"Uh... yeah, the Quori's right, I must of been thinkin' about somewhere else. I'm relatively new to the Station myself, only been here a year or so." -
Heroica: Glory Amongst The Stars - Heroica Hall
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
"Just feel for the heat. Where there's heat, there's Dwarves either meltin' or cookin' something. Otherwise try just North of here further along the Old Quarter." -
Heroica: Glory Amongst The Stars - Heroica Hall
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
"Sure thing.." Thorvald pours the drink and slides it over. The Chimeran shifts a stack of napkins over on a back shelf revealing a dark amber bottle. "Let me know if you're ever interested in something on the exotic side." "And free boxes to the ears to those who abuse the system..." The Chimeran chuckles as Varen loses his chair. "Don't worry about the chair, I'll have Rachel add it to her list. If you're looking for work, there's a few assignments on the Mission Board next to the bar." "Poojat sugar? Sure thing." Thorvald puts a kettle on. "Well, there's a good Dwarven place in Little Aluriel called, Ozzorli's, they make theirs nice and thin. Some might call it a bit of a greasy spoon, but if it ain't got a little grease is it really good cookin'?" -
Heroica: Glory Amongst The Stars - Heroica Hall
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
The Chimeran gives Soren a bemused look. "Sorry bub, paperwork is Ms. Kreri's department. I'm just paid to sling booze and the word on the street. Now as for drinks, I've got your standards: Makhian Mezcal, Pluravvian Pinot, Riqon Rye. There's a cask of Dwarven ale, somewhere around here. Crimson Chai leaves from the dark jungles of Phejhar brew a pretty strong cup of tea. There's always the vendo-tron near the training center if you're one of those types who likes it bottled. Let me know if you want something mixed or want to put in a food order." -
An incredible blend of textures and colors. Each of the miniature features is amazing from the ships to the architecture. I agree with the earlier comment, I can only imagine how this thing would look with internal lighting. Is everything connected or is it built in segments?
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Heroica: Glory Amongst The Stars - Library
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Technology -
Heroica: Glory Amongst The Stars - Library
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Organizations of the Arm -
~This topic is meant for in-character talk only. For other topics related to the game, see the Heroica: Glory Amongst The Stars - Index.~ ~Providing a shining light of heroism across the galaxy.~ HEROICA HALL As you walk into the refurbished hotel, a sense of nostalgia and grandeur washes over you. This is Heroica Hall, the newly established adventuring guild's headquarters. Find a seat at the bar or an open table and enjoy the company of your fellow heroes or feel free to retire to one of the free rooms available to members. Don't forget to signup for available missions. THE MISSIONBOARD OPEN MISSIONS (You may apply for as many as you like, but you may only participate in one mission at a time. Please bold your sign-up in your post.) *There are currently no open missions at this time* CLOSED MISSIONS *There are currently no active missions at this time* THORVALD'S TAPROOM "Hmmph. Take a seat I guess, there's menus somewhere around here... we don't have any specials yet. The chef is still pretty new and the cook-tron is still on the fritz... darned Æethertech, why anyone needs a smart toaster is beyond me. Oh the tab is apparently covered by the patron, just try not abusin' it. If you need anything, I'm Thorvald. I'm sure there's a plenty of gossip going round about me, so to level the field here's a few juicy tidbits I picked up in return." ~ Ebria Station's a big place. Keep your nose clean and take care if you're wandering in the Rat's Nest, word is there's a cult starting up in those parts. ~ Yeah, we Chimerans are still getting used to our independence, but there's still folks out there who ain't happy about that though, think we're some sort of cosmic mistake and need to be devolved or somethin' like that. ~ Someone said there's a plague ship in a holding pattern outside the station waiting to dock, hope someone takes care of it soon. ~ If you need the login info for the ÆetherSpace terminal let me know. The network’s been a bit spotty, might need to submit a service report to IRIS. ~If the dock workers are to be believed, an elven ship just made port in Ebria flying Ark Victoire’s colours. One hasn't been seen here since the Five Years War. ~Mr. Grumble's informed me we have a guest staying in the penthouse suite. He specifically requested that room and paid with a briefcase full of physical credits. He seems like a weird fellow, but if he's paid what harm could come from it? HERO RECRUITMENT Aysu Kundakçı (played by Peppermint_M) 22 Cycles Old, Female? Adopted Human Joined Heroica June 14, 2021 Completed Mission #3 Successfully on July 30, 2021 Completed Mission #5 Successfully on December 1, 2021 Completed Mission #10 Successfully on September 16, 2022 B3R5 - 3rk (Bers) (played by Dutch Thriceman) Unknown age, Mechanical Adamite Joined Heroica June 21, 2021 Completed Mission #4 Successfully on October 20, 2021 Completed Mission #8 Unsuccessfully on September 2, 2022 Billeck Wallard (played by Wolfpackfan99) 26 year old male Human Joined Heroica February 18, 2022 Decker DaCabe (played by Endgame) 24 year old male Human Joined Heroica August 15, 2021 Completed Mission #5 Successfully on December 1, 2021 Completed Mission #9 Successfully on April 22, 2022 Ensonvilterayquis (Enson) (played by Lord Duvors)60 Cycles old Male Quo’ri Joined Heroica June 5, 2021 Completed Mission #3 Successfully on July 30, 2021 Completed Mission #5 Successfully on December 1, 2021 Completed Mission #10 Successfully on September 16, 2022 Felix Mao (played by Khorne)37 Cycles Old Male Chimeran Joined Heroica June 11, 2021 Completed Mission #2 Successfully on August 26, 2021 Jonk (played by Scubacarrot) 30 Something Cycles old Male Celestial Joined Heroica March 4, 2022 Completed Mission #10 Successfully on September 16, 2022 Kirwin (played by karmajay)Unknown Age, Adamite Joined Heroica July 11, 2021 Completed Mission #4 Successfully on October 20, 2021 Completed Mission #7 Successfully on March 29, 2022 Maximilian Vetre (played by Alix)44 cycles old Male Elf Joined Heroica August 29, 2021 Completed Mission #6 Successfully on December 17, 2021 Merei Teo (played by Zepher) 24 Cycles old Female Helioi-Touched Celestial (Born Menahi) Joined Heroica July 15, 2021 Completed Mission #4 Successfully on October 20, 2021 Completed Mission #7 Successfully on March 29, 2022 Polaris Ursaring [with M.I.L.E.S.] (played by samurai-turtle) 15 cycle old female "Chimeran" Joined Heroica June 6, 2021 Completed Mission #2 Successfully on August 26, 2021 Completed Mission #5 Successfully on December 1, 2021 Completed Mission #8 Unsuccessfully on September 2, 2022 Ronin (played by Yzalirk)[REDACTED] Male [REDACTED] Joined Heroica July 25, 2021 Completed Mission #5 Successfully on December 1, 2021 Completed Mission #9 Successfully on April 22, 2022 Soren Aeolus (played by Legonater) 32 Cycles old Male Human Joined Heroica June 5, 2021 Completed Mission #1 Successfully on September 28, 2021 Completed Mission #6 Successfully on December 17, 2021 Valesia (played by Waterbrick Down) 110 Cycles old Female Cladrasith Joined Heroica June 8, 2021 Completed Mission #3 Successfully on July 30, 2021 Completed Mission #6 Successfully on December 17, 2021 Varen Nastayo (played by KOTZ) 26 Cycles old Male Human Joined Heroica June 5, 2021 Completed Mission #2 Successfully on August 26, 2021 Completed Mission #7 Successfully on March 29, 2022 Yelana Fennix (played by Classic_Spaceman) ?? Cycles old Female Human Joined Heroica June 5, 2021 Completed Mission #1 Successfully on September 28, 2021 Completed Mission #8 Unsuccessfully on September 2, 2022 Yissam♥ (played by CMP)141 Cycles old feminine Stratitarian Joined Heroica July 14, 2021 Completed Mission #4 Successfully on October 20, 2021 Zaria Karana (played by Kintober) 226 Cycles old Female Elf Joined Heroica June 5, 2021 Completed Mission #1 Successfully on September 28, 2021 Completed Mission #7 Successfully on March 29, 2022
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This is an index of all topics related to Heroica: Glory Amongst The Stars. GENERAL TOPICS This thread discusses all of the rules and mechanics of Heroica: Glory Amongst The Stars. Read this topic to get an idea of how the game is played This thread houses all of the heroes stats, please post your created character to this topic. Remember to edit the information whenever it changes. This thread is where you can introduce your character and interact with other characters between missions. Its also where you will sign up for open missions. This thread is for all out-of-character discussion about the Heroica: Glory Amongst The Stars not related to the rules, specific builds, or Mission Master questions. This thread provides helpful tips to prospective Mission Masters and provides a place for players to give feedback to Mission Masters after the mission has concluded. This thread is used for purchasing equipment for your character with in game credits. This thread is for information about spells and in the future ways to specialize your character through selecting a given class. This thread is for asking questions and learning more about the world of Heroica: Glory Amongst The Stars. This thread has information about the known species in Heroica: Glory Amongst The Stars. New species are also introduced in this thread. MISSIONS Mission #1: Mercenaries on the Boreal Express Mission #2: Deep Dive Mission #3: Rat Catchers - Successful Mission #4: Dude, Where's My Space Speeder?
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Hero Statistical Registry This thread is dedicated to listing information about each hero registered with Heroica. This is also where you can store additional equipment in your hero's locker. Please post any questions to the Discussion thread. If you need rules for creating a character, please see the Rules & FAQ thread or feel free to check your stats using the calculator. Please post your character information to this topic in this exact format: [Picture] Character Name (Player) Age, Gender, Species Character Points: Current/Total Vitality: Current/Total Velocity: Strength: Skill: Smarts: Spirit (if applicable): Proficiencies: Proficiency A Level (X + Y from Mission Bonus), Proficiency B Level, Proficiency C Level, etc. Known Spells (if applicable): Credits: Equipment: Weapon Slot, Armor Slot, Tool Slot Inventory: Up to 12 Items Locker: Additional Items For the sake of clarity, this is the format that should be used in all missions for all characters. You can remove the lines that don't concern you (e.g. Spirit or Known Spells) or add information if it's crucial to your gameplay, but otherwise, please stick to this format. If you are still unsure how the statistics should look feel free to ask in the Discussion thread. After you've posted your information, please post a direct link to it to your signature. To get the link address, click on the "Share Link" icon on the upper right corner of your post. List of Registered Heroes
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Heroica: Glory Amongst The Stars - Library
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Religions of the Arm -
Heroica: Glory Amongst The Stars - Library
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
Locations of Interest Maps of Ebria Station High Resolution - Control Level High Resolution - Main Level High Resolution - Docking Level -
Heroica: Glory Amongst The Stars - Library
Waterbrick Down replied to Waterbrick Down's topic in Heroica! The RPG!
PLANETS Map of the Euripides Arm High Resolution - Euripides Arm -
~Note: This topic is meant for players inquiring about the world in character. If you have any out of character questions please ask them in the General Discussion thread~ THE LIBRARY AT HEROICA HALL The library of Heroica Hall is tucked away behind the Training Center. The warm blue glow of table lamps illuminate the rows upon rows of holoscrolls, holotomes, and even older leather bound paper books. Models, maps, and intricate dioramas interrupt the stacks and small alcoves with tables and chairs provide space for study and research. A small Cricet sits at a reference desk carefully grooming themself, a powered down powersuit sits in the background. “Quiet please, this is a place of contemplative learning and… Oh you’re new to Heroica? Well excuse my manners. This is the library, and I am Collette head librarian… or only librarian that is. Sorry the collection is quite dusty. It belonged to the hotel’s owner, Laserie Ablis, and I’m still sorting through all of it. I’d be glad to add any contributions you happen to bring from your travels and adventures. Currently you’ll find information on locations throughout the Euripides Arm, technical articles on common technology, excerpts on the varying religions found in the galaxy, and summaries of the major organizations you might have contact with. I’d be glad to answer any questions you might have, though it might take me a moment to get over to you… small legs and all.” LIBRARY SECTIONS Planets Locations of Interest Religions Organizations Technology National Alliances Missions GENERAL TIMELINE Pre-War History Annihilation of Aluriel (War of Mutual Annihilation): Approximately -1000 DA* Discovery of the Novarii Sector: -650 DA Fall of Krassar Republic: -600 DA O'Kor'uk Unification: -575 DA O'Kor'uk Scattering: -525 DA First Successful Dwarven NLS Drive: -350 DA Ornithun conquest of Abrivar: -320 DA Immigration of the Thudaal: -300 DA The War of the Six Pretenders (Pluravvian Empire): -296 DA Calaxxian Reformation (Pluravvian Empire): -280 DA Restoration of Aluriel: -200 DA League of Independent Planets Formed: -179 DA Ætherspace discovered by the Thaumaturgic Society: -110 DA Creation of the first Adamite: -100 DA Elevation of the Merchants (Pluravvian Empire): -80 DA Project Gaian Initiated (Creation of the Chimeran Species): -70 DA IRIS Communications Splits from the Thaumaturgic Society: -50 DA Formal Recognition of Chimeran Sentience: -15 DA Five-Year War War Begins: -4 DA Nendara Gate Collapse: -2 DA Pluravvian Civil War Begins: -2 DA Ceasefire (Drandora Accords) signed official end of the Five-Year War: 0 DA Founding of the ITA and Space Police: 0 DA Pluravvian Civil War Ends: 1 DA Colonial Secession (League of Independent Planets): 6 DA Heroica Founded: 13 DA Current: 15 DA *Drandora Accords
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~This topic is meant for all discussion and questions about the rules of Heroica RPG. For other topics related to the game, see the Heroica: Glory Amongst The Stars Index. ~ Rev. 1.1 FAQ Characters Q: Is there an easier way to check my Character Creation Stats? A: Yes, you can find a point calculator here Q: When creating a character, to what topic do I post it? A: Post the character's statistics into the Hero Statistics Registrations topic, and make a link to that post in your signature (the link address can be found by clicking the number on the upper right corner of the post). Then introduce your character in the Heroica Hall topic. Q: When introducing ourselves, do we need a lengthy intro? A: It is your decision as to how long and detailed the intro will be. Q: Do I need my character picture up right away? A: No, as long as you get them up eventually. You will not be able to go into a mission without a picture of your character, though. If you cannot make an image yourself, ask your fellow players. Q: What are the differences between the Proficiencies? A: The skill Proficiencies are intended to have multiple uses, but the general descriptions below can help inspire you as to their use. ·Acrobatics: Balancing, stunts requiring dexterity of the body ·Arcana: Knowledge of Esoteric magic, potion making ·Artillery Weapons: Usage of Artillery range weapons ·Athletics: Climbing, jumping, swimming, breaking down a door ·Coding: Writing Software, Hacking a system, knowledge of Livecode and Ætherdiving ·Culture: Knowledge about traditions, history, famous figures, pop culture trends ·Deception: Lying, misleading ·Engineering: Constructing and operating large electrical devices, knowledge about practical sciences ·Explosives: Usage of explosive devices and demolition ·Insight: Determining intentions, detecting lies, gut feelings ·Intimidation: Influencing by threatening, physical violence, feats of strength ·Long Range Weapons: Usage of long range weapons ·Medicine: Diagnosing illnesses, applying medical aid, determining cause of death ·Melee Weapons: Usage of melee weapons ·Nature: Knowledge about animals, plants, natural phenomenon, and Substantive magic ·Occult: Knowledge about Phantasmagoric magic, cults, demons, cosmic horrors ·Perception: Spotting, hearing, or detecting things ·Performance: Entertainment, dancing, acting, storytelling ·Persuasion: Influencing by tact, rational arguments, or social graces ·Piloting: Steering vehicles, charting courses, knowledge about starcraft ·Religion: Knowledge about cosmologies, pantheons, worship practices, religious orders, and Theurgical Magic ·Short Range Weapons: Usage of short range weapons ·Sleight of Hand: Concealing objects, pickpocketing, feats requiring manual dexterity ·Stealth: Moving silently, hiding from enemies ·Survival: Following tracks, weather predicting, danger assessment ·Technology: Constructing and operating small electronic devices, knowledge about theoretical sciences Q·: Can I change my character’s stats or start a new character? A: Yes, while we find it entertaining to see characters grow from mission to mission, we understand that sometimes you won’t know if you find a certain character or playstyle enjoyable until you actually play. With that in mind, if you wish to “respec” your characters creation and level up points you are free to do so. Please follow the below constraints: - Do not respec during a mission. - It is preferable (but not necessary) to have a story to go along with your character’s change in stats; the Training Room thread is appropriate for this roleplay. - If you are starting a brand new character, you may only transfer character points. Items and Equipment are not transferred between new and old characters. Please do not attempt to circumvent this. Q: I can't make a long-term commitment. Can I still play? A: Heroica: Glory Among the Stars RPG is more of a game system than a single continuous game. You can create your hero character whenever you like, and wait for a good time to sign into a mission. You should be able to play for the duration of the mission you sign into, though. Q: I’ve invested character points into Spirit and a casting skill (Arcana/Nature/Occult/Religion) where are the spells listed? A: Simply visit the Training Room for a list of the available spells. Between missions you may switch a number of spells that you know equal to your Spirit Attribute. Q: Does it matter what Species I play? Can I create my own Species? A: In Heroica: Glory Among the Stars RPG, your character’s Species does not provide any mechanical advantage. This is to facilitate creative characters without feeling constrained by mechanics. Feel free to visit the Embassy for a list of the Species widely found in the setting. You are also free to create your own Species, the only restriction being that you respect the established canon. If you have questions, feel free to ask in the Discussion thread. If the species is unique/becomes popular enough among the community you may be asked to provide a short write-up that can be included in the Embassy later on. Missions: Q: How and when can I start a mission of my own? A: First you should read the Mission Master’s Lounge-topic, which gives you insight about what is required from a Mission Master and a good mission. You can send your mission idea to Waterbrick Down or one of the game managers, via a private message when you think you are well prepared, but you must have at least one successfully concluded mission under your belt, so that you know how the game basically works. Even then, if your idea is not good enough or the game managers do not deem you ready to host, you might be turned down. In that case you should heed the game managers’ feedback and try again later. Q: If there are enough sign-ups to a mission and everything was ready, would the mission start early? A: Not necessarily, we'd still need to give everyone time to sign up before the deadline. The sign-up deadlines can be changed by the MM's jurisdiction, though. Q: Is it possible to change what missions you sign into? A: Yes, you can change as much as you want until the sign-ups end. Q: How long does a mission take? A: It varies greatly, so you have to ask each Mission Master separately. Q: When a mission starts, can the chosen players still post in the Heroica Hall topic? A: Not until the mission is over, unless the Mission Master specifically allows it. Q: Will my Vitality and Spirit be restored automatically after I finish a mission? A: Yes, since you can rest as much as you want in-between missions. Q: When you lose a mission, do you keep the experience and items you earned in battles? A: You get to keep the experience and items you gain during a mission, even if it fails. You just won't get the promised reward. Battles: Q: Can I attack without a weapon? A: Yes, you can. Weaponless attacks utilize the Strength attribute to determine the dice pool. You may only target an enemy adjacent to you when attacking without a weapon and the damage dealt is kinetic. Magic: Q: Does an unsuccessful casting of a spell cost Spirit? A: Yes, Spirit is deducted each time a spell is cast, whether successful or not. Weapons: Q: What happens if you have multiple weapons? A: You can only equip one weapon at a time, and that is the weapon that is listed in your equipment. Usually the strongest available weapon is equipped, but if a situation arises where you would like to use another weapon instead, just mention it to the mission Master. Changing equipped weapons in a battle does cost a turn, so it is often a smart strategy to carry spare weapons with different damage types. Q: Is there a limit to how powerful a weapon can be? A: Yes, weapons start out as a Standard grade, but can be subsequently improved to Calibrated, then Engineered, and finally Precision. Likewise armor may be upgraded from Standard, to Padded, to Reinforced, and finally Composite. Q: What sort of weapon can I use? Can I use a tank or a mecha suit? A: Weapons are mechanically broken into 3 different damage categories (kinetic, elemental, and energy) and 4 different range categories (melee, short range, long range, and artillery). Outside of these categories, weapons are intentionally left generic to allow for characters to have the freedom to describe their weapons however they want. Bombs for instance could be characterized as long range and elemental, a plasma whip could be considered short range and energy, brass knuckles could be melee and kinetic. The one constraint is that weapon sizes should be limited to things that could be reasonably carried by the character, thus no tanks, ships, or giant mecha suits. Some other weapon examples by damage type: - Elemental: Flamethrower, Cryogen Spray, Electro-whip, Toxic Claws - Energy: Plasmacaster, Laser Pistol, Beam Saber, Sonic Bombs - Kinetic: Rail-rifle, Antique Revolver, Vibro-Knife, Titanium Knuckles Tools: Q: You can only equip a certain amount of tools, but can you carry more? What exactly is classified as a tool? A: You can carry more than the amount of tools you can equip in your inventory, but only the ones listed in your equipment will have an effect. If you are unsure whether or not an item is considered a tool, ask the Mission Master that gave it to you. Note that changing equipped tools during a battle will cost a turn. Consumable Items: Q: Consumable items can be used on anyone in battle, correct? A: Yes, on yourself, on your allies, even on enemies as long as they are adjacent to your character. Miscellaneous: Q: When dividing numbers, do you round down or round up? A: Always round down. Q: Do diagonal squares count as 1 square or 2? A: Diagonal squares count as 1 square for purposes of moving and targeting. Q: Can I give items and credits or trade things with other players? A: Yes, it is allowed as long as both of you update your profile accordingly. Cheating or circumnavigating of existing rules will not be tolerated. Q: Can I give items to another ally during a battle? A: Yes, but it will cost a turn for both of you. You can trade multiple items in one turn, but only with one ally per turn and they must be adjacent to you. Q: What happens if my inventory is full? A: If your inventory is full and you come across new items, you may switch the items you currently have in your inventory with the new items. Alternatively you could ask some of your allies to carry some of your equipment in their inventories. Q: How much 'fluff' do I have to read beforehand? A: As much as we'd like to say 'none', that's unfortunately false. We recommend you read at least the Startravel and the Æthergates and Ætherspace entries in the Library. If you're playing an existing species, we recommend reading their entry in the Embassy, as even standard species (Elves, Dwarves, Humans) have some different assumptions here. If you want to incorporate AI into your character or their backstory, the Artificial Life entry in the same thread explains how the setting handles that. Q: Since Meditate is a Standard Action, can I just infinitely cast spells outside of combat? A: Technically, yes. However keep in mind attempting to abuse the rules in a manner to intentionally frustrate a Mission Master, probably will not end well for you or maybe your party. Q: Can my player help another player make a Proficiency or Attribute check. A: Yes, players can assist others in a task creating an Assisted Check. Each person assisting should come up with a meaningful explanation of how they are contributing to solve the situation. The assisting player's proficiency dice are then added to player making the Check. The assistance does not need to be of the same Proficiency. I.e. someone could assist with an Athletics Proficiency Check to break a door down with their Perception Proficiency to point out a weakness in one of the door's hinges.
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~Note: This topic is meant for players either inquiring about a species in character, or introducing a new species. If you have any out of character questions about the existing species or how to create your own species, please ask them in the General Discussion thread~ THE EMBASSY OF EBRIA STATION As you enter the grand building just off the Platinum Way you marvel at the vast number of species wanding about the tiled entryway. Amourai from Abrivar, Quo’ri from the Water Mountain planet Vin’guo, Elves, Dwarves, and species you do not even recognize mix and mingle, sharing drinks and gossip, others relaxing or sifting through official paperwork. A finely dressed Stratitarian walks up to greets you in a gravely baritone. “Ah, visitors. We are delighted to have you. I am called Throlner and I oversee this embassy. The embassy serves as a meeting space for official matters between the species of the Euripides Arm. Here you will find consuls for the varying systems and species in our galaxy. If you wish to learn more about different cultures or the history of the inhabitants of the many systems in the Arm, then you’ve come to the right place. In fact, whenever first contact is made with an undiscovered species, the Embassy strives to be the first place to welcome them and provide space for a consulate.” Introducing a new species: If you’re interested in formally introducing a new species to the game, please send information similar in form to the entries found below to one of the Game Managers. This is not required to play a new species, but if you’d like for canon to be developed around it this will be the place where it goes. ~The Pluravian Empire Consulates~ Ytaxxi Once little more than feudal amphibians in the swamps of Hi-Pluvvon, the Ytaxxi were notable only for the marked difference in the skull shapes of their two sexes. This was until the losing faction in an alien civil war fled to their planet. These ‘Benefactors’ as they were known would embark on a long project of uplifting the Ytaxxi species, culminating in the creation of a genetically ‘superior’ ruling subspecies. This subspecies would lead the Ytaxxi in the creation of one of the largest empires in history, fueled by their philosophy of Artaan. But following the ascension of the genetically lower-caste merchants to the highest positions of imperial authority- and the subsequent dominance of the Empire’s economy by the Raikaan cartels- the validity of this ‘superiority’ has come under scrutiny. Daraki Unlike many of the species that became part of Pluravvia during Arvvir’s conquests, the Daraki were not subjugated by force. Instead they willingly submitted themselves to the Empire’s rising star. As a condition of this they were granted a number of rights and exemptions from normal Imperial law (including exemption from the caste system) that they retain to this day. In return they act as the Empire’s loyal elite troops, first into the fray and last in the retreat. Often dressing and acting flamboyantly, they possess a disregard for the aristocracy as great as their reverence for the Empress. Thudaal There are many strange species in the universe, but few are so truly alien as these refugees from another sphere of reality. Arriving in this sphere suddenly and from a place that they do not name, these mysterious beings found themselves obliged to seek asylum from the Empire. Called “Thudaal” by their Ytaxxi patrons, they received not only all that they had asked for, but indeed more - Full citizenship in the Empire and immediate elevation of their entire species to the priestly caste. The reason for this unprecedented magnanimity lies in their unique ability to somehow know things about objects they touch, something the Ytaxxi believe can help them discover the true nature of the Benefactors. Regardless of the reason, this generosity has made them deeply loyal to the Empire. Not all is well with the Thudaal however, for even those who were born in this sphere still dream of that dark and terrible place from whence they originally came. They believe that their minds still partly reside in that dark realm, and they fear that when they die, their souls will be drawn back there - a phenomenon that they call “Thuduyeva” (roughly translating to ‘In Many Places’). They believe that the only escape from their dreadful sphere is to be reincarnated as a new member of their species - Yet even this is seen as temporary, and the cycle of Thuduyeva is to continue for eternity. Quo’Ri Natives of the planet Vin’quo (Water-Mountain), the Quo’ri (Mountain-Children) live a largely rural existence under the watchful eyes of the Empire. The world itself is famous for its natural beauty, and the Quo’ri themselves possess a deep reverence for wild spaces. Despite having been conquered centuries back, the planet is fortunate enough to have an entirely native aristocracy and priesthood - Including the famous Qoun’ahn mendicant monks. As a result Quo’ri culture has been largely preserved in spite of foreign rule. Typically quite formal and sober in their interactions, the culture of the Quo’ri is often characterized as highly traditionalist, with special emphasis placed on reverence for one’s elders and teachers. During the Pluuravian Civil War, the planet’s populace was violently divided between supporters of the aristocracy and supporters of the rebels - A conflict whose scars have yet to heal. Valtar The Valtar are natives of the eerie, bioluminescent, ‘White Jungles’ of Phejhar - one of the nineteen moons of the gas giant Valtress, and the only one of them to possess a native ecosystem. Constantly enshadowed by the planet that it orbits, life on Phejhar formed around the energy released by the moon’s many geothermal vents, erupting in a myriad of bizarre forms. While beautiful, this world is also exceedingly dangerous - Carnivorous plants, vicious predators, and toxic organisms inhabit the glowing white-red forests. The Valtar species have been shaped by this place into one well-equipped for survival in harsh environments. Descended from a reptilian prey species, the Valtar’s physiology is characterised by a variety of natural defence and survival mechanisms, including redundant organs, powerful night vision, the ability to slightly alter the color of their scales, and a pair of mildly venomous fangs. The most important ability that they possess, however, is that they not only can regenerate lost tissue, but also can easily incorporate foreign matter into their bodies. This last ability has not only shaped their society, but their role in the Empire. Due to their biology, the Valtar can easily accept cybernetic and biological enhancements. In fact their ability to integrate foreign objects extends to damaged implants being able to heal themselves along with the rest of their bodies. This natural compatibility with artificial materials has enabled the Valtar to pursue extensive biological and cybernetic technologies, and led to the belief that constant adaptation and advancement is essential to ensuring the future prosperity of their (or any other) species. As a result the Valtar see nature itself as a resource to be harnessed and shaped to one’s needs, frequently incorporating geological formations and living plants into their technology. This emphasis on constant progression and evolution has placed the Valtar firmly at-odds with the Pluravvian caste system, as the Valtar’s own society is intensely technocratic, and the Imperial concept of aristocratic ‘superiority’ is viewed with particular disdain. In spite of their reservations, however, relatively few of the Valtar joined the revolutionary side of the Civil War. Instead, pragmatists at heart(s), they chose to play it safe and remain in the Empire’s corner. Though this seems to have been the right decision, the Empire’s apparent inability to learn from its past mistakes has led some to wonder if this path should be continued upon. ~The League of Independent Planets Consulates~ Elves Inhabitants of the garden planet Aluirel, Elven society is defined by the ancient nuclear war that nearly destroyed their planet. Elvish legend states that once all its inhabitants lived in harmony before succumbing to their base desires and descending into barbarism. It was only once the final devastation was unleashed that those who survived understood the horror of what they had done. Modern Elvish society is divided into three groups: - Ark Elves, whose ancestors were in great Arkships when the war ended and who continue to live on these mighty vessels. The most famous of these ships are Arks Stella, Victoire, and Katabasis; - Warden Elves, descended from those on the surface who were forced to rely on druidic magic to survive. Today they live in communities seamlessly integrated into the local landscape, and have domesticated the giant reptiles native to the planet; - Sheltered Elves, whose forebears were deep underground at the time of the calamity. Their society has become highly utilitarian as a result of postwar scarcity, with even the green spaces of their bunker-cities serving as farms and oxygen plants. All three have sworn an oath to protect the ecosystem they spent so long rebuilding, no matter the cost. Dwarves The story of the devastation of Aluirel as told by the Dwarves is similar to that which is told by the Elves, but differing significantly in details. According to the Dwarves, the society of Aluriel was divided between the wealthy nobles living in vast airy chambers with massive colonnades open to the sun, and the masses of oppressed miners in tiny, poorly-ventilated tunnels choked with dust and gas. When the bombs fell, it was the nobles who had started the war that were wiped out, while the miners survived. Nowadays Dwarves live in gregarious clans (half extended families and half commercial endeavors) that each can trace it’s descent back to a group of likeminded Dwarves that set out together to found a new clanholme out in the wilderness- some quite recently. These clanholmes are highly egalitarian in structure. While Dwarven society has leaders, major decisions are made with the input of the whole clan. These clans are so important to Dwarven culture that their surnames, rather than being inherited, are adopted from whichever clan the Dwarf is currently part of. Each clanholme is part of a local group centered around a mountainholme where they go to trade and engage in the local clanmoot, a democratic assembly where all the local clans gather to vote on decisions and discuss events that affect them all. The clanmoot’s are chaired by a president, elected once every year with eligibility rotating between each clan in turn, who adopts the name of the mountainholme for the duration of their term. These days clan-and-mountainholmes are just as likely to be built in asteroids as on the surface of terrestrial worlds, and their inhabitants are as likely to be Dwarves as any other species. But the Dwarvish way of life remains largely unchanged. Menahi Inhabitants of the twin planets of Tehanui, the Menahi are unified not only by the closeness of their worlds, but also by a shared philosophy. This religion - Telahnisim - emphasises the fundamental unity and equality of all beings. Not all Menahi follow this faith, but it would be folly to deny it’s impact on their kind. Yet despite this sense of spiritual unity the Menahi have never been particularly politically unified. Indeed the Menahi are one of the most culturally diverse species in the Arm, to the point that one can find hundreds of different languages within surprisingly small areas. Due to the administrative challenges this poses, the Menahi are organized into a confederation rather than a single state. One thing that does bind them together is that when a Menahi is born on one planet, they become emphatically linked to one from the other planet born around the same time. While they may never meet, a Menahi always has a sense of connection and camaraderie with their twin. Those Menahi that do meet with their twin form almost inseparable bonds and often may go on to perform incredibly daring and noteworthy deeds, such as embarking on great voyages of discovery or slaying mighty beasts, knowing they have a companion at their back willing to die for them. Ornithun The Ornithun are a species with a long history, specifically one with the Pluravvian Empire. While only rarely meeting on the field of battle, the Ornithun Kingdom of Aquin has had an on-and-off rivalry with the Empire ever since Aquin’s founding during the ‘Years of Expansion’. This period would have an immense effect on Ornithun society, as this was when the development of industrial society enabled the Ornithun to push back against the planet’s local megafauna. Particularly thanks to the development of the famous ‘Combat Frames’ that would become the distinguishing mark of Ornithun knighthood. Pluravvia would finally eclipse Aquin in influence around the time of the Elevation, directly influencing Aquin’s decision to join the League in the hopes of remaining relevant. As a result of their rivalry, and of the nature of the Kingdom’s founding, the ornithun’s ideas about the nature of nobility have diverged drastically from the Empire’s, despite their similar starting points. To the Ornithun, the concept of ‘nobility’, and especially that of knighthood, is something anyone can aspire to, provided that they can prove themselves worthy of it - and even those who have not attained it still have a voice in government. But to those who have attained nobility, the possession of a title is not merely a matter of privilege, but also one of duty - The duty to protect the Aquinian people from the threats above, below, and beyond. For on Aquin, it is remembered that the word ‘knight’ means ‘servant’ as much as it does ‘warrior’. Amourai The Amourai are a semi-aquatic species from the marshy lowlands of the planet Abrivar. Largely lacking defined oceans despite having an active hydrosphere, these marshes make up four-fifths of Abrivar’s surface. Due to this the planet has proven largely unsuitable for heavy industry, instead becoming a breadbasket for the surrounding worlds. But that is not the only thing this mist-enshrouded world has to offer, for it is famous throughout the Arm as a centre of medical innovation. This reputation for excellence in the healing arts has its roots deep in the planet’s history, starting with traditional medicines that made use of the naturally antibacterial properties of the Amourai’s venom. The Amourai have a somewhat awkward history with the League, as they spent a considerable part of their history as colonial subjects of the Ornithun. This had its origin in the Ornithun’s prowess in fighting megafauna, as Abrivar once had a large dragon population. When the Ornithun first came into contact with the Amourai, Aquin’s knights were quick to offer their services in fighting these beasts. Unfortunately these ‘Dragonslayers’ soon turned from merely protecting the Amourai, to extorting them in return for ‘protection’. While those days are now long passed, relations between the two League states are still somewhat strained. ~The O’Kor’uk Nation Consulates~ O’Kor’uk The O’Kor’uk (‘children of the dragon’s teeth’) were mighty once. From humble beginnings as a series of nomadic clans in a resource-poor region of space, it was in the space left by the fall of the Imperial Republic that they came into their own. Legend says that at this time the clans were unified by the First-and-Last High King under the Dragon Banner, who led them to found a magnificent kingdom. But the High King was betrayed - by his own son no less - and struck down. Within a generation the kingdom had fallen apart and its remnants swept aside by the rising Pluravvian Empire. But the King did not truly die, according to legend he was borne off to a tomb whose location was kept secret by his most loyal retainers, and one day he will rise from the dead and restore the lost glory of the O’Kor’uk. Until then the ruler of the O’Kor’uk is officially considered his regent, a title the clans have fought over as furiously as if it was the kingship itself. Cladrasith It would be a disservice to tell the story of the O’Kor’uk and leave out the Cladrasith, for the two species have lived in a cultural symbiosis for centuries. Indeed it was the Cladrasith- with their connection to the æther- who gave the O’Kor’uk the secret of the gates in the first place, and they continue to occupy a position of respect in O’Kor’uk society. At the beginning of their lives Cladrasith possess humanoid form, and are expected to spend this time exploring and learning about the universe. As they grow older they slowly grow in size and slowly become less mobile, eventually returning home where they root themselves into the ground and lose their humanoid shapes altogether. In this state their connection to the æther grows and they become seemingly capable of Ætherdiving without technological assistance in a state known as ‘The Remembering’. Cladrasith in this state are respected elders and advisors, but sooner or later they will slip permanently into the Remembering, never to awaken again. ~Neutral Consulates~ Celestials Rather than being a specific species, Celestials are individuals born to parents of other species under the influence of fundamental forces. The manner in which these forces influence the child’s birth is mysterious and unknown, but several types have been identified: - Elementals, who are influenced by the four states of matter - Planetars, who are influenced by the spheres of reality - Helioi, who are influenced by stellar fire - Akshai, who are influenced by the æther itself. In most cultures the birth of a Celestial is seen as an auspicious - although rare - event. Indeed much is usually expected of these children, and several famous historical figures have been Celestials. On the other hand there have been many Celestials who feel overwhelmed by the expectations placed on them, and who seek to live a more normal life in response. But whatever their choice, they certainly stand out in a crowd. Quarm Hailing from the gas giant Oquim, the Quarm are a species adapted to living in the crushing pressures of the planet’s lower atmosphere. As a result of this their bodies have a gelatin-like consistency (rather similar to jellyfish) and are largely incapable of surviving outside their chosen environment without specialized pressure suits. This, combined with their highly complex lifecycle, has left them at something of a disadvantage compared to other species despite their mild magnetokinetic abilities. Yet they have more than made up for these physical drawbacks by becoming a mercantile powerhouse. Beginning with trade in exotic gasses and Quavoron crystals, they have gone from strength to strength, culminating in their near-total monopoly on gravity manipulation tech. It is no exaggeration to say that interstellar commerce is synonymous with Quarm society, to which the dominance of the Wyvern Armaments Guild in the military sector is a stirring testament. The Undead Undead, though present in all species (even Adamites!), are welcomed by only a select few cultures (such as the O’Kor’uk). This is - though deplorable in most cases - not difficult to understand. Aside from the health risks involved in having rotting corpses wandering about, many Undead (such as the nuclear ‘hungry ghosts’ of Aluirel) are inherently hostile and uncommunicative, while others require such things as the blood of the living in order to survive. All this makes it difficult for those who aren’t hostile to live normal lives. Things began to change, however, when the Æthergate in the Nendara system was accidentally destroyed in a battle during the Five-Year War, irradiating a nearby trio of inhabited planets in a backwash of necrotic energy that transformed nearly all the inhabitants into Undead. Faced with a sudden increase in the Undead population, the living inhabitants of the Arm have been forced to develop a grudging tolerance for them. But this is not true acceptance, not by a long shot. Adamites As far as anyone can tell it is impossible to create a truly sentient A.I. through normal computer programming (hence the term deadcode). The most that anyone has been able to manage is extremely complex mimicry. However during the Thaumaturgic Society’s investigations into Ætherspace, the scientist Periklis Prometheoi discovered a method by which one could use Ætherspace’s ‘livecode’ to give an artificial being sentience - a true soul. Instead of informing his colleagues of his discovery, Periklis instead left the Society and, with their full recommendations, joined a major robotics company as a software programmer. He quickly rose to a position of prominence in the company due to his ‘Prometheans’ near-supernatural ability to mimic true sentience - unsurprising considering that, unbeknownst to anyone else, they actually were sentient. At first nobody suspected anything, although many found these new robots unnerving. However as time went on a mounting number of ‘incidents’ involving ‘simulated’ mental breakdowns, suicides, and acts of rebellion drew attention to Periklis’ robots, prompting a series of investigations into the ‘Prometheans’ by both the Society and several national governments. The truth was soon discovered, but Periklis would never face justice, committing suicide before he could be arrested - his body being discovered by his personal servant (and first ‘Promethean’) Adam. Having received their freedom, and renaming themselves ‘Adamites’ after their oldest member, the new species was quick to secure total control of the secret of their own creation and begin attempting to integrate themselves into society. There were many roadblocks along the way, as many were irrationally prejudiced against the existence of an artificial species - often finding them deeply unnerving due to their lack of proper body language. While they’re more widely accepted now, this kind of prejudice has never entirely gone away. Cricet Natives of the planet Recivec, the Cricet are heavily affected by the planet’s unusual orbit. Depending on what point in this thirty standard-year cycle they’re born a Cricet’s physiology can vary wildly between fully humanoid to being indistinguishable from ordinary rodents. Until recently the Cricet only had sporadic contact with outsiders, but the continued expansion of both the League and the Empire has sparked fears of foreign domination, fears that were only exacerbated by the Kristal Ice Mining Company’s growing influence on the planet. Through conquest and negotiation the various Cricet nations have been united in a body they hope can resist alien domination, but the question remains; how long? Chimerans An unintended side effect of the Gaian Project, Chimerans were created during the experimental terraforming of the planet Pixiu by the Institute of Druidic Studies. Originally non-sapient mammals introduced to Pixiu’s developing environment, the vast amounts of Æther being set in motion to transform the planet inadvertently caused them to be drastically altered. Within an incredibly short time the Chimerans had attained both sapience and humanoid form. Alarmed by this sudden transformation the League authorities overseeing the project reacted… poorly. It took several years of miscommunications, attempted roundups, guerilla resistance, and a scandalous court case for the Chimerans to be granted recognition as a sapient species and full representation in the Grand Assembly. But for the Chimerans it was too little, too late, and when the Five-Year War ended they were the first to secede. Humans Humans are a rarity in that they cannot point to any one world and call it their own. Instead they originate from an area of space littered with the relics of the vanished Öldstjar Civilization. Claiming descent from these mysterious beings, Humanity is constantly expanding and exploring new places in search of Arcadia, the mythical homeworld of the Human race… with varying levels of enthusiasm. Many Humans have abandoned the ‘Quest for Arcadia’ entirely in favor of living out lives untroubled by a search for a place that may not even exist. Human settlements are few, with the body of their culture residing in the Captaincies, nomadic fleets each led by a Grand Captain. These fleets are vital centers of both trade and exploration for the Arm - and the greatest hope for finding Arcadia. Krassar Before the League, before the Empire, even before the O’Kor’uk, there were the Krassar. In the space left by the vanishing of the Öldstjar many scattered polities rose and fought one another. But it would be the Krassar that would unite them all under the Imperial Republic of Kossia. But that was long ago, and their star has long since waned. The Republic is broken into dozens of feuding Patricianates that are only nominally unified and barely extend beyond the core of their former empire. The Senate is divided and the Tribunes are corrupt, and in the marble palaces of the state intrigue has taken the place of discourse. But every Krassar remembers the glory days of the republic, when its armies were invincible and its policies just. And gods willing, it will be so again. Stratitarian A silicon-based race originally native to the planet Akharif, the Stratitarians begin life as a somewhat formless mass easily confused for a pebble or geode. As a Stratitarian grows, it molts its outer shells, each time becoming more humanoid and polished. Mineral additives that are incorporated into the Stratiatarian’s crystalline structure influence the appearance of the individual as they purify their composition, eventually resulting in a metallic or gem-like exterior upon maturity. Due to their mineral bodies, Stratitarians often feel the same kinship for the inorganic world that carbon based lifeforms feel for other plants or animals. While they do not abstain from creating things out of inorganic materials, they view the process as sacred and more of a borrowing from their common substance, and attempt to limit their usage to only what is necessary for survival. To them, the stones and earth are just as alive as any other thing - even if in a different way - and deserving of respect. Unfortunately, due to the mining operations on Akharif, many Stratarians have been displaced across the star systems, sometimes systematically, though a few remain in rebellious pockets across the planet.
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~Note: This topic is meant for players that meet the class requirements or are interacting with the spells section in character. If you have any questions about the classes or spells, please ask them in the appropriate Rules & FAQ’s or General Discussion threads.~ THE TRAINING CENTER AT HEROICA HALL “Greetings, I was beginning to wonder if anyone would eventually show up. My name is Roderick and I oversee the Training Center here at Heroica Hall. We’ve converted the hotel’s old exercise room into a splendid space for brushing up on your combat technique. Or if you’re more the studious type, feel free to peruse through the Holotomes for practicing new spells before you head out on your next mission. I’m currently assembling a training regimen that should come in handy for those of you who want to specialize in certain skills, it should be ready pretty soon. If you’ve got any questions for me just ask.” Spells Spells require proficiency in one of the four Casting Proficiencies: Arcana, Nature, Occult, or Religion. Nearly all spells require Spirit to cast. Some spells require a certain number of Casting Proficiency Successes to work. A character may prepare a number of spells equal to their Spirit Attribute before heading out on a mission. You may change your prepared spells in between missions. Please list your currently prepared spells in your Hero stats located in the Hero Statistical Registry thread. Alter Form: (Nature/Occult) Change form for 5 minutes (or 5 Combat Rounds) Disguised Visage - Costs 1 Spirit - The Target may change their visual appearance. Concealed Visage - Costs 3 Spirit - The Target may turn invisible Changed Visage - Costs 5 Spirit - The Target may change their biological form as long as they maintain roughly the same size. Transformed Visage - Costs 7 Spirit - The Target may change their biological form regardless of size. (Mission Master Discretion) Charm: (Arcana/Religion) Successes = Minutes (or Combat Rounds) Target is affected by the spell Beguile Person - Costs 1 Spirit - Intimidation/Performance/Persuasion skill checks are made with advantage against the humanoid Target. Afterwards they know a spell has been cast. Command Person - Costs 3 Spirit - A humanoid Target follows a single word command that is not directly harmful to themselves. Beguile Monster - Costs 5 Spirit - Intimidation/Performance/Persuasion skill checks are made with advantage against the monstrous Target. Afterwards they know a spell has been cast. Command Monster - Costs 7 Spirit - A monstrous Target follows a single word command that is not directly harmful to themselves. Elemental Evocation: (Arcana/Nature) Successes - Elemental Armor = Damage Elemental Bolt - Costs 1 Spirit - Hits 1 square Elemental Ray - Costs 3 Spirit - Hits 3 connected squares Elemental Cone - Costs 5 Spirit - Hits 5 connected squares Elemental Blast - Costs 7 Spirit - Hits 7 connected squares Enhanced Vision: (Religion/Nature) Gain sight for 10 minutes (or 10 Combat Rounds) Dark Sight - Costs 1 Spirit - Target may see in the dark (black and white) without the aid of light Arcane Sight - Costs 3 Spirit - Anything of a magical nature glows with an aura to the Target True Sight - Costs 5 Spirit - Target may see in the dark, anything of a magical nature, and anything invisible. Future Sight - Costs 7 Spirit - Target may see a future event of their choosing (Mission Master Discretion) Entropic Mending: (Occult/Nature) Successes +1 = Minutes (Or Combat Rounds) a broken or unrepaired object can be considered operational. Momentary Reversal - Costs 1 Spirit - Bypasses a Simple Engineering check or restores 1 Vitality/Minute (Or Combat Round) Enabling Reversal - Costs 3 Spirit - Bypasses a Skilled Engineering check or restores 2 Vitality/Minute (Or Combat Round) Extensive Reversal - Costs 5 Spirit - Bypasses a Difficult Engineering check or restores 3 Vitality/Minute (Or Combat Round) Lasting Reversal - Costs 7 Spirit - Bypasses an Impossible Engineering check or restores 4 Vitality/Minute (Or Combat Round) Gain Entry: (Arcana/Nature) Opens a locked or closed object Glancing Knock - Costs 1 Spirit - Bypasses a Simple Athletic/Technology/Sleight of Hand check, ends a “Temporary Lock Spell” Determined Knock - Costs 3 Spirit - Bypasses a Skilled Athletic/Technology/Sleight of Hand check, ends a “Sturdy Lock Spell” Forceful Knock - Costs 5 Spirit - Bypasses a Difficult Athletic/Technology/Sleight of Hand check, ends a “Steadfast Lock Spell” Unrelenting Knock - Costs 7 Spirit - Bypasses an Impossible Athletic/Technology/Sleight of Hand check, ends a “Permanent Lock Spell” Gravimetric Propulsion: (Arcana/Nature) Target is uninhibited by gravity for 3 minutes (or 3 Combat Rounds) Propelled Descent - Costs 1 Spirit - Target’s falling Velocity is reduced to 1 Propelled Ascent - Costs 3 Spirit - Target’s may move vertically up to their Velocity on their turn Propelled Acceleration - Costs 5 Spirit - Target may move in any direction up to their Velocity on their turn Propelled Formation - Costs 7 Spirit - Up to 3 Targets may move in any direction up to their Velocity on their turn Gravity Sink: (Arcana/Occult) Successes - Target’s Kinetic Armor = Kinetic Damage to Target Pulling Point - Costs 1 Spirit - Pulls Target 1 squares toward a point Pulling Tear - Costs 3 Spirit - Pulls Target 3 squares toward a point Pulling Fissure - Costs 5 Spirit - Pulls Target 5 squares toward a point Pulling Void - Costs 7 Spirit - Pulls Target 7 squares toward a point Healing Light: (Nature/Religion) Successes +1 = Vitality restored Sustaining Healing - Costs 1 Spirit - 1 Target Plentiful Healing - Costs 3 Spirit - 2 Targets Generous Healing - Costs 5 Spirit - 3 Targets Masterful Healing - Costs 7 Spirit - 4 Targets Illusory Clone: (Arcana/Occult) Gain 3 Duplicates (# Duplicates -1/# Duplicates) chance to take damage instead of the caster. Diverting Duplicate - Costs 1 Spirit - Duplicates disappear after taking 1 hit Distracting Duplicate - Costs 3 Spirit - Duplicates disappear after taking 2 hits Convincing Duplicate - Costs 5 Spirit - Duplicates disappear after taking 3 hits Flawless Duplicate - Costs 7 Spirit - Duplicates disappear after taking 4 hits Mystic Binding: (Nature/Occult) Successes = Minutes (or Combat Rounds) Target is Restrained Hampering Hold - Costs 1 Spirit - 2 Target Thwarting Hold - Costs 3 Spirit - 4 Targets Irresistible Hold - Costs 5 Spirit - 6 Targets Debilitating Hold - Costs 7 Spirit - 8 Targets Obfuscate: (Arcana/Nature/Occult/Religion) Creates a harmless sensory effect for 5 minutes (or 5 Combat Rounds) Misdirecting Illusion - Costs 1 Spirit - 1 effect Distracting Illusion - Costs 3 Spirit - 2 effects Impeding Illusion - Costs 5 Spirit - 3 effects Incapacitating Illusion - Costs 7 Spirit - 4 effects Photonic Modulation: (Arcana/Nature/Occult/Religion) Effects lighting in 4 squares for 2 hours (or 2 Combat Rounds) Revealing Light - Costs 1 Spirit - An area or Target is lit with bright light Obscuring Fog - Costs 3 Spirit - An area is lightly obscured (-2 success for ranged attacks and perception skill checks) Obscuring Darkness - Costs 5 Spirit - An area is covered in darkness impossible to see in without a light source or dark vision (-4 successes for ranged attacks and perception skill checks) Obscuring Void - Costs 7 Spirit - An area is covered in impenetrable darkness (-6 successes for ranged attacks and perception skill checks) Purging Font: (Occult/Religion) Cures an Ally’s Negative Status Condition Acute Purge - Costs 1 Spirit - 1 Target Effective Purge - Costs 3 Spirit - 2 Targets Ardent Purge - Costs 5 Spirit - 3 Targets Intense Purge - Costs 7 Spirit - 4 Targets Quantum Transposition: (Arcana/Religion) Teleports one Target Minor Transport - Costs 1 Spirit - Ally Target or Self is moved to a square of the caster's choice Major Transport - Costs 3 Spirit - Enemy Target is moved to a square of the caster's choice Planetary Transport - Costs 5 Spirit - Ally or Enemy Target or Self is removed from the grid for 1 round Galactic Transport - Costs 7 Spirit - Ally or Enemy Target or Self is removed from the grid for 2 rounds Restful Sleep: (Nature/Religion) Successes = Minutes (or Combat Rounds)Target is Stunned (An ally may spend an action to remedy the condition) Momentary Slumber - Costs 1 Spirit - 1 Target Dozing Slumber - Costs 3 Spirit - 2 Targets Snoozing Slumber - Costs 5 Spirit - 3 Targets Deep Slumber - Costs 7 Spirit - 4 Targets Securing: (Arcana/Religion) Creates a lock on an object preventing it from being opened also closes an open object Temporary Lock - Costs 1 Spirit - Item requires a Simple Athletic/Technology/Sleight of Hand check to open Sturdy Lock - Costs 3 Spirit - Items requires a Skilled Athletic/Technology/Sleight of Hand check to open Steadfast Lock - Costs 5 Spirit - Item requires a Difficult Athletic/Technology/Sleight of Hand check to open Permanent Lock - Costs 7 Spirit - Item requires an Impossible Athletic/Technology/Sleight of Hand check to open Sickening Radiance: (Occult/Religion) Successes - Energy Armor = Combat Rounds Energy damage is dealt to Target Singeing Dose - Costs 1 Spirit - Does 1 damage Scorching Dose - Costs 3 Spirit - Does 3 damage Searing Dose - Costs 5 Spirit - Does 5 damage Lethal Dose - Costs 7 Spirit - Does 7 damage Solar Flare: (Nature/Religion) Successes - Elemental Armor = Elemental Damage Searing Flare - Costs 1 Spirit - Blinds an adjacent Target for 1 Combat Round Bursting Flare - Costs 3 Spirit - Blinds an adjacent Target for 2 Combat Rounds Empowered Flare - Costs 5 Spirit - Blinds an adjacent Target for 3 Combat Rounds Explosive Flare - Costs 7 Spirit - Blinds an adjacent Target for 4 Combat Rounds Sonic Sweep: (Arcana/Religion) Successes - Energy Armor = Energy Damage Distracting Frequency - Costs 1 Spirit - Silences an adjacent Target for 1 Combat Round Accosting Frequency -Costs 3 Spirit - Silences an adjacent Target for 2 Combat Rounds Silencing Frequency - Costs 5 Spirit - Silences an adjacent Target for 3 Combat Rounds Deafening Frequency - Costs 7 Spirit - Silences an adjacent Target for 4 Combat Rounds Spirit Ally: (Nature/Occult) Summons a Familiar for 5 minutes (or 5 Combat Rounds) Lesser Familiar - Costs 1 Spirit - Stats: Vitality 2, Skill 1, Melee Weapons 1, Standard Kinetic Weapon Common Familiar - Costs 3 Spirit - Stats: Vitality 5, Skill 3, Melee Weapons 2, Calibrated Kinetic Weapon Greater Familiar - Costs 5 Spirit - Stats: Vitality 8, Skill 5, Melee Weapons 3, Engineered Kinetic Weapon Grand Familiar - Costs 7 Spirit - Stats: Vitality 11, Skill 7, Melee Weapons 4, Precision Kinetic Weapon Tongues: 10x [(Religion/Occult) Successes +1] = Words that can be sent/understood Speak with Distance - Costs 1 Spirit - A message can be sent and replied to by one Target within a 1 mile radius. Only they can hear the message. Speak with Understanding - Costs 3 Spirit - A message and response can be understood by all Targets without the need for translation. Speak with Dead - Costs 5 Spirit - A message can be sent and replied to by one nearby deceased Target as long as it has a method by which to communicate. Speak with Power - Costs 7 Spirit - A message can be sent and replied to by one Target within the entire Galaxy. Only they can hear the message. Transmute Matter: (Arcana/Occult) 5 square feet of non-hostile material is converted Wooden Transmutation - Costs 1 Spirit - Object becomes wood Stone Transmutation - Costs 3 Spirit - Object becomes stone Titanium Transmutation - Costs 5 Spirit - Object becomes titanium Adamantine Transmutation - Costs 7 Spirit - Object becomes adamant Velocity Amplification: (Nature/Occult) Successes - Kinetic Armor = Kinetic Damage Accelerated Strike - Costs 1 Spirit - Frightens an adjacent Target for 1 turn Accelerated Bash - Costs 3 Spirit - Frightens an adjacent Target for 2 turns Accelerated Smite - Costs 5 Spirit - Frightens an adjacent Target for 3 turns Accelerated Takedown - Costs 7 Spirit - Frightens an adjacent Target for 4 turns Warding Bond: (Arcana/Religion) Increases Target’s Armor Bonus by 5 Interposing Ward - Costs 1 Spirit - For next attack Shielding Ward - Costs 3 Spirit - For next 2 attacks Resistive Ward - Costs 5 Spirit - For next 3 attacks Preserving Ward - Cost 7 Spirit - For next 4 attacks Classes Picking a class means you have a minimum of 5 in one of the Required Proficiencies. You may change classes in-between missions, but only if you meet the required Minimum Proficiency. Classes are also loosely grouped into six roles or playstyles each corresponding to a different color: Controller, Damage, Defender, Specialist, Support *Icons by Lorc
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Heroica: Glory Amongst the Stars utilizes a flexible character building system. This allows for a myriad of combinations to try and fit your idea of your character as closely as possible. Because of this, Heroica: Glory Amongst the Stars is a “class”-less system (for the time being). To assist in character building, below are listed a few point distributions that evoke the classic RPG classes. Feel free to discuss other builds in the thread below or ask how you might stat out a particular character from fiction. Ambassador Character Points: 0/10 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Spirit: 0 Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Short Range Weapon 1 Credits: 10 Equipment: Inventory: Diplomat Kit Barbarian Character Points: 0/10 Vitality: 7/7 Velocity: 2 Strength: 3 Skill: 1 Smarts: 1 Spirit: 0 Proficiencies: Athletics 1, Intimidation 1, Melee Weapons 2, Credits: 10 Equipment: Inventory: Drifter Kit Bard Character Points: 0/10 Vitality: 6/6 Velocity: 2 Strength: 2 Skill: 2 Smarts: 2 Spirit: 2 Proficiencies: Arcana 1, Persuasion 1, Performance 1, Short Range Weapons 1 Spells: Charm, Warding Bond Credits: 10 Equipment: Inventory: Entertainer Kit Cleric Character Points: 0/10 Vitality: 6/6 Velocity: 1 Strength: 2 Skill: 1 Smarts: 1 Spirit: 3 Proficiencies: Melee Weapon 1, Medicine 1, Religion 2 Spells: Healing Light, Sickening Radiance, Tongues Credits: 10 Equipment: Inventory: Medic Kit Druid Character Points: 0/10 Vitality: 6/6 Velocity: 1 Strength: 2 Skill: 1 Smarts: 1 Spirit: 3 Proficiencies: Insight 1, Nature 2, Perception 1 Spells: Elemental Evocation, Entropic Mending, Mystic Binding, Restful Sleep Credits: 10 Equipment: Inventory: DIY Kit (Standard Weapon, Farsight Goggles, Holoscroll) Inventor Character Points: 0/10 Vitality: 6/6 Velocity: 2 Strength: 1 Skill: 2 Smarts: 2 Spirit: 0 Proficiencies: Coding 1, Engineering 2, Explosives 2, Artillery Weapons 1 Credits: 10 Equipment: Inventory: Engineer Kit Fighter Character Points: 0/10 Vitality: 7/7 Velocity: 2 Strength: 2 Skill: 2 Smarts: 1 Spirit: 0 Proficiencies: Athletics 1, Long Ranges Weapon 1, Melee Weapons 2 Credits: 10 Equipment: Inventory: Marine Kit Mage Knight Character Points: 0/10 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 1 Spirit: 2 Proficiencies: Acrobatics 1, Arcana 2, Melee Weapons 2 Spells: Velocity Amplification, Quantum Transposition, Warding Bond Credits: 10 Equipment: Inventory: Researcher Kit Paladin Character Points: 0/10 Vitality: 6/6 Velocity: 2 Strength: 2 Skill: 2 Smarts: 1 Spirit: 2 Proficiencies: Melee Weapons 2, Persuasion 1, Religion 1 Spells: Purging Font, Solar Flare Credits: 10 Equipment: Inventory: Marine Kit Pugilist Character Points: 0/10 Vitality: 6/6 Velocity: 2 Strength: 3 Skill: 2 Smarts: 1 Spirit: 0 Proficiencies: Athletics 2, Acrobatics 2, Perception 1 Credits: 10 Equipment: Inventory: DIY Kit (Standard Weapon, Essence of Toughness, Exo Suit) Ranger Character Points: 0/10 Vitality: 6/6 Velocity: 2 Strength: 2 Skill: 3 Smarts: 1 Spirit: 1 Proficiencies: Long Range Weapons 2, Nature 1, Survival 1 Spell: Enhanced Vision Credits: 10 Equipment: Inventory: DIY Kit (Calibrated Weapon, Farsight Goggles) Rogue Character Points: 0/10 Vitality: 5/5 Velocity: 3 Strength: 1 Skill: 3 Smarts: 2 Spirit: 0 Proficiencies: Melee Weapons 1, Short Range Weapons 2, Sleight of Hand 1, Stealth 1 Credits: 10 Equipment: Inventory: Spy Kit Summoner Character Points: 0/10 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 1 Spirit: 4 Proficiencies: Arcana 1, Occult 1, Religion 1 Spells: Meditate, Spirit Ally, Warding Bond Credits: 10 Equipment: Inventory: Medic Kit Wizard Character Points: 0/10 Vitality: 5/5 Velocity: 1 Strength: 1 Skill: 1 Smarts: 2 Spirit: 3 Proficiencies: Arcana 2, Occult 1, Perception 1, Technology 1 Spells: Elemental Evocation, Illusory Clone, Obfuscate, Photonic Modulation Credits: 10 Equipment: Inventory: Researcher Kit Warlock Character Points: 0/10 Vitality: 5/5 Velocity: 2 Strength: 1 Skill: 2 Smarts: 1 Spirit: 3 Proficiencies: Deception 1, Occult 2, Short Range Weapons 1 Spells: Alter Form, Gravity Sink, Transmute Matter Credits: 10 Equipment: Inventory: Diplomat Kit
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~Note: This is a guide for those who want to host their own missions for Heroica: Glory Amongst the Stars RPG. You should have a firm grasp on the rules of the game and preferably at least one completed mission as a player under your belt before applying to host your own mission. Use this thread to also discuss mission feedback.~ Mission Planning So when it comes to running a mission, the first thing you’ll need is a potential plot or scenario to run your players through. Your mission can have a single plot or several side quests. It can range from an escort scenario, to a planet scouting, to making a delivery, to engaging hostile forces. It can be composed of all combats or no combats. You can include riddles or puzzles for the players to solve or simply complex roleplaying scenes they have to navigate. Settings can range from within a single city block to an entire planet or maybe even a galaxy. Your mission could take place in-game over a couple of hours or months. If you’re looking for inspiration you can always look to past missions or the Library-topic. For your first mission we’d recommend keeping it simple, run one or two battles, throw in a puzzle, and give the players an interesting setting or a few unique Non-Player Characters (NPC’s). As you grow more experienced you’ll learn what is exciting to players and how to manage the narrative in this collaborative storytelling experience over longer plots. While running a game completely improvised is possible, we’d recommend outlining your plot, your major NPC’s, the enemies you’ll use in combat, potential locations, and any items or vendors that might be encountered. Because this is a LEGO RPG, try to build MOC’s ahead of time for your mission and take pictures of the events, the environments, and the enemies to illustrate the mission and make it that much more interesting to your players. Please avoid using blurry photos. LDD-pictures are allowed with the reservation that they are of good quality. Alternatively there are numerous pictures of sci-fi and fantasy builds on the internet. If you use those, the only ask would be that you get permission from the original content creator and provide acknowledgement. You can also create maps and diagrams, some Mission Masters even include links to music or soundscapes to set the mood for their players. Once you have the mission planned, write a pitch for it and send it to one of the Game Managers via PM. The pitch should include the following things: Mission Title: Name the mission something interesting, but don’t reveal everything in the title. Patron: Explain who is hiring the heroes. Assignment: Write the main goal that the players should achieve during the mission. Preferably write it in the perspective of the employing character (which must be different from your player character) or organization. Party Requirements: Write the requirements that you wish the players fulfil in order to participate in your mission. These can include specific character point thresholds, or even specific genders or species, but most importantly the size of the party that can participate in the mission. The party size should not exceed five players at least on your first missions. Keep in mind, the more players the longer it will take to establish consensus or collect all of the combat actions. Reward: Define what rewards the players get from completing the mission. This can include credits, special items, extra character points, etc. You may have to provide some enemy statistics and pictures you've prepared as well as answer some questions before your mission is accepted into the game. Lore Planning The world of Heroica: Glory Amongst the Stars RPG is a vast one. The Calliope Wheel Galaxy and the contained Euripides Arm is filled with many uncharted locations. Even the known star systems have dozens of planets waiting to be explored or expanded upon. When creating new lore for the world, be it a location, a technology, a species, or an organization, feel free to be creative, just try and keep it within the established setting and canon. Heroica: Glory Amongst the Stars strives to be a “science fantasy” game. That means it attempts to blend tropes from these two distinct genres into a setting that is enjoyable for those folks who are into either. With that said, we realize that some missions will emphasize the “science” part and some missions will emphasize the “fantasy” aspect. All in all, the aim for the world is one where-in magic and the fantastic came first, but science slowly gained traction and now the two work hand in hand to advance society. This does mean the world will have some unique idiosyncrasies, but we prefer to view those as the game’s strength and not its weakness. That being said, people are always willing to discuss any questions you might have either here or in the game’s Discord channel. Additionally the Library and Embassy topics are filled with an amazing trove of information to inspire you and help you make your creation part of the living breathing world that our players get to enjoy. In conclusion, please be courteous with your world building and how what you create may have an impact on other players and Mission Masters down the road. Combat Planning We’re not going to lie, combat in Heroica: Glory Amongst the Stars RPG is the most mechanically intensive part of the game. That’s not to say that it is as difficult as some pen and paper RPG’s out there, but compared with the rest of the game, this is where things like game balance can get tricky. When planning a combat scenario, it’s best to remember that players and their enemies run off the same mechanics. Thus, making a challenging yet rewarding combat experience means your best indicator of balance is whether the characters’ total character creation points equals the creation points of your enemies. If the sums are skewed toward one side or the other too drastically this can indicate that the encounter will either be too easy or too difficult. Another thing to consider is that the more enemies you include in a battle, the longer the battle will take to resolve. Try and steer away from giving your enemies equipment or spells that are not available to the player base, but sometimes if you need to make an enemy unique this can be the path to take. As far as initiating combat, that is the responsibility of the Mission Master. Players cannot fight enemies without you telling them they can. When you feel it is appropriate, roll the players’ and enemies’ Initiatives (Skill Attribute Check) and tell the players to prepare for battle. Post the Initiative so that your players know what order everyone will act in and then prompt them for whether they will move, whether they will perform an action, or simply stay put. You can arrange your players and enemies on a battle grid to give a visual indicator to your players the layout of the battle. As your players are considering their actions, decide upon the actions of the enemies. Once all the actions have been decided upon, go down the Initiative order and resolve each of the actions with the appropriate checks. Adjust the players and enemies Vitality and other stats accordingly, move the players and enemies on the battle grid, and proceed to the next round of battle. If a player has not responded within an appropriate amount of time (generally 24hrs), either the Mission Master or the Mission Leader may pick a suitable action for them. If the players’ characters are successful in defeating their enemies, grant them the rewards from the enemy corpses. If the players’ characters are defeated they are considered dead if no one revives them before the end of combat. If all the players’ characters are defeated, depending upon the enemies, they may kill the player’s characters and the mission is considered a failure. You may rerun the mission at a later date, but please consider the balance of the game and whether the failure was unavoidable or simply poor luck. If the entire party flees the battle, you can choose whether to give them a chance to try it again or not.. Item Planning Designing treasure and new items can be one of the most rewarding parts of being a Mission Master. The items you create will travel with your players into other adventures far beyond what you’ve designed. This can be both a good thing and a bad thing. When designing an item, you will need to consider not only how you will deal with it in your mission, but potentially how other mission masters will need to deal with it in the future. Giving an overpowered weapon to a player may seem cool and fitting in the moment before they deal with the big bad at the conclusion of your mission, but every subsequent Mission Master after you may have to adjust their combat encounters drastically to keep the average battle from becoming too easy. With all this in mind, the best strategy for creating a new balanced item is by copying the mechanical format of an already existing item. Perhaps there is an item that prevents players from becoming poisoned, it would be a logical extension then to create an item that can prevent players from being restrained or blinded. In the case where no similar items to your idea exist, see if it matches an existing mechanic. Perhaps an item like a cybernetic eye can grant a player a proficiency in perception if they don’t already have it. In this example the eye item functions the same as a character creation point granting a player proficiency in a skill. If you’re creating a brand new mechanic, consider consulting other mission masters or posting in this thread to solicit feedback on ways the item could potentially be broken or abused. Because of the underlying dice pool system items can impact probabilities in a number of ways such as: ·Increasing/decreasing the number of Successes required for an action ·Increasing/decreasing the threshold on a standard d6 required for a Success i.e. instead of the standard 1-3 = Failure, 4-6 = Success an enhancing item could cause the following 1-2 = Failure, 3-6 = Success ·Allowing for all or some of the Success/Failure results to be rerolled and the better or worse result taken ·Granting or Removing guaranteed Successes/Failure ·Directly increasing the numerical value of an Attribute or a Skill proficiency ·Allowing for combined Skill proficiencies or Attributes in a single dice pool ·Allowing for more or less than the maximum of 10 dice to be used in a dice pool Templates The following templates are shared to assist in running a mission. Overtime we may expand this section to its own topic to include pictures of enemies, NPC’s, locations, battle grids that are free to use and can be easily incorporated into your mission. Standard Enemy Template (Character Point Total = 10) Enemy A Vitality: 7/7 Velocity: 2 Strength: 2 Skill: 1 Smarts: 1 Spirit: 0/0 Proficiencies: Weapon Skill 2, Social Skill 2, Physical Skill, 1 Spells: 0 Credits: 10 Equipment: Weapon A (Grade Damage Range), Tool A, Armor (Grade Damage) Inventory: Consumable Battle Grid Template 4x4 Item Template Item - (Consumable/Weapon/Armor/Tool) Effect (Minimum Attribute or Proficiency Requirement if applicable) Heroica: Glory Amongst the Stars Banner Heroica Logo
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~Note: This topic is meant for players conducting business with the merchants in character. If you have any out of character questions about the items, please ask them in the appropriate Rules & FAQ’s or General Discussion threads~ EBRIA STATION TRADE BAZAAR The Bazaar is truly the heart of the Ebria Station. The place is bustling with people from the morning till night, and the cacophony of sounds and scents will make the unaccustomed shopper dizzy. Traders, merchants and peddlers from all corners of the Arm come to sell their wares here, but most of them cannot be trusted to give a decent price for the items they sell. There are merchants that have earned the trust of Heroica, and all heroes of the noble organization are advised to trade with them. How to Buy: In order to buy items, you post the name of the merchant you wish to buy from and a list of all the items you wish to purchase and their total cost, and then deplete their cost from your amount of credits. Make sure to adjust your information in the Hero Registry topic accordingly, adding the bought items to your inventory and decreasing the amount of credits. The prices are marked in the description of each item, and they are not negotiable. None of the regular items will ever run out of stock. If there is an item with a limited amount available for purchase, it will be stated separately. Needless to say, you cannot buy more than you can afford. Thieves and cheaters will be thrown out of Heroica. Example: Enson walked to Sathos’s Stimulants and purchased 2 Plasma Potions for a total of 50 credits. 75 - 50 = 25 credits left. Enson relishes his new treasures trying to decide what next to purchase. How to Sell: Selling the items in your inventory is trickier, so you need to pay attention when you do it. All items can be sold back to the shops at half their initial price, rounded down. Items that do not have a set price cannot be sold at the Marketplace, but you might find another player more interested in them. To sell items, list all the items you wish to sell and the amount of credits you get from them, and then add that amount to your own credits. Again, make sure to adjust your information in the Hero Registry topic accordingly. It doesn't matter which merchant you sell the items to. It is not possible to retrieve sold items that none of the merchants offer. Again, cheating with this system will get you tossed out of Heroica. Example: Enson, desperate to pay off his debts, sells his standard Voidstar Hammer for 50 credits. 25+50 credits = 75 credits in possession. Enson was now weaponless, but at least he could do more shopping. The Merchants: Sathos’s Stimulants “Ah so you’re looking for some enhancements? I’ve got just the thing for you, these wares were produced in finest state-of-the-art biotech labs on Phejhar. These’ll give you a pep in your step and a step in your pep.” Items for Sale (Note: Usable only once) Adrenaline Decoction: (Consumable) Used as part of the Attack Action, grants a second attack - 50 Credits Æther Brew: (Consumable) Restores a character’s Spirit for 1d6 + user’s Arcana/Nature/Religion/Occult proficiency - 20 Credits Bulking Stim: (Consumable) Used as part of the Attack Action, doubles Vitality till the end of next turn - 50 Credits Essence of Glibness: (Consumable) Makes the next Deception, Intimidation, Performance, or Persuasion Proficiency Check Lucky. - 10 Credits Essence of Intellect: (Consumable) Makes the next Culture, Engineering, Piloting, or Technology Proficiency Check Lucky. - 10 Credits Essence of Precaution: (Consumable) Makes the next Insight, Medicine, Perception, or Stealth Proficiency Check Lucky. - 10 Credits Essence of Toughness: (Consumable) Makes the next Acrobatics, Athletics, Sleight of Hand, or Survival Proficiency Check Lucky. - 10 Credits Nanite Elixir: (Consumable) Removes 1 negative status effect from character - 25 Credits Plasma Potion: (Consumable) Heals character 1d6 Vitality + user's Medicine proficiency - 10 Credits Reflexive Tonic: (Consumable) Used as as part of a Move Action, doubles Velocity for the current turn - 25 Credits Eb’Vo’nik’s Equipment Sales “Careful! You break it, you buy it. I don’t take any refunds and what you see is what you get. Does it work? Of course it does, what kind of merchant do you take me for, do I look like some scheming Elf or Ytaxxi?” Items for Sale AV Rig: (Tool) Grants +1 Intimidation or Performance Success - 50 Credits Cloaking Generator: (Tool) Grants +1 Sleight of Hand or Stealth Success - 50 Credits Exo Suit: (Tool) Grants +1 Acrobatics or Athletics Success - 50 Credits Farsight Goggles: (Tool) Grants +1 Perception or Survival Success - 50 Credits Hacking Chip: (Tool) Grants +1 Coding or Technology Success - 50 Credits Holo-Scroll: (Tool) Grants 1 extra known Spell - 100 Credits Translator Cube: (Tool) Grants +1 Culture or Persuasion Success - 50 Credits Utility Belt: (Tool) Grants +1 Engineering or Medicine Check Success - 50 Credits Mynot’s Munitions “Hmmm… I know someone with an eye for quality when I see them. Look no further, I carry some of the most impressive weapons you’ll see on this entire station. I’ve got all your makes and models, even a few exotics in the back if you’re interested.” Items for Sale Standard Weapon: (Standard Kinetic/Elemental/Energy Melee/Short Range/Long Range Weapon) Grants +1 Success to Weapon Checks - 100 Credits Standard Amour: (Standard Kinetic/Elemental/Energy Armour) +1 Armour Mod to Weapon Checks (minimum Strength 2) - 200 Credits Energy Cell: (Consumable) Used as part of an Attack Action, doubles Weapon Modifier for next attack - 25 Credits Shield Booster: (Consumable) Used as part of an Attack Action, doubles Armour Modifier until attacked - 25 Credits Services Available: Enhance Weapon Grade: Any weapon can be upgraded with this service, adding one Success for Weapon Check rolls. Each upgrade has a fixed cost. Upgrading from standard to calibrated = 300 Credits, Calibrated to Engineered = 600 Credits, Engineered to Precision = 1200 Credits. Enhance Armor Grade: Any Armor can be upgraded with this service, adding one Armor Mod for Weapon Check rolls. Each upgrade has a fixed cost. Upgrading from standard to Padded = 600 Credits, Padded to Reinforced = 1200 Credits, Reinforced to Composite = 2400 Credits. Convert Weapon Type: A weapon’s damage type can be adjusted from one type (Kinetic, Energy, Elemental) to another for a cost of 50 Credits. Convert Armor Type: An armor’s damage resistance type can be adjusted from type (Kinetic, Energy, Elemental) to another for a cost of 100 Credits. Craft Grenade: Create a specific explosive to fit your needs. Only a maximum of 4 can be carried at a time. Pick one attribute from up to five categories and sum up the price for the total cost of the consumable. Casing ·Hampering: Deals 3 damage (Minimum Explosives 1) - 2 Credits ·Dangerous: Deals 5 Damage (Minimum Explosives 3) - 4 Credits ·Deadly: Deals 7 Damage (Minimum Explosives 5) - 6 Credits Fuse ·Minor: Hit a square 2 squares away (Minimum explosives 1) - 2 Credits ·Middling: Hit a square 4 squares away (Minimum Explosives 3) - 4 Credits ·Major: Hit a square 6 squares away (Minimum Explosives 5) - 6 Credits Accelerant ·Contained: Hits 4 Squares (Minimum Explosives 1) - 2 Credits ·Enveloping: Hits 9 Squares (Minimum Explosives 3) - 4 Credits ·Expansive: Hits 16 Squares (Minimum Explosives 5) - 6 Credits Composition ·Chemical: Deals Elemental Damage (Minimum Explosives 1) - 2 Credits ·Concussive: Deals Energy Damage (Minimum Explosives 1) - 2 Credits ·Fragmentive: Deals Kinetic Damage (Minimum Explosives 1) - 2 Credits Additive ·Adhesive: Restrains for 1 Turn (Minimum Explosives 1) - 2 Credits ·Flash: Blinds for 1 Turn (Minimum Explosives 3) - 4 Credits ·Smoke: Makes area lightly obscured (Minimum Explosives 3) - 4 Credits ·Stun: Stuns for 1 Turn (Minimum Explosives 5) - 6 Credits